U.S. patent application number 11/343276 was filed with the patent office on 2006-08-17 for gaming management system, card unit, and gaming management server.
This patent application is currently assigned to ARUZE CORP.. Invention is credited to Jun Fujimoto, Kazuo Okada.
Application Number | 20060183541 11/343276 |
Document ID | / |
Family ID | 36204758 |
Filed Date | 2006-08-17 |
United States Patent
Application |
20060183541 |
Kind Code |
A1 |
Okada; Kazuo ; et
al. |
August 17, 2006 |
Gaming management system, card unit, and gaming management
server
Abstract
A gaming management system has a gaming management server for
storing a credit balance; and a card unit which reads a card ID
from a permanent membership card or a provisional membership card
where a card ID used for specifying a credit balance is stored. The
gaming management server updates the credit balance to a credit
balance determined by means of addition or subtraction. The card
unit discharges the permanent membership card or the provisional
membership card after having updated the credit balance thereof,
and newly issues a provisional membership card. Further, either the
card unit or the gaming management server stores player information
in association with the permanent membership card.
Inventors: |
Okada; Kazuo; (Tokyo,
JP) ; Fujimoto; Jun; (Tokyo, JP) |
Correspondence
Address: |
LEYDIG VOIT & MAYER, LTD
700 THIRTEENTH ST. NW
SUITE 300
WASHINGTON
DC
20005-3960
US
|
Assignee: |
ARUZE CORP.
Tokyo
JP
|
Family ID: |
36204758 |
Appl. No.: |
11/343276 |
Filed: |
January 31, 2006 |
Current U.S.
Class: |
463/29 |
Current CPC
Class: |
G07F 17/32 20130101 |
Class at
Publication: |
463/029 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Jan 31, 2005 |
JP |
P2005-023652 |
Claims
1. A gaming management system comprising: a gaming management
server; and a card unit that is connected to the gaming management
server, wherein the gaming management server comprises: a storage
unit that stores a valuable balance for each of players, the
valuable balance being required to start a game; and an updating
unit that updates the valuable balance for a player specified by an
identification information output from the card unit, the
identification information being configured to specify the valuable
balance for each of the players, wherein the card unit comprises: a
reading unit that reads the identification information from a
membership card inserted to the card unit, the membership card
being configured to be either one of a permanent membership card
permanently used by the player and a provisional membership card
provisionally used by the player; a card discharge unit that
discharges the membership card inserted to the card unit after the
valuable balance is updated by the updating unit; and a card
issuing unit that newly issues the provisional membership card, and
wherein the gaming management system further comprises at least one
of: a first storage control unit that is provided in the card unit
and stores player information in the permanent membership card, the
player information including at least one of information unique to
a player, and information relevant to the game; and a second
storage control unit that is provided in the gaming management
server and stores the player information in the storage unit in
association with the identification information.
2. The gaming management system according to claim 1, wherein the
first storage control unit stores the player information in the
permanent membership card, the player information including:
information that indicates a number of times the game has been
played by the player; information that indicates a time period
during which the game has been played by the player; and
information that indicates a history of the game played by the
player.
3. The gaming management system according to claim 1, wherein the
second storage control unit stores the player information in the
storage unit, the player information including information that
indicates a history of the game played by the player.
4. A gaming management server connected to a card unit that
includes a reading unit that reads identification information from
a membership card inserted to the card unit, the identification
information being configured to specify a valuable balance for each
of the players, and the valuable balance being required to start a
game, the gaming management server comprising: a storage unit that
stores a valuable balance for each of players; and an updating unit
that updates the valuable balance for a player specified by an
identification information output from the card unit.
5. The gaming management server according to claim 4, further
comprising a storage control unit that stores player information in
the storage unit in association with the identification
information, the player information including at least one of:
information that indicates a number of times the game has been
played by the player; information that indicates a time period
during which the game has been played by the player; and
information that indicates a history of the game played by the
player.
