JP2011251193A - System and method for managing saved game medium - Google Patents

System and method for managing saved game medium Download PDF

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JP2011251193A
JP2011251193A JP2011204270A JP2011204270A JP2011251193A JP 2011251193 A JP2011251193 A JP 2011251193A JP 2011204270 A JP2011204270 A JP 2011204270A JP 2011204270 A JP2011204270 A JP 2011204270A JP 2011251193 A JP2011251193 A JP 2011251193A
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game media
stored
upper limit
game
ball
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JP5480861B2 (en
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Junji Mashita
淳二 眞下
Masaharu Oda
雅春 小田
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Glory Ltd
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Abstract

PROBLEM TO BE SOLVED: To improve convenience for a game player.SOLUTION: In a stored ball managing system 1, a counting machine 10 includes: a stored ball upper limit propriety determining section 18a that determines whether a stored ball residual amount for which a counted value of acquired balls being counted by a counting section 16 is stored and added exceeds a stored ball upper limit; a stored ball addition requesting section 18b that requests a stored ball addition for a ball quantity by which the stored ball residual amount becomes one within a stored ball upper limit range to a member managing T/C 20 when it is determined that the stored ball residual amount exceeds the stored ball upper limit by the stored ball upper limit determining section 18a; and a receipt issuing section 17 that issues a receipt which is correlated with the ball quantity exceeding the stored ball upper limit at least when the stored ball is added from among counted values for acquired balls.

Description

本発明は、予め登録処理された遊技客によって預け入れられた遊技媒体数を貯玉残高として管理し、計数機で計数した計数値の範囲内で貯玉残高に貯玉加算を行う貯遊技媒体管理システムおよび貯遊技媒体管理方法に関する。   The present invention manages a number of game media deposited by a pre-registered player as a stored ball balance, and adds a stored ball to the stored ball balance within a range of count values counted by a counter and a storage game medium management system The present invention relates to a game medium management method.

従来より、パチンコ玉やメダルなどの遊技媒体を遊技機に投入して遊技を行うパチンコ機やスロットマシンなどの遊技機が知られている。これら遊技機を設置した遊技店においては、プリペイドカードや会員カードなどの各種記録媒体が使用されることが多い。   Conventionally, gaming machines such as pachinko machines and slot machines that play games by inserting gaming media such as pachinko balls and medals into gaming machines are known. In game stores where these gaming machines are installed, various recording media such as prepaid cards and membership cards are often used.

かかる遊技店では、この会員カードを所定の会員登録をおこなった遊技客に対して発行し、この会員カードの識別情報(例えば、会員IDなど)に関連付けて、例えば、パチンコ機での遊技を終了した際に獲得したパチンコ玉やメダルの数量情報(貯玉数)を登録するシステム、いわゆる貯玉管理システムが構築されている(例えば、特許文献1参照。)。   In such a game store, this member card is issued to a player who has registered for a predetermined member, and the game on the pachinko machine is terminated in association with the identification information (eg, member ID) of the member card. A system for registering the quantity information (the number of stored balls) of pachinko balls and medals acquired at the time of so-called, a so-called stored ball management system has been constructed (for example, see Patent Document 1).

この貯玉管理システムによれば、遊技客(会員)は、貯玉残高の範囲内で、パチンコ玉を借り受けて再度遊技したり、また、貯玉残高の範囲内で、遊技店内の通常の景品(例えば、お菓子やたばこなどの景品)や特殊景品に交換したりすることもできる。   According to this storage management system, a player (member) borrows a pachinko ball within the range of the balance of the storage ball and plays again, or within the range of the storage balance, a normal prize in the game store (for example, They can also be exchanged for gifts such as sweets and tobacco) and special prizes.

さらに、近年では、遊技客による遊技のめり込み防止、並びに貯玉サービスの取り止めに伴って生じる貯玉残高の返却補償高の抑制などの観点から、かかる制度補償を運営する第三者機関(貯玉補償基金)、或いは遊技店によって会員一人あたりの貯玉残高に上限を設定することが検討されている。   Furthermore, in recent years, a third-party organization that operates such system compensation (the Savings Compensation Fund), from the viewpoint of preventing game players from being trapped and reducing the amount of return compensation for savings balances that accompanies withdrawal of savings services, Alternatively, an amusement store is considering setting an upper limit on the balance of stored money per member.

このように貯玉上限を設けた場合には、計数機では、計数した獲得遊技媒体数を加算した貯玉残高が貯玉上限を超えるならば、貯玉上限超過分の貯玉加算(遊技媒体の預入)を拒否し、貯玉上限超過分の遊技媒体を遊技客に返却するという運用が想定される。   In this way, when the upper limit is set, the counting machine refuses to add extra balls (depositing game media) if the stored ball balance, which is the sum of the number of game media counted, exceeds the upper limit. Then, it is assumed that the game media in excess of the upper limit of storage balls is returned to the player.

特開平7−51458号公報Japanese Patent Laid-Open No. 7-51458

しかしながら、上記した従来技術は、貯玉残高が貯玉上限を超えた場合に遊技にしか使用できない現物(すなわち、パチンコ玉やメダルなどの遊技媒体)を返却するものであるため、遊技客は、返却された遊技媒体の取扱に苦慮することとなり、遊技客の利便性を損なうという問題点があった。   However, since the above-described conventional technology returns a physical item (that is, a game medium such as a pachinko ball or a medal) that can only be used for a game when the stored ball balance exceeds the upper limit of the stored ball, the player is returned. However, there is a problem that the convenience of the player is impaired.

加えて、遊技で獲得した遊技媒体を計数する遊技客は、通常、遊技を終了しようとする遊技客であり、獲得した遊技媒体を景品交換或いは貯玉するために計数機へ向かう場合が多く、その日に再度遊技する遊技客の方が少ない。したがって、遊技客の意図に反した遊技を強いられる不便を被る頻度は低いものではない。   In addition, a player who counts game media acquired by a game is usually a player who wants to finish the game, and often goes to a counter to exchange or store the acquired game media. There are fewer players who play again. Therefore, the frequency of suffering inconvenience forcing a game against the player's intention is not low.

また、特許文献1に記載される玉計数機の玉返却機構は、端数玉と呼ばれる小数の玉を返却する機能しか有さない為、そのままの構成では、貯玉上限超過分の玉(数百〜数千個に達する可能性がある)を投出することは難しい。   Moreover, since the ball return mechanism of the ball counter described in Patent Document 1 has only a function of returning a small number of balls called fractional balls, in the configuration as it is, balls exceeding the upper limit of storage balls (several hundred to It is difficult to throw out (which can reach thousands).

そこで、本発明は、上述した従来技術による課題(問題点)を解消するためになされたものであり、遊技客の利便性を向上させることができる貯遊技媒体管理システムおよび貯遊技媒体管理方法を提供することを目的とする。   Accordingly, the present invention has been made to solve the above-described problems (problems) caused by the prior art, and provides a storage medium management system and a storage medium management method capable of improving the convenience for the player. The purpose is to provide.

上述した課題を解決し、目的を達成するために、本発明は、遊技店に会員登録された遊技客が前記遊技店に預け入れた貯遊技媒体数を管理する管理装置を有する貯遊技媒体管理システムであって、前記遊技客が遊技店に預け入れた貯遊技媒体数並びに該遊技客により預入要求された遊技媒体数と前記貯遊技媒体数との合算値が所定の上限値を超える前記預入要求された遊技媒体数を暫定貯遊技媒体数として該遊技客の会員用記録媒体の識別情報に対応付けて記憶する記憶手段と、遊技店に配設された機器から前記遊技客の会員用記録媒体の識別情報に対応する遊技媒体数の預入要求を受け付けた場合に、該遊技媒体数と前記記憶手段に記憶された貯遊技媒体数との和が所定の上限値を超えるか否かを判定する判定手段とを備えたことを特徴とする。   In order to solve the above-described problems and achieve the object, the present invention provides a storage medium management system having a management device for managing the number of storage mediums stored by a player registered as a member in a game store. The number of game media deposited by the player at the game store, and the sum of the number of game media requested to be deposited by the player and the number of the game media exceeds the predetermined upper limit. Storage means for storing the number of game media as a provisional number of game media in association with the identification information of the player's member recording medium, and the player's member recording medium from a device installed in the game store. Determination of whether or not the sum of the number of game media and the number of game media stored in the storage means exceeds a predetermined upper limit when a deposit request for the number of game media corresponding to the identification information is received Characterized by comprising means That.