6. A card unit connected to a gaming management server that
includes: a storage unit that stores a valuable balance for each of
players, the valuable balance being required to start a game; and
an updating unit that updates the valuable balance for a player
specified by an identification information output from the card
unit, the identification information being configured to specify
the valuable balance for each of the players, the card unit
comprising: a reading unit that reads the identification
information from a membership card inserted to the card unit, the
membership card being configured to be either one of a permanent
membership card permanently used by the player and a provisional
membership card provisionally used by the player; a card discharge
unit that discharges the membership card inserted to the card unit
after the valuable balance is updated by the updating unit; and a
card issuing unit that newly issues the provisional membership
card.
7. The card unit according to claim 6, further comprising a storage
control unit that stores player information in the permanent
membership card, the player information including at least one of
information unique to a player, and information relevant to the
game.
Description
CROSS-REFERENCE TO THE RELATED APPLICATION(S)
[0001] The present application is based upon and claims priorities
from prior Japanese Patent Application No. 2005-023652, filed on
Jan. 31, 2005, the entire contents of which are incorporated herein
by reference.
TECHNICAL FIELD
[0002] The present invention relates to a gaming management system
that manages a valuable balance corresponding to the value or
quantity of a game medium, such as money or coins, the valuable
balance being required to start a game on a slot machine, a
Pachinko gaming machine, a Pachi-Slot machine, or another gaming
machine. The present invention also relates to a card unit and a
gaming management server, both of which used in the gaming
management system.
BACKGROUND
[0003] Hitherto, there has been an apparatus which is called a
sandwiched machine, because it is usually installed between gaming
machines. The sandwiched machine enables a player to play a game
provided by a gaming machine, by means of accepting a game card (a
magnetic card, an IC card, or the like) into which is written a
valuable balance corresponding to a predetermined amount of money,
or issues a new game card. There also has been a system which
manages the valuable balance by allowing the player to play a game
on a gaming machine with the amount corresponding to the valuable
balance stored in the game card.
[0004] There is disclosed in JP-A-2002-200323 a sandwiched machine
that subtracts the amount of money to be used for a game from the
valuable balance corresponding to the amount of inserted paper
money, stores the result of subtraction into a game card, and
issues that game card. When the valuable balance has become zero,
the sandwiched machine collects the game card.
[0005] There is disclosed in JP-A-2002-074470 a system which stores
identification information unique to a game card, collectively
manages the valuable balance in association with an ID number by
use of a central management apparatus, and collects the game card
when the valuable balance has become zero.
[0006] However, according to the related-art techniques described
in the documents JP-A-200323 and JP-A-2002-074470, the game card is
collected after the valuable balance has become zero. In order to
continue playing the game without using a game medium such as money
or coins; i.e., in a cashless manner, after the balance has become
zero, the player must endure the inconvenience of purchasing
another game card or the like. For this reason, the related-art
technique has failed to meet the players' demands for continuously
playing the game. Moreover, when the valuable balance has become
zero, the related-art game card comes off the player's hands and is
merely collected. The game card is not arranged to cater to the
game arcardes' needs for the ability to manage information about a
player who plays the game through use of the game card in addition
to managing the valuable balance.
SUMMARY
[0007] The present invention provides a gaming management system
having a configuration that enables continuous cashless playing of
a game and which is suitable for managing information about the
player who plays the game along with the valuable balance, as well
as providing a card unit and a gaming management server that is
used for the gaming management system.
[0008] A gaming management system includes: a gaming management
server; and a card unit that is connected to the gaming management
server. The gaming management server includes: a storage unit that
stores a valuable balance for each of players, the valuable balance
being required to start a game; and an updating unit that updates
the valuable balance for a player specified by an identification
information output from the card unit, the identification
information being configured to specify the valuable balance for
each of the players. The card unit includes: a reading unit that
reads the identification information from a membership card
inserted to the card unit, the membership card being configured to
be either one of a permanent membership card permanently used by
the player and a provisional membership card provisionally used by
the player; a card discharge unit that discharges the membership
card inserted to the card unit after the valuable balance is
updated by the updating unit; and a card issuing unit that newly
issues the provisional membership card. The gaming management
system further includes at least one of: a first storage control
unit that is provided in the card unit and stores player
information in the permanent membership card, the player
information including at least one of information unique to a
player, and information relevant to the game; and a second storage
control unit that is provided in the gaming management server and
stores the player information in the storage unit in association
with the identification information.