また、本発明は、上記の発明において、前記加算処理手段は、前記判定手段により前記所定の上限値を超えると判定され、かつ、該預入要求された遊技媒体数を前記記憶手段に記憶された暫定貯遊技媒体数に加算した暫定貯遊技媒体数が所定の暫定貯遊技媒体上限値以内である場合に、前記預入要求された遊技媒体数を前記記憶手段に記憶された暫定貯遊技媒体数に加算処理することを特徴とする。   Further, according to the present invention, in the above invention, the addition processing means is determined by the determination means to exceed the predetermined upper limit value, and the number of game media requested for deposit is stored in the storage means. When the number of provisional game media added to the number of provisional game media is within a predetermined provisional game media upper limit, the number of game media requested to be deposited is set to the number of provisional game media stored in the storage means. An addition process is performed.

また、本発明は、上記の発明において、前記記憶手段に暫定貯遊技媒体数が記憶されている場合には、遊技客の再来店時に前記貯遊技媒体数または前記暫定貯遊技媒体数について景品交換及び再プレイを行わせることを特徴とする。   Further, according to the present invention, in the above invention, when the number of provisional game media is stored in the storage means, the prize exchange is performed for the number of game media or the number of provisional game media when the player revisits the store. And replay.

また、本発明は、遊技店に会員登録された遊技客が前記遊技店に預け入れた貯遊技媒体数を管理する管理装置を有する貯遊技媒体管理システムの貯遊技媒体管理方法であって、遊技店に配設された機器から前記遊技客の会員用記録媒体の識別情報に対応する遊技媒体数の預入要求を受け付けた場合に、該遊技媒体数と所定の記憶部に記憶された貯遊技媒体数との和が所定の上限値を超えるか否かを判定する判定工程と、前記判定工程により前記所定の上限値を超えると判定された場合に、前記預入要求された遊技媒体数を前記記憶部に記憶した暫定的な貯遊技媒体数を意味する暫定貯遊技媒体数に加算処理する加算処理工程とを含んだことを特徴とする。   The present invention is also a game media management method for a game media management system having a management device for managing the number of game media stored in the game store by a player registered as a member of the game store. When a request for depositing the number of game media corresponding to the identification information of the recording medium for the member of the player is received from the device arranged in the game device, the number of game media and the number of stored game media stored in a predetermined storage unit A determination step for determining whether or not the sum exceeds the predetermined upper limit value, and when it is determined by the determination step that the predetermined upper limit value is exceeded, the number of game media requested to be deposited is stored in the storage unit And an addition processing step of adding to the provisional number of game media, which means the number of provisional game media stored in the above.

本発明によれば、遊技客が遊技店に預け入れた貯遊技媒体数並びに該遊技客により預入要求された遊技媒体数と貯遊技媒体数との合算値が所定の上限値を超える預入要求された遊技媒体数を暫定貯遊技媒体数として該遊技客の会員用記録媒体の識別情報に対応付けて記憶しておき、遊技店に配設された機器から遊技客の会員用記録媒体の識別情報に対応する遊技媒体数の預入要求を受け付けた場合に、該遊技媒体数と記憶された貯遊技媒体数との和が所定の上限値を超えるか否かを判定するよう構成したので、遊技客が閉店間際に遊技を終了した場合であっても、混雑する景品カウンタに並ぶことなく帰宅することが可能となる。   According to the present invention, the number of game media deposited by the player at the game store, and the sum of the number of game media requested to be deposited by the player and the number of stored game media exceeds the predetermined upper limit. The number of game media is stored in association with the identification information of the player's member recording medium as the number of provisional game media, and the identification information of the player's member recording medium is stored from the device installed in the game store. When the deposit request for the corresponding number of game media is received, it is determined whether or not the sum of the number of game media and the number of stored game media exceeds a predetermined upper limit value. Even when the game is finished just before closing, it is possible to return home without being lined up with a crowded prize counter.

図1は、実施例1に係る貯玉管理システムの概要および特徴を説明するための概念図である。FIG. 1 is a conceptual diagram for explaining the outline and features of the storage management system according to the first embodiment. 図2は、実施例1に係る貯玉管理システムのシステム構成を示すシステム構成図である。FIG. 2 is a system configuration diagram illustrating a system configuration of the storage management system according to the first embodiment. 図3は、会員管理DBに記憶される情報の構成例を示す図である。FIG. 3 is a diagram illustrating a configuration example of information stored in the member management DB. 図4−1は、貯玉管理DBに記憶される情報の構成例を示す図である。FIG. 4A is a diagram illustrating a configuration example of information stored in the storage management DB. 図4−2は、貯玉管理DBに記憶される情報の構成例を示す図である。FIG. 4-2 is a diagram illustrating a configuration example of information stored in the storage management DB. 図4−3は、貯玉管理DBに記憶される情報の構成例を示す図である。FIG. 4-3 is a diagram illustrating a configuration example of information stored in the storage management DB. 図5は、実施例1における記録媒体発行処理の手順を示すフローチャートである。FIG. 5 is a flowchart illustrating the procedure of the recording medium issuing process according to the first embodiment. 図6−1は、暫定貯玉として管理される情報の一例を示す図である。FIG. 6A is a diagram of an example of information managed as provisional storage balls. 図6−2は、暫定貯玉として管理される情報の一例を示す図である。FIG. 6B is a diagram of an example of information managed as provisional storage balls. 図7は、計数機およびレシート発行機を別体として設けた場合の各装置のブロック図である。FIG. 7 is a block diagram of each device when the counting machine and the receipt issuing machine are provided separately.

以下に添付図面を参照して、本発明に係る貯玉管理システム(貯玉管理方法)の好適な実施例を詳細に説明する。なお、以下では、本発明に係る貯玉管理システムを実施例1として説明した後に、本発明に含まれる他の実施例を実施例2として説明する。   Exemplary embodiments of a storage ball management system (storage ball management method) according to the present invention will be described below in detail with reference to the accompanying drawings. In the following description, the storage management system according to the present invention will be described as a first embodiment, and then another embodiment included in the present invention will be described as a second embodiment.

以下の実施例1では、実施例1に係る貯玉管理システムの概要および特徴、システムを構成する各装置(計数機、会員管理T/C)の構成および処理の流れを順に説明する。   In the following first embodiment, the outline and features of the storage management system according to the first embodiment, the configuration of each device (counter, member management T / C) constituting the system, and the flow of processing will be described in order.

[概要および特徴(実施例1)]
まず最初に、図1を用いて、実施例1に係る貯玉管理システムの概要および特徴を説明する。図1は、実施例1に係る貯玉管理システムの概要および特徴を説明するための概念図である。
[Outline and Features (Example 1)]
First, the outline and features of the storage management system according to the first embodiment will be described with reference to FIG. FIG. 1 is a conceptual diagram for explaining the outline and features of the storage management system according to the first embodiment.

同図に示すように、実施例1に係る貯玉管理システム1は、予め登録処理された遊技客(会員)によって預け入れられた遊技媒体数を貯玉残高として管理する会員管理T/C20と、遊技媒体の数量を計数し、該計数した計数値の範囲内で貯玉加算を会員管理T/C20に依頼する計数機10とが相互に通信可能に接続して構成される。   As shown in the figure, the storage management system 1 according to the first embodiment includes a member management T / C 20 that manages the number of game media deposited by a player (member) registered in advance as a storage balance, and a game medium. The counter 10 that requests the member management T / C 20 to add the stored balls within the range of the counted value is connected to be communicable with each other.

ここで、計数機10は、計数値の貯玉加算が行われた貯玉残高が貯玉上限を超えるか否かを判定し、貯玉上限を超えると判定した場合に、貯玉残高が貯玉上限範囲内となる遊技媒体数の貯玉加算を会員管理T/C20に依頼し、計数値のうち、少なくとも貯玉加算時に貯玉上限を超える遊技媒体数が関連付けられた記録媒体を発行する「記録媒体発行処理」に主たる特徴があり、かかる「記録媒体発行処理」によって、貯玉上限超過分の遊技媒体の景品交換を可能にし、もって遊技客の利便性を向上させることができるようにしている。   Here, the counter 10 determines whether or not the stored ball balance on which the count value is added to the stored ball exceeds the upper limit of the stored ball, and when it is determined that the stored ball balance exceeds the upper limit of the stored ball, the stored ball balance falls within the upper limit range of the stored ball. Main features of “Recording medium issuance processing” in which the member management T / C 20 is requested to add the number of game media to the member management T / C 20 and issues a recording medium associated with at least the number of game media exceeding the upper limit of the storage ball at the time of accumulation Thus, the “recording medium issuance process” makes it possible to exchange prizes for game media in excess of the upper limit of storage balls, thereby improving the convenience of the player.

この主たる特徴を具体的に説明すると、この計数機10は、当該計数機10で計数した計数値、すなわち遊技客が遊技で獲得した獲得遊技媒体数の貯玉加算依頼処理として、計数機10に設けられた操作部を介して遊技客から貯玉加算要求を受け付けるが、その貯玉加算要求に応じて直ちに貯玉加算依頼を会員管理T/Cに行うことはしない。つまり、遊技客が今回の遊技で獲得した獲得遊技媒体を現在の貯玉残高(以下、「現貯玉残高」という。)に貯玉加算した貯玉残高が貯玉上限を超えるか否かを判定する。   The main feature will be described in detail. The counter 10 is provided in the counter 10 as a processing for adding the accumulated balls of the count value counted by the counter 10, that is, the number of game media acquired by the player in the game. However, the player does not immediately request the member management T / C for the storage addition request in response to the storage addition request. In other words, it is determined whether or not the accumulated ball balance obtained by adding the accumulated game media acquired by the player to the current accumulated ball balance (hereinafter referred to as “current accumulated ball balance”) exceeds the upper limit of accumulated balls.

より詳細には、図1に示すように、遊技客によって会員用記録媒体、例えばプリペイド一体型会員カード100が挿入されたならば、プリペイド一体型会員カード100に記録された会員識別情報「会員NO,0001」を読み出し、会員管理T/C20に対して「会員No,0001」に対応する貯玉残高「1000個」を問い合わせる。その後、遊技客が獲得した獲得玉を計数し、該計数した計数値(獲得玉数)を現貯玉残高「1000個」に加算し、この合算値(獲得玉+現貯玉残高)が貯玉上限「5000個」を超えるか否かを判定する。   More specifically, as shown in FIG. 1, if a member's recording medium, for example, a prepaid integrated member card 100 is inserted by a player, the member identification information “member No. recorded on the prepaid integrated member card 100 is used. , 0001 ”, and inquires of the member management T / C 20 about a storage ball balance“ 1000 ”corresponding to“ member No. 0001 ”. Thereafter, the number of acquired balls acquired by the player is counted, and the counted value (number of acquired balls) is added to the current stored ball balance “1000”, and the total value (acquired balls + current stored ball balance) is the upper limit “ It is determined whether or not “5000” is exceeded.

このとき、計数機10は、かかる合算値が貯玉上限を超えると判定した場合には、貯玉上限超過時に遊技にしか使用できない現物を返却することを回避するために、少なくとも貯玉加算時に貯玉上限を超える遊技媒体数が関連付けられた記録媒体を発行する。例えば、図1の例で言えば、かかる合算値(獲得玉+現貯玉残高)が貯玉上限「5000個」を超えると判定した場合(Aの場合)に、貯玉残高が貯玉上限範囲内となる遊技媒体数(例えば、貯玉上限「5000個」−現貯玉残高「1000個」=「4000個」)を加算依頼貯玉数として会員管理T/C20に送信するとともに、残り獲得玉数「500個」(=獲得玉数「4500個」−加算依頼貯玉数「4000個」)をレシート発行玉数としてレシート(レシート発行玉数に対応付けられた「計数ID」を示すバーコードを印字した印刷物)を発行する。なお、この「レシート発行玉数」は、計数IDにレシート発行玉数を対応付けて景品管理装置30で記憶管理される。   At this time, if the counter 10 determines that the sum exceeds the upper limit of the stored ball, the counter 10 sets the upper limit of the stored ball at least when adding the stored ball in order to avoid returning the actual item that can only be used for games when the upper limit of the stored ball is exceeded. A recording medium associated with an excess number of game media is issued. For example, in the example of FIG. 1, when it is determined that the total value (acquired ball + current storage ball balance) exceeds the storage ball upper limit “5000” (in the case of A), the storage ball balance falls within the storage ball upper limit range. The number of game media (for example, the upper limit of “5000 balls”-the current stored ball balance “1000 pieces” = “4000 pieces”) is transmitted to the member management T / C 20 as the number of requested addition balls, and the remaining number of earned balls “500” (= Acquired number of balls “4500” −addition request number of stored balls “4000”)) Receipt (printed matter printed with a bar code indicating “count ID” associated with the number of issued balls) Issue. Note that the “number of receipt issued balls” is stored and managed by the prize management device 30 by associating the number of receipt issued balls with the count ID.

一方、かかる合算値(獲得玉+現貯玉残高)が貯玉上限「5000個」を超えないと判定した場合(Bの場合)には、計数値「2500個」そのものの貯玉加算を会員管理T/C20に依頼する。なお、本実施例では、図1に示したように、カード或いはレシートに記録した記録データを改ざんするなどの不正行為を防止する観点から、プリペイド一体型会員カードには「貯玉残高」を記録せず、会員識別情報「会員NO,」のみを記録し、レシートには「計数値」を記録せず、計数IDのみを記録する構成を採用することとする。   On the other hand, if it is determined that the total value (acquired ball + current savings ball balance) does not exceed the savings ball upper limit “5000” (in the case of B), the added value of the counting value “2500” itself is added to the member management T / Ask C20. In this embodiment, as shown in FIG. 1, from the viewpoint of preventing fraud such as tampering with the recorded data recorded on the card or the receipt, the “paid balance” is recorded on the prepaid integrated membership card. First, it is assumed that only the member identification information “Member No.” is recorded, the “count value” is not recorded on the receipt, and only the count ID is recorded.

このように、図1に示した貯玉管理システム1において、計数機10は、貯玉上限超過時に遊技にしか使用できない現物を返却するのではなく、貯玉上限超過分の遊技媒体を関連付けた記録媒体を発行する。このため、上記した主たる特徴の通り、遊技客は、返却された遊技媒体の取扱に苦慮することなく、貯玉上限超過分の遊技媒体についても景品交換を行うことができる。そして、このように貯玉上限超過時の景品交換処理が補完された貯玉サービスを提供することで、遊技客の利便性を向上させることが可能になる。   In this way, in the storage management system 1 shown in FIG. 1, the counter 10 does not return the actual thing that can only be used for a game when the storage ball upper limit is exceeded. Issue. For this reason, as described above, the player can exchange prizes even for game media in excess of the upper limit of the storage ball without having to worry about handling the returned game media. In addition, by providing a savings service that complements the prize exchange process when the savings upper limit is exceeded, it is possible to improve the convenience of the player.

さらに、これに関連して、図1に示した計数機10は、貯玉上限を超えた場合に現物の返却を廃止することで、計数機に組み込むべき遊技媒体返却機構を不要化し、遊技店(ホール)の設備投資費用を安価に抑制し、加えて、開発メーカーによる遊技媒体返却機構の開発努力および開発費用を不要化することが可能になる。また、既存の計数機の仕様にそぐわない遊技媒体返却機構を計数機に付加することに起因して計数機の故障率および休止率が増加するリスクをなくすことも可能になる。   Further, in connection with this, the counter 10 shown in FIG. 1 eliminates the return of the actual item when the upper limit of the storage ball is exceeded, thereby eliminating the need for a game medium return mechanism to be incorporated into the counter, The capital investment cost of the hall) can be suppressed at a low cost, and in addition, the development effort and development cost of the game media return mechanism by the development manufacturer can be eliminated. In addition, it is possible to eliminate the risk of increasing the failure rate and the suspension rate of the counter due to the addition of a game medium return mechanism that does not meet the specifications of the existing counter to the counter.

[計数機の構成]
続いて、実施例1に係る計数機の構成および処理の流れを説明する。図2は、実施例1に係る貯玉管理システムのシステム構成を示すシステム構成図である。同図に示すように、計数機10は、入力部11と、表示部12と、会員カード処理部13と、通信制御IF部14と、シャッタ機構部15と、計数部16と、レシート発行部17と、制御部18とを所定のバスなどで接続して構成される。
[Counter configuration]
Next, the configuration and processing flow of the counter according to the first embodiment will be described. FIG. 2 is a system configuration diagram illustrating a system configuration of the storage management system according to the first embodiment. As shown in the figure, the counter 10 includes an input unit 11, a display unit 12, a membership card processing unit 13, a communication control IF unit 14, a shutter mechanism unit 15, a counting unit 16, and a receipt issuing unit. 17 and the control unit 18 are connected by a predetermined bus or the like.

このうち、入力部11は、各種の情報を入力するキーボードやボタンなどの指示入力手段であり、例えば、計数部16によって計数された計数値(獲得玉数)の貯玉加算要求を受け付ける。   Among these, the input unit 11 is an instruction input unit such as a keyboard or a button for inputting various types of information. For example, the input unit 11 accepts a storage ball addition request for a count value (number of acquired balls) counted by the counting unit 16.

また、表示部12は、各種の情報を出力する液晶パネルやディスプレイなどの出力表示手段であり、例えば、計数部16によって計数された獲得玉の計数値を表示したり、会員カード処理部13から得られた貯玉残高を表示したりする。尚、入力部11と表示部12については、タッチパネルでもよい。   The display unit 12 is an output display unit such as a liquid crystal panel or a display for outputting various kinds of information. For example, the display unit 12 displays the count value of the acquired balls counted by the counting unit 16, or from the member card processing unit 13. Or display the stored balance. The input unit 11 and the display unit 12 may be a touch panel.

会員カード処理部13は、カード挿入口に挿入された会員カードの読取処理/書込処理を行う処理部である。例えば、図1に示すように、プリペイド一体型会員カード100が挿入されたならば、このカードに記録された会員識別情報「会員NO,0001」を読み取る。   The membership card processing unit 13 is a processing unit that performs reading / writing processing of the membership card inserted into the card insertion slot. For example, as shown in FIG. 1, when the prepaid integrated member card 100 is inserted, the member identification information “member No. 0001” recorded on the card is read.

また、会員カード処理部13は、プリペイドカード一体型会員カード100から読み取った会員識別情報「会員NO,0001」を用いて、会員管理T/C20から「会員No,0001」に対応する貯玉残高「1000個」を取得し、該取得した現貯玉残高「1000個」を貯玉上限可否判定部18aに出力する。   Further, the member card processing unit 13 uses the member identification information “member NO, 0001” read from the prepaid card integrated member card 100 to store the balance “[No. 0001] corresponding to“ member No. 0001 ”from the member management T / C 20. “1000” is acquired, and the acquired current storage ball balance “1000” is output to the storage upper limit determination unit 18a.

通信制御IF部14は、各種装置(例えば、会員管理T/C20)との間で各種通信の制御を行う処理部である。また、シャッタ機構部15は、計数部16の遊技媒体投入口を開閉する機構部である。   The communication control IF unit 14 is a processing unit that controls various communications with various devices (for example, member management T / C 20). The shutter mechanism unit 15 is a mechanism unit that opens and closes the game medium insertion port of the counting unit 16.

計数部16は、遊技媒体の数量を計数する処理部である。具体的には、遊技客によって投入された「獲得玉」や従業員によって投入された「こぼれ玉」の数量を計数する。なお、この「こぼれ玉」とは、獲得玉の収納箱或いは遊技機(パチンコ機)の遊技媒体貯留領域からこぼれ落ちたパチンコ玉を指す。   The counting unit 16 is a processing unit that counts the number of game media. Specifically, the number of “acquired balls” input by the player and “spilled balls” input by the employee are counted. The “spilled ball” refers to a pachinko ball that has been spilled from a storage box of acquired balls or a game medium storage area of a gaming machine (pachinko machine).

レシート発行部17は、計数部16によって計数された獲得玉の計数値のうち、少なくとも貯玉加算時に貯玉上限を超える遊技媒体数が関連付けられたレシートを発行する処理部である。例えば、図1に示す例で言えば、計数部16によって計数された獲得玉数から貯玉加算依頼部18bによって会員管理T/C20に貯玉加算が依頼された加算依頼貯玉数を減算した残り獲得玉数(=獲得玉数「4500個」−加算依頼貯玉数「4000個」)をレシート発行玉数「500個」としてレシート(レシート発行玉数に対応付けられた「計数ID」を示すバーコードを印字した印刷物)を発行する。なお、この「レシート発行玉数」は、計数部16で採番される計数IDにレシート発行玉数を対応付けて景品管理装置30で記憶管理される。また、このレシート発行部17は、遊技客が全く貯玉できない場合や貯玉を希望しない場合には、全計数値分のレシートを発行できる。   The receipt issuing unit 17 is a processing unit that issues a receipt that is associated with at least the number of game media that exceeds the upper limit of the stored ball at the time of adding the stored ball among the counted values of the acquired balls counted by the counting unit 16. For example, in the example shown in FIG. 1, the remaining earned balls obtained by subtracting the number of accumulated balls requested for addition to the member management T / C 20 from the accumulated ball addition requesting unit 18 b from the number of obtained balls counted by the counting unit 16. The number (= acquired number of balls “4500” −addition requested number of stored balls “4000”) is set as the number of receipt issued balls “500”, and a receipt (a “count ID” associated with the number of issued balls is displayed). Issue printed matter). The “receipt issued ball count” is stored and managed by the prize management device 30 in association with the count issued by the counting unit 16 and the receipt issued ball count. Further, the receipt issuing unit 17 can issue a receipt for all the count values when the player cannot store any balls or does not want to store any balls.

このように、貯玉上限を超えると判定された場合に、貯玉残高が貯玉上限となるように貯玉加算を行い、計数値から加算依頼貯玉数を除いた遊技媒体数が関連付けられた記録媒体を発行することで、遊技客から貯玉上限を超える貯玉加算要求があった場合でも、貯玉処理および記録媒体発行処理を円滑に行うことができる。   In this way, when it is determined that the upper limit of the stored ball is exceeded, the added amount of the stored ball is added so that the stored ball balance becomes the upper limit of the stored ball, and a recording medium is issued in which the number of game media obtained by subtracting the added requested stored ball number from the count value is associated. By doing so, even when there is a storage ball addition request exceeding the upper limit of the storage ball from the player, the storage ball processing and the recording medium issuance processing can be performed smoothly.

制御部18は、OS(Operating System)などの制御プログラム、各種の処理手順などを規定したプログラムおよび所要データを格納するための内部メモリを有し、これらによって種々の処理を実行する処理部であり、特に本発明に密接に関連するものとしては、貯玉上限可否判定部18aおよび貯玉加算依頼部18bを備える。   The control unit 18 includes a control program such as an OS (Operating System), a program that defines various processing procedures, and an internal memory for storing necessary data, and is a processing unit that executes various processes using these. Particularly, as closely related to the present invention, a storage ball upper limit availability determination unit 18a and a storage ball addition request unit 18b are provided.

このうち、貯玉上限可否判定部18aは、計数部16によって計数された「獲得玉」の計数値の貯玉加算が行われた貯玉残高が貯玉上限を超えるか否かを判定する処理部である。図1の例で言えば、会員カード処理部13によって出力された当該遊技客(会員)の現貯玉残高「1000個」に計数部16によって計数された獲得玉の計数値を加算し、この合算値が貯玉上限「5000個」を超えるか否かを判定する。   Among these, the storage upper limit determination unit 18a is a processing unit that determines whether or not the storage ball balance on which the count value of the “acquired ball” counted by the counting unit 16 has been added exceeds the storage ball upper limit. In the example of FIG. 1, the acquired ball count value counted by the counting unit 16 is added to the current stored ball balance “1000” of the player (member) output by the member card processing unit 13, and this sum is added. It is determined whether or not the value exceeds the upper limit “5000 balls”.

そして、貯玉上限可否判定部18aは、計数部16によって計数された獲得玉数が「4500個」であった場合(図1中「A」の場合)には、獲得玉数「4500個」+現貯玉残高「1000個」>貯玉上限「5000個」となるので、合算値が貯玉上限を超えたと判定し、計数部16によって計数された獲得玉数が「2500個」であった場合(図1中「B」の場合)には、獲得玉数「2500個」+現貯玉残高「1000個」≦貯玉上限「5000個」となるので、合算値が貯玉上限範囲内であると判定する。   Then, when the number of acquired balls counted by the counting unit 16 is “4500” (in the case of “A” in FIG. 1), the storage ball upper limit availability determination unit 18a acquires the number of acquired balls “4500” + Since the current storage ball balance “1000”> the storage ball upper limit “5000”, it is determined that the combined value exceeds the upper limit of the storage ball, and the number of acquired balls counted by the counting unit 16 is “2500” (FIG. In the case of “B” in 1), since the number of acquired balls is “2500” + the current stored ball balance “1000” ≦ the upper limit of stored balls “5000”, it is determined that the total value is within the upper limit range of stored balls.

貯玉加算依頼部18bは、貯玉残高が貯玉上限を超えない範囲の遊技媒体数の貯玉加算を会員管理T/C20に依頼する処理部である。例えば、図1の「A」の例に示すように、獲得玉数「4500個」+現貯玉残高「1000個」>貯玉上限「5000個」となることから、合算値(獲得玉数+現貯玉残高)が貯玉上限を超えたと判定された場合には、会員管理T/C20に対して貯玉残高が貯玉上限となる加算依頼貯玉数「4000個」(=貯玉上限「5000個」−現貯玉残高「1000個」)を現貯玉残高「1000個」(図4−1参照)に加算するように依頼する(図4−2参照)。なお、貯玉加算を会員管理T/C20に依頼する際には、加算依頼貯玉数「4000個」とともに貯玉加算の依頼対象となる会員識別情報「会員NO,0001」を会員管理T/C20に送信する。このとき、貯玉依頼されなかった玉数がレシート発行部17に通知される。   The accumulated ball addition requesting unit 18b is a processing unit that requests the member management T / C 20 to add accumulated balls for the number of game media in a range where the accumulated ball balance does not exceed the upper limit of the accumulated ball. For example, as shown in the example of “A” in FIG. 1, the number of acquired balls “4500” + the current storage ball balance “1000”> the upper limit of storage “5000”. If it is determined that the storage ball balance exceeds the storage limit, the member management T / C 20 adds the requested number of storage balls “4000” (= the storage limit “5000”) − current storage ("Balance" 1000 ") is requested to be added to the current savings balance" 1000 "(see FIG. 4-1) (see FIG. 4-2). When the member management T / C 20 is requested to add money to the member management T / C 20, the member identification information “member No. 0001” that is the target of the addition of the money to be added is transmitted to the member management T / C 20 together with the number of balls requested to be added “4000”. To do. At this time, the receipt issuing unit 17 is notified of the number of balls not requested to be stored.

また、貯玉加算依頼部18bは、図1の「B」の例に示すように、獲得玉数「2500個」+現貯玉残高「1000個」≦貯玉上限「5000個」となることから、合算値が貯玉上限範囲内であると判定された場合には、会員管理T/C20に対して、計数部16によって計数された獲得玉の計数値「2500個」を現貯玉残高「1000個」(図4−1参照)に貯玉加算するように依頼する(図4−3参照)。   Further, as shown in the example of “B” in FIG. 1, the accumulated ball addition requesting unit 18b adds the number of acquired balls “2500” + the current accumulated ball balance “1000” ≦ the accumulated ball upper limit “5000”. If it is determined that the value is within the upper limit of the storage ball, the member management T / C 20 receives the acquired ball count value “2500” counted by the counting unit 16 as the current storage ball balance “1000” ( (See Fig. 4-1.) Request to add money (see Fig. 4-3).

[会員管理T/Cの構成]
次に、実施例1に係る会員管理T/Cの構成および処理の流れを説明する。図2に示すように、会員管理T/C20は、入力部21と、表示部22と、通信制御IF部23と、会員管理DB24と、貯玉管理DB25と、制御部26とを備える。
[Composition of member management T / C]
Next, the configuration and processing flow of the member management T / C according to the first embodiment will be described. As shown in FIG. 2, the member management T / C 20 includes an input unit 21, a display unit 22, a communication control IF unit 23, a member management DB 24, a storage management DB 25, and a control unit 26.

このうち、入力部21は、各種の情報を入力するキーボード、マウスおよびトラックボールなどの指示入力手段であり、例えば、貯玉サービスや特賞履歴閲覧サービスなどの各種会員サービスを希望する遊技客から取得した会員情報(例えば、会員となる遊技客の氏名、住所およびメールアドレスなどの情報)の登録や、会員管理DB24および貯玉管理DB25の閲覧要求などを受け付ける。   Among these, the input unit 21 is an instruction input unit such as a keyboard, a mouse, and a trackball for inputting various types of information. For example, the input unit 21 is obtained from a player who desires various member services such as a savings service or a special prize history browsing service. Registration of member information (for example, information such as the name, address and e-mail address of a player who becomes a member), browsing requests of the member management DB 24 and the storage management DB 25, and the like are accepted.

表示部22は、各種の情報を出力するモニタなどの出力表示手段であり、例えば、会員管理DB24によって記憶管理された遊技客(会員)の会員情報や、貯玉管理DB25によって記憶管理された会員の貯玉情報を表示する。また、通信制御IF部23は、各種装置(例えば、計数機10)との間で各種通信の制御を行う処理部である。   The display unit 22 is an output display unit such as a monitor that outputs various types of information. For example, the member information of a player (member) stored and managed by the member management DB 24 or the member information stored and managed by the storage management DB 25 is displayed. Display pool information. The communication control IF unit 23 is a processing unit that controls various types of communication with various devices (for example, the counter 10).

会員管理DB24は、会員登録された遊技客の会員情報を記憶するデータベースであり、具体的には、会員である遊技客に一意に採番された会員識別情報に、氏名、住所やメールアドレスなどの会員情報を対応付けて記憶している。例えば、図3に示すように、会員識別情報「会員NO,0001」には、遊技客の氏名「ABC」、住所「H県I市・・・」およびメールアドレス「xyz@×××.ne.jp」、「会員NO,0002」には、「DEF」、「J県K市・・・」および「uvw@×××.com」、・・・、「会員NO,×××N」には、「ZZZ」、「L県M市・・・」および「rst@×××.ne.jp」を対応付けて記憶している。   The member management DB 24 is a database that stores member information of players registered as members. Specifically, the member identification information uniquely assigned to the member player is a name, address, e-mail address, etc. Are stored in association with each other. For example, as shown in FIG. 3, the member identification information “Member No. 0001” includes a player name “ABC”, an address “H Prefecture I City...”, And an e-mail address “xyz@xxx.ne”. .Jp ”and“ Member No. 0002 ”include“ DEF ”,“ K Prefecture K City ... ”and“ uvw@xxx.com ”,...,“ Member No., xxx N ” “ZZZ”, “L prefecture M city...”, And “rst@xxx.ne.jp” are stored in association with each other.

貯玉管理DB25は、会員登録された遊技客の貯玉情報を記憶するデータベースであり、具体的には、会員である遊技客に一意に採番された会員識別情報に貯玉数(貯玉残高)を対応付けて記憶している。例えば、図4−1に示すように、会員識別情報「会員NO,0001」には、貯玉数「1000個」、「会員NO,0002」には、「500個」、・・・、「会員NO,×××N」には、「3000個」を対応付けて記憶している。   The stored ball management DB 25 is a database that stores the stored ball information of the player registered as a member. Specifically, the number of stored balls (the stored ball balance) corresponds to the member identification information uniquely assigned to the player who is a member. I remember it. For example, as shown in FIG. 4-1, the member identification information “Member No. 0001” includes “1000”, “Member No. 0002” includes “500”,. “3000,” is stored in association with “NO, xxx N”.

制御部26は、OS(Operating System)などの制御プログラム、各種の処理手順などを規定したプログラムおよび所要データを格納するための内部メモリを有し、これらによって種々の処理を実行する処理部であり、特に本発明に関連するものとしては、貯玉処理部26aを備える。   The control unit 26 is a processing unit that has a control program such as an OS (Operating System), a program that defines various processing procedures, and an internal memory for storing necessary data, and executes various processes using these. In particular, the present invention includes a storage ball processing unit 26a.

この貯玉処理部26aは、貯玉管理DB25に記憶された貯玉残高に加算/減算を行う処理部である。例えば、図1に示す例で言えば、貯玉加算依頼部18bから会員識別情報「会員NO,0001」および加算依頼貯玉数「4000個」を受信した場合(Aの場合)には、「会員NO,0001」に対応する貯玉残高に「4000個」を加算し(図4−2参照)、また、会員識別情報「会員NO,0001」および加算依頼貯玉数「2500個」を受信した場合(Bの場合)には、「会員NO,0001」に対応する貯玉残高に「2500個」を加算する(図4−3参照)。   The stored ball processing unit 26a is a processing unit that performs addition / subtraction on the stored ball balance stored in the stored ball management DB 25. For example, in the example shown in FIG. 1, when the member identification information “member NO, 0001” and the number of addition request storage balls “4000” are received from the storage ball addition request unit 18b (in the case of A), “member NO. , 0001 ”is added to the balance of the stored ball (see FIG. 4-2), and the member identification information“ member No. 0001 ”and the number of additional requested storage balls“ 2500 ”are received (B In the case of (2), “2500” is added to the balance of the stored ball corresponding to “member No. 0001” (see FIG. 4-3).

[記録媒体発行処理]
次に、図5を用いて、実施例1における記録媒体発行処理を説明する。図5は、実施例1における記録媒体発行処理の手順を示すフローチャートである。同図に示すように、この「記録媒体発行処理」は、遊技客によって会員カードが挿入された場合に開始される。なお、本実施例1では、遊技客が計数値の貯玉加算を行うことが前提であるため、このフローチャートでは、遊技客から計数値の貯玉加算要求が行われた例を中心に説明する。
[Recording medium issue processing]
Next, the recording medium issuing process according to the first embodiment will be described with reference to FIG. FIG. 5 is a flowchart illustrating the procedure of the recording medium issuing process according to the first embodiment. As shown in the figure, this “recording medium issuance process” is started when a player inserts a membership card. In the first embodiment, since it is assumed that the player performs a count value accumulation addition, the flowchart mainly describes an example in which a count value accumulation addition request is made by the player.

例えば、プリペイド一体型会員カード100が挿入されたならば(ステップS501肯定)、会員カード処理部13は、このカードに記録された会員識別情報「会員NO,0001」を読み取り、プリペイドカード一体型会員カード100から読み取った会員識別情報「会員NO,0001」を用いて、会員管理T/C20から「会員No,0001」に対応する貯玉残高「1000個」を取得する(ステップS502)。なお、このようにして取得した現貯玉残高「1000個」は、貯玉上限可否判定部18aに出力される。   For example, if the prepaid integrated member card 100 is inserted (Yes at step S501), the member card processing unit 13 reads the member identification information “member No. 0001” recorded on this card, and the prepaid card integrated member is read. Using the member identification information “Member No. 0001” read from the card 100, the storage balance “1000” corresponding to “Member No. 0001” is acquired from the member management T / C 20 (Step S502). The current storage ball balance “1000” acquired in this way is output to the storage ball upper limit determination unit 18a.

そして、現貯玉残高を取得した後、会員カード処理部13は、シャッタ機構部15にシャッタの開放を依頼し、シャッタ機構部15は、計数部16の遊技媒体投入口に設けられたシャッタを開放する(ステップS503)。   After obtaining the current savings balance, the membership card processing unit 13 requests the shutter mechanism unit 15 to open the shutter, and the shutter mechanism unit 15 opens the shutter provided at the game medium insertion port of the counting unit 16. (Step S503).

その後、遊技客によって計数部16に「獲得玉」が投入されたならば(ステップS504肯定)、計数部16は、「獲得玉」の数量を計数する(ステップS505)。なお、このように計数された「獲得玉」の計数値は、貯玉上限可否判定部18aに出力される。   Thereafter, if the “acquired ball” is inserted into the counting unit 16 by the player (Yes at step S504), the counting unit 16 counts the quantity of “acquired ball” (step S505). The count value of “acquired balls” counted in this way is output to the storage ball upper limit availability determination unit 18a.

そして、「獲得玉」が全て計数されたことが確認され、遊技客から貯玉加算要求を受け付けた後に(ステップS506)、貯玉可否上限判定部18aは、「獲得玉」の計数値を現貯玉残高に加算した合算値が貯玉上限を超えるか否かを判定する(ステップS507)。   Then, after confirming that all “acquired balls” have been counted and received a stored ball addition request from the player (step S506), the stored ball admissibility upper limit determination unit 18a sets the counted value of “acquired balls” to the current stored ball balance. It is determined whether or not the total value added to the value exceeds the upper limit of the storage ball (step S507).

ここで、図1の「A」の例に示すように、貯玉上限可否判定部18aによって獲得玉数「4500個」+現貯玉残高「1000個」が貯玉上限「5000個」を超えたと判定された場合(ステップS507肯定)には、貯玉加算依頼部18bは、会員管理T/C20に対して貯玉残高が貯玉上限となる加算依頼貯玉数「4000個」(=貯玉上限「5000個」−現貯玉残高「1000個」)を現貯玉残高「1000個」に加算するように依頼する(ステップS508)。   Here, as shown in the example of “A” in FIG. 1, the storage ball upper limit determination unit 18 a determines that the acquired number of balls “4500” + the current storage ball balance “1000” exceeds the storage ball upper limit “5000”. In the case (Yes in step S507), the savings ball addition requesting unit 18b adds to the member management T / C 20 the requested amount of added balls “4000” (= the savings upper limit “5000”) − current A request is made to add the current balance (1000) to the current balance (1000) (step S508).

なお、貯玉加算を会員管理T/C20に依頼する際には、加算依頼貯玉数「4000個」とともに貯玉加算の依頼対象となる会員識別情報「会員NO,0001」を会員管理T/C20に送信する。   When the member management T / C 20 is requested to add money to the member management T / C 20, the member identification information “member No. 0001” that is the target of the addition of the money to be added is transmitted to the member management T / C 20 together with the number of balls requested to be added “4000”. To do.

続いて、レシート発行部17は、計数部16によって計数された獲得玉数から貯玉加算依頼部18bによって会員管理T/C20に貯玉加算が依頼された加算依頼貯玉数を減算した残り獲得玉数(=獲得玉数「4500個」−加算依頼貯玉数「4000個」)をレシート発行玉数「500個」としてレシート(レシート発行玉数に対応付けられた「計数ID」を示すバーコードを印字した印刷物)を発行する(ステップS509)。   Subsequently, the receipt issuing unit 17 subtracts the number of additional acquired balls obtained by subtracting the number of added balls requested to be added to the member management T / C 20 from the accumulated ball addition requesting unit 18b from the number of acquired balls counted by the counting unit 16. = Number of acquired balls “4500” -addition request number of stored balls “4000”) The number of receipt issued balls is “500”, and a bar code indicating “count ID” associated with the number of issued balls is printed. A printed matter) is issued (step S509).

一方、図1の「B」の例に示すように、貯玉上限可否判定部18aによって獲得玉数「2500個」+現貯玉残高「1000個」が貯玉上限「5000個」範囲内であると判定された場合(ステップS507否定)には、貯玉加算依頼部18bは、会員管理T/C20に対して、計数部16によって計数された獲得玉の計数値「2500個」を現貯玉残高「1000個」に貯玉加算するように依頼する(ステップS510)。   On the other hand, as shown in the example of “B” in FIG. 1, the storage ball upper limit determination unit 18a determines that the number of acquired balls “2500” + the current storage ball balance “1000” is within the storage ball upper limit “5000” range. If it is determined (No at step S507), the accumulated ball addition requesting unit 18b gives the member management T / C 20 the acquired ball count value “2500” counted by the counting unit 16 to the current accumulated ball balance “1000”. ”Is requested to add the stored ball (step S510).

最後に、ステップS509終了後またはステップS510終了後、会員カード処理部13は、カード挿入口からプリペイド一体型会員カード100を返却し、処理を終了する。   Finally, after step S509 ends or step S510 ends, the member card processing unit 13 returns the prepaid integrated member card 100 from the card insertion slot, and ends the process.

上述してきたように、実施例1に係る貯玉管理システム1によれば、計数値の貯玉加算が行われた貯玉残高が貯玉上限を超えるか否かを判定し、貯玉上限を超えると判定した場合に、貯玉残高が貯玉上限範囲内となる遊技媒体数の貯玉加算を会員管理T/C20に依頼し、計数値のうち、少なくとも貯玉加算時に貯玉上限を超える遊技媒体数が関連付けられた記録媒体を発行するように構成したので、貯玉上限超過分の遊技媒体についても景品交換を行うことができ、遊技客の利便性を向上させることが可能になる。   As described above, according to the storage management system 1 according to the first embodiment, when it is determined whether or not the balance of the storage ball subjected to the addition of the count value exceeds the storage upper limit, and it is determined that the storage ball upper limit is exceeded. Next, the member management T / C 20 is requested to add the number of game media whose stored ball balance falls within the upper limit of the stored ball, and among the counted values, a recording medium associated with at least the number of game media exceeding the upper limit of the stored ball at the time of adding the stored ball Since it is configured so as to be issued, it is possible to exchange prizes even for game media in excess of the upper limit of storage balls, and it is possible to improve convenience for the player.

また、実施例1に係る貯玉管理システム1によれば、貯玉上限を超えると判定された場合に、貯玉残高が貯玉上限となるように貯玉加算を行い、計数値から加算依頼貯玉数を除いた遊技媒体数が関連付けられた記録媒体を発行するように構成したので、遊技客から貯玉上限を超える貯玉加算要求があった場合でも、貯玉処理および記録媒体発行処理を円滑に行うことが可能になる。   Further, according to the storage ball management system 1 according to the first embodiment, when it is determined that the storage ball upper limit is exceeded, the storage ball addition is performed so that the storage ball balance becomes the storage ball upper limit, and the addition requested storage ball number is excluded from the count value. Since it is configured to issue a recording medium associated with the number of game media, it is possible to smoothly perform the storage ball processing and the recording medium issuance processing even when there is a storage ball addition request exceeding the upper limit of the storage ball from the player. .

さて、これまで本発明の実施例について説明したが、本発明は上述した実施例1以外にも、上記特許請求の範囲に記載した技術的思想の範囲内において種々の異なる実施例にて実施されてもよいものである。   Although the embodiments of the present invention have been described so far, the present invention can be implemented in various different embodiments in addition to the above-described first embodiment within the scope of the technical idea described in the claims. It may be.

例えば、本発明では、特殊景品に交換可能な遊技媒体数を関連付けた記録媒体と、特殊景品に交換不可能な遊技媒体数を関連付けた記録媒体とを区別して発行するようにしても良い。具体的には、貯玉上限可否判定部18aによって獲得玉数「5100個」+現貯玉残高「1000個」>貯玉上限「5000個」と判定された場合には、レシート発行玉数「1100個」を関連付けたレシートを発行する必要があるが、例えば、獲得玉を1玉/4円で特殊景品に景品交換し、「1000円」以上でのみ特殊景品の払出しを行う遊技店であれば、総レシート発行玉数「1100個」のうち「250個」の倍数となる「1000個」を関連付けたレシートと、その余り「100個」を関連付けたレシートとを発行する。なお、特殊景品に交換不可能な遊技媒体数については、現物で返却するようにしても良い。   For example, in the present invention, a recording medium in which the number of game media that can be exchanged for a special prize is associated with a recording medium in which a number of game media that cannot be exchanged for a special prize is distinguished and issued. Specifically, if the storage ball upper limit determination unit 18a determines that the number of acquired balls is “5100” + the current storage ball balance “1000”> the upper limit of the storage ball “5000”, the number of receipt issued balls “1100” For example, if you are a game shop that exchanges premiums for 1/4 balls for special prizes and pays out special prizes only for “1000 yen” or more, A receipt associated with “1000” that is a multiple of “250” out of the number of receipt issued balls “1100” and a receipt associated with the remainder “100” are issued. The number of game media that cannot be exchanged for special prizes may be returned in kind.

このように、特殊景品に交換可能な遊技媒体数を関連付けた記録媒体と、特殊景品に交換不可能な遊技媒体数を関連付けた記録媒体とを区別して発行することで、遊技客が特殊景品以外の景品を選択する前に特殊景品の払出しを行うことができ、景品交換カウンタでの景品交換を円滑に行うことが可能になる。   In this way, the player can distinguish and issue the recording medium associated with the number of game media that can be exchanged for a special prize and the recording medium associated with the number of game media that cannot be exchanged for a special prize, so that the player can obtain a non-special prize. The special prize can be paid out before selecting the prize, and the prize exchange at the prize exchange counter can be performed smoothly.

また、本発明では、貯玉残高が貯玉上限を超えない限りにおいて、貯玉加算を行う遊技媒体数、或いはレシートとして発行する遊技媒体数を受け付けるようにしても良い。すなわち、これによって、レシート発行玉数を特殊景品に過不足なく交換可能な玉数にしたり、各遊技客の個人特性に応じた貯玉加算を行うことができ、遊技客の利便性を効果的に向上させることが可能になる。   In the present invention, as long as the balance of the stored balls does not exceed the upper limit of the stored balls, the number of game media to be added to the stored balls or the number of game media to be issued as a receipt may be received. In other words, it is possible to make the number of receipt issued balls the number of balls that can be exchanged for special prizes without excess or deficiency, and to add money according to the individual characteristics of each player, effectively improving the convenience of the player It becomes possible to improve.

具体的には、現貯玉残高=1000個、貯玉上限=5000個の状態で、4010個の獲得玉が計数されたとする。ここで、貯玉上限に達する4000個を貯玉して、残りの玉10個分のレシートを受け取っても利用しにくい。そこで、遊技客が景品交換を希望する個数(例えば1500個)を入力すると、1500個分のレシートが発行されるので、カウンターで景品に交換できる。レシートとして発行されなかった残り2510個が加算貯玉される。   Specifically, it is assumed that 4010 acquired balls are counted in a state where the current stored ball balance = 1000 and the upper limit of stored balls = 5000. Here, even if 4000 balls that reach the upper limit of storage balls are stored and receipts for the remaining 10 balls are received, it is difficult to use. Therefore, when a player inputs the number (for example, 1500) desired to exchange prizes, 1500 receipts are issued, and can be exchanged for prizes at the counter. The remaining 2510 items that have not been issued as receipts are accumulated.

また、本発明では、「獲得玉」の計数値が現貯玉残高に加算された合算値が貯玉上限を超えると判定された場合であっても、貯玉上限から所定値以内であることを条件とした貯玉加算および/または所定期間内の再遊技もしくは景品交換を条件とした貯玉加算を行うようにしても良い。   Further, in the present invention, even if it is determined that the total value obtained by adding the count value of “acquired ball” to the current storage ball balance exceeds the upper limit of the storage ball, it is within the predetermined value from the upper limit of the storage ball. You may be made to perform the addition of the stored ball and / or the additional of the stored ball on condition of replay or prize exchange within a predetermined period.

例えば、遊技客が普遍的な利益を享受する通常の貯玉とは区別して、「暫定貯玉データ」を設定、管理する(図6−1参照)。この「暫定貯玉データ」は、貯玉上限を超えた場合であっても貯玉加算できるが、上限値が設定されており(例えば5000個とする)、それ以上の預入はできないものとする。これにより、遊技者が不便を感じることが少なく、且つ、遊技店の貯玉データが無制限に増加させられるリスクは回避される。   For example, “provisional savings data” is set and managed separately from normal savings where a player enjoys universal benefits (see FIG. 6-1). Even if the “provisional storage ball data” exceeds the upper limit of the storage ball, the storage ball can be added, but an upper limit is set (for example, 5000), and no further deposits can be made. Thereby, the player is less likely to feel inconvenience, and the risk that the game store's stored ball data is increased without limit is avoided.

また、かかる「暫定貯玉データ」に有効期間をもうけてもよい。例えば、有効期間を「当日限り」と設定すれば、「獲得玉」の計数値が現貯玉残高に加算された合算値が貯玉上限を超えた場合でも、遊技客は、獲得玉を計数した際に(暫定)貯玉加算を行い(図6−1および図6−2参照)、当日に限って再プレイや景品交換を行うことができるので、あまり不便を感じないで済む。なお、この場合には、図6−2に示すように、遊技者によって遊技媒体が預け入れられた「預入日時」を管理する必要があり、また、有効期間以降、暫定貯玉分は無効になる可能性があり、遊技者(会員)にこの点の注意を促す必要がある。   In addition, the “provisional savings data” may have a valid period. For example, if the validity period is set to “limited to the current day”, even when the total value of the “acquired ball” added to the current savings ball balance exceeds the upper limit of the savings ball, (Provisional) storage ball addition is performed (see FIGS. 6-1 and 6-2), and replay and prize exchange can be performed only on the same day, so there is little inconvenience. In this case, as shown in FIG. 6-2, it is necessary to manage the “deposit date / time” when the game medium is deposited by the player, and the provisional savings portion can be invalidated after the valid period. It is necessary to alert the player (member) to this point.

また、有効期間を「翌日までOK」と設定すれば、「獲得玉」の計数値が現貯玉残高に加算された合算値が貯玉上限を超えた場合であっても、遊技客が閉店間際に遊技を終了し、獲得玉が多数であった場合、獲得玉を計数した際に(暫定)貯玉加算を行えば、混雑する景品カウンタに並ぶことなく帰ることができ、翌日に再び来店して景品交換あるいは再プレイすることが可能となる。   In addition, if the validity period is set to “OK until the next day”, even if the total value of the “acquired ball” count value added to the current stored ball balance exceeds the upper limit of the stored ball, the player is about to close the store. When the game is over and there are a lot of balls, if you add (provisional) accumulated balls when you earned balls, you can go back to the crowded prize counter and come back to the store the next day and get a prize. It can be exchanged or replayed.

また、実施例1では、貯玉上限が会員カードに対して期間を問わず一律に課されるである場合について説明したが、本発明はこれに限定されるものではなく、貯玉上限は任意の基準で設定された貯玉上限であって良い。例えば、所定の期間ごとに課される上限であったり、貯玉/貯メダルそれぞれに個別に設定される上限であったり、また、貯玉/貯メダルそれぞれに相当する金額の合算値に課される上限であっても良い。   In the first embodiment, the case where the upper limit of the storage ball is uniformly imposed on the membership card regardless of the period has been described. However, the present invention is not limited to this, and the upper limit of the storage ball is an arbitrary standard. It may be the upper limit of storage balls set in. For example, the upper limit imposed for each predetermined period, the upper limit set individually for each of the stored balls / stored medals, or the upper limit imposed on the sum of the amounts corresponding to each of the stored balls / stored medals It may be.

なお、実施例1では、パチンコ玉について貯玉管理や貯玉加算などの貯玉サービスを実施する実施例について説明したが、本発明はこれに限定されるものではなく、メダルのみの貯玉サービスを実施する場合、或いはパチンコ玉およびメダルの双方の貯玉サービスを実施する場合についても同様に適用することができる。   In addition, although Example 1 demonstrated the Example which implements the savings service, such as savings management and savings addition about a pachinko ball, this invention is not limited to this, When implementing the savings service only for medals Alternatively, the present invention can be similarly applied to a case where both a pachinko ball and a medal saving service are implemented.

また、実施例1では、計数機10が貯玉上限可否判定部18aおよび貯玉加算依頼部(加算依頼貯玉数の決定)18bの機能を有する実施例について説明したが、本発明はこれに限定されるものではなく、これらの処理部による機能の全部或いは一部を会員管理T/C20に分散するように貯玉管理システムを構成しても良い。   Moreover, although Example 1 demonstrated the Example in which the counter 10 has the function of the storage ball upper limit possibility determination part 18a and the storage ball addition request part (determination of the number of addition request storage balls) 18b, this invention is limited to this. Instead, the storage management system may be configured so that all or part of the functions of these processing units are distributed to the member management T / C 20.

なお、実施例1では、計数機10が計数部16における計数機能およびレシート発行部17におけるレシート発行機能の双方を兼ね備える実施例について説明したが、図7に示すように、計数部16における計数機能を備える計数機40と、レシート発行部17におけるレシート発行機能を備えるレシート発行機50とを別々に構成した場合であっても同様に本発明を適用することが可能になる。   In the first embodiment, the counting machine 10 has been described as having both the counting function in the counting unit 16 and the receipt issuing function in the receipt issuing unit 17, but as shown in FIG. The present invention can be applied in the same manner even when the counter 40 having the above and the receipt issuing unit 50 having the receipt issuing function in the receipt issuing unit 17 are configured separately.

また、本実施例において説明した各処理のうち、自動的におこなわれるものとして説明した処理の全部または一部を手動的におこなうこともでき、あるいは、手動的におこなわれるものとして説明した処理の全部または一部を公知の方法で自動的におこなうこともできる。この他、上記文書中や図面中で示した処理手順、制御手順、具体的名称、各種のデータやパラメータを含む情報については、特記する場合を除いて任意に変更することができる。   In addition, among the processes described in this embodiment, all or part of the processes described as being performed automatically can be performed manually, or the processes described as being performed manually can be performed. All or a part can be automatically performed by a known method. In addition, the processing procedure, control procedure, specific name, and information including various data and parameters shown in the above-described document and drawings can be arbitrarily changed unless otherwise specified.

また、図示した各装置の各構成要素は機能概念的なものであり、必ずしも物理的に図示の如く構成されていることを要しない。すなわち、各装置の分散・統合の具体的形態は図示のものに限られず、その全部または一部を、各種の負荷や使用状況などに応じて、任意の単位で機能的または物理的に分散・統合して構成することができる。さらに、各装置にて行なわれる各処理機能は、その全部または任意の一部が、CPUおよび当該CPUにて解析実行されるプログラムにて実現され、あるいは、ワイヤードロジックによるハードウェアとして実現され得る。   Further, each component of each illustrated apparatus is functionally conceptual, and does not necessarily need to be physically configured as illustrated. In other words, the specific form of distribution / integration of each device is not limited to that shown in the figure, and all or a part thereof may be functionally or physically distributed or arbitrarily distributed in arbitrary units according to various loads or usage conditions. Can be integrated and configured. Further, all or any part of each processing function performed in each device may be realized by a CPU and a program analyzed and executed by the CPU, or may be realized as hardware by wired logic.

以上のように、本発明に係る貯遊技媒体管理システムおよび貯遊技媒体管理方法は、遊技客の利便性を向上させる場合に適している。   As described above, the stored game medium management system and the stored game medium management method according to the present invention are suitable for improving the convenience of the player.

1 貯玉管理システム
10 計数機
11 入力部
12 表示部
13 会員カード処理部
14 通信制御IF部
15 シャッタ機構部
16 計数部
17 レシート発行部
18 制御部
18a 貯玉上限可否判定部
18b 貯玉加算依頼部
20 会員管理T/C
21 入力部
22 表示部
23 通信制御IF部
24 会員管理データベース
25 貯玉管理データベース
26 制御部
26a 貯玉処理部
30 景品管理装置
DESCRIPTION OF SYMBOLS 1 Storage ball management system 10 Counter 11 Input part 12 Display part 13 Member card processing part 14 Communication control IF part 15 Shutter mechanism part 16 Count part 17 Receipt issue part 18 Control part 18a Storage ball upper limit possibility determination part 18b Storage ball addition request part 20 Member Management T / C
DESCRIPTION OF SYMBOLS 21 Input part 22 Display part 23 Communication control IF part 24 Member management database 25 Savings ball management database 26 Control part 26a Savings ball processing part 30 Premium management device

Claims (4)

遊技店に会員登録された遊技客が前記遊技店に預け入れた貯遊技媒体数を管理する管理装置を有する貯遊技媒体管理システムであって、
前記遊技客が遊技店に預け入れた貯遊技媒体数並びに該遊技客により預入要求された遊技媒体数と前記貯遊技媒体数との合算値が所定の上限値を超える前記預入要求された遊技媒体数を暫定貯遊技媒体数として該遊技客の会員用記録媒体の識別情報に対応付けて記憶する記憶手段と、
遊技店に配設された機器から前記遊技客の会員用記録媒体の識別情報に対応する遊技媒体数の預入要求を受け付けた場合に、該遊技媒体数と前記記憶手段に記憶された貯遊技媒体数との和が所定の上限値を超えるか否かを判定する判定手段と
を備えたことを特徴とする貯遊技媒体管理システム。
A game media management system having a management device for managing the number of game media stored in the game store by a player registered as a member of the game store,
The number of game media deposited by the player at the game store, and the number of game media requested to be deposited in which the total value of the number of game media deposited by the player and the number of the game media exceeds a predetermined upper limit. Storage means for storing in association with the identification information of the player's member recording medium as the number of provisional game media,
When a deposit request for the number of game media corresponding to the identification information of the player's member recording media is received from a device installed in the game store, the number of game media and the game media stored in the storage means A game storage medium management system comprising: determination means for determining whether or not a sum with a number exceeds a predetermined upper limit value.
前記加算処理手段は、前記判定手段により前記所定の上限値を超えると判定され、かつ、該預入要求された遊技媒体数を前記記憶手段に記憶された暫定貯遊技媒体数に加算した暫定貯遊技媒体数が所定の暫定貯遊技媒体上限値以内である場合に、前記預入要求された遊技媒体数を前記記憶手段に記憶された暫定貯遊技媒体数に加算処理することを特徴とする請求項1に記載の貯遊技媒体管理システム。   The addition processing means determines that the predetermined upper limit value is exceeded by the determination means, and adds the number of game media requested to be deposited to the number of provisional game media stored in the storage means. 2. The number of game media requested to be deposited is added to the number of provisional game media stored in the storage means when the number of media is within a predetermined provisional game media upper limit value. The game storage medium management system described in 1. 前記記憶手段に暫定貯遊技媒体数が記憶されている場合には、遊技客の再来店時に前記貯遊技媒体数または前記暫定貯遊技媒体数について景品交換及び再プレイを行わせることを特徴とする請求項1または2に記載の貯遊技媒体管理システム。   When the number of provisional game media is stored in the storage means, when the player revisits the store, the prize exchange and replay are performed for the number of game media or the number of provisional game media. The game storage medium management system according to claim 1 or 2. 遊技店に会員登録された遊技客が前記遊技店に預け入れた貯遊技媒体数を管理する管理装置を有する貯遊技媒体管理システムの貯遊技媒体管理方法であって、
遊技店に配設された機器から前記遊技客の会員用記録媒体の識別情報に対応する遊技媒体数の預入要求を受け付けた場合に、該遊技媒体数と所定の記憶部に記憶された貯遊技媒体数との和が所定の上限値を超えるか否かを判定する判定工程と、
前記判定工程により前記所定の上限値を超えると判定された場合に、前記預入要求された遊技媒体数を前記記憶部に記憶した暫定的な貯遊技媒体数を意味する暫定貯遊技媒体数に加算処理する加算処理工程と
を含んだことを特徴とする貯遊技媒体管理方法。
A storage medium management method for a storage medium management system comprising a management device for managing the number of storage mediums stored by a player registered as a member in a game store,
When a deposit request for the number of game media corresponding to the identification information of the player's member recording media is received from a device installed in the game store, the number of game media and the stored game stored in a predetermined storage unit A determination step of determining whether or not the sum of the number of media exceeds a predetermined upper limit;
When it is determined by the determination step that the predetermined upper limit value is exceeded, the number of game media requested for deposit is added to the number of provisional game media that means the number of provisional game media stored in the storage unit. A game storage medium management method comprising: an addition processing step for processing.
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Citations (5)

* Cited by examiner, † Cited by third party
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JPH04221589A (en) * 1990-12-21 1992-08-12 Daikoku Denki Co Ltd Pachinko ball counter
JPH08103549A (en) * 1994-10-04 1996-04-23 Daikoku Denki Co Ltd Customer managing system for game parlor
JPH08329325A (en) * 1995-06-01 1996-12-13 Daikoku Denki Co Ltd Article discharge device
JP2000296258A (en) * 1999-04-14 2000-10-24 Sankyo Kk Apparatus for game
JP2004208820A (en) * 2002-12-27 2004-07-29 Aruze Corp Game medium management system

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH04221589A (en) * 1990-12-21 1992-08-12 Daikoku Denki Co Ltd Pachinko ball counter
JPH08103549A (en) * 1994-10-04 1996-04-23 Daikoku Denki Co Ltd Customer managing system for game parlor
JPH08329325A (en) * 1995-06-01 1996-12-13 Daikoku Denki Co Ltd Article discharge device
JP2000296258A (en) * 1999-04-14 2000-10-24 Sankyo Kk Apparatus for game
JP2004208820A (en) * 2002-12-27 2004-07-29 Aruze Corp Game medium management system

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