[0009] A gaming management server is connected to a card unit that
includes a reading unit that reads identification information from
a membership card inserted to the card unit, the identification
information being configured to specify a valuable balance for each
of the players, and the valuable balance being required to start a
game. The gaming management server includes: a storage unit that
stores a valuable balance for each of players; and anupdating unit
that updates the valuable balance for a player specified by an
identification information output from the card unit.
[0010] A card unit is connected to a gaming management server that
includes: a storage unit that stores a valuable balance for each of
players, the valuable balance being required to start a game; and
an updating unit that updates the valuable balance for a player
specified by an identification information output from the card
unit, the identification information being configured to specify
the valuable balance for each of the players. The card unit
includes: a reading unit that reads the identification information
from a membership card inserted to the card unit, the membership
card being configured to be either one of a permanent membership
card permanently used by the player and a provisional membership
card provisionally used by the player; a card discharge unit that
discharges the membership card inserted to the card unit after the
valuable balance is updated by the updating unit; and a card
issuing unit that newly issues the provisional membership card.
BRIEF DESCRIPTION OF THE DRAWINGS
[0011] In the accompanying drawings:
[0012] FIG. 1 is a block diagram of a game system having a gaming
management system according to a first embodiment;
[0013] FIG. 2 is a perspective view of a card unit and a gaming
machine according to the embodiment;
[0014] FIG. 3 is a block diagram showing the configuration of the
card unit of the embodiment;
[0015] FIG. 4 is a schematic block diagram of the card unit of the
embodiment, mainly showing a card storage-and-transfer section;
[0016] FIGS. 5A and 5B are views showing an example membership card
valuable information file and an example provisional membership
card valuable information file;
[0017] FIG. 6 is a view showing an example of a player information
file;
[0018] FIG. 7 is a flowchart showing operation procedures of main
processing of a gaming management system of the embodiment;
[0019] FIG. 8 is a sequence chart showing an operation sequence of
the gaming management system and an operation sequence of a
corresponding gaming machine, which are performed during membership
card processing;
[0020] FIGS. 9A and 9B are flowcharts showing operation procedures
of the card unit and those of the gaming management server, which
are performed during membership card processing, wherein FIG. 9A
shows operation procedures of the card unit, and FIG. 9B shows
operation procedures of the gaming management server;
[0021] FIG. 10 is a sequence chart showing an operation sequence of
the gaming management system and an operation sequence of the
corresponding gaming machine, which are performed during
provisional membership card processing;
[0022] FIGS. 11A and 11B are flowcharts showing operation
procedures of the card unit and those of the gaming management
server employed during provisional membership card processing,
wherein FIG. 11A shows operation procedures of the card unit, and
FIG. 11B shows operation procedures of the gaming management
server;
[0023] FIG. 12 is a sequence chart showing an operation sequence of
the gaming management system and an operation sequence of the
corresponding gaming machine, which are performed during cash
processing; and
[0024] FIG. 13 is a schematic configuration diagram of a game
system having a gaming management system of a second
embodiment.
DETAILED DESCRIPTION
[0025] Embodiments of a gaming machine according to the present
invention will be described herein below. Identical elements are
assigned the same reference numerals, and their repeated
explanations are omitted.
First Embodiment
[0026] FIG. 1 is a block diagram of a game system having a gaming
management system 1A according to a first embodiment. A game system
100 is configured of the gaming management system 1A having a
gaming management server 10 and a plurality of card units 20, 20, .
. . ; a plurality of gaming machines 2, 2, . . . connected to the
respective card units 20, 20, . . . ; an adjustment machine 3; and
a membership card issuing machine 4. The gaming management server
10, the plurality of card units 20, the adjustment machine 3, and
the membership card issuing machine 4 are connected together by way
of private line 5, to thus constitute an in-store LAN (Local Area
Network).
[0027] The gaming management system 1A includes the gaming
management server 10 having a data storage section 16 for storing
valuable information including the valuable balance required to
start a game; and the card units 20, each of which has a chip
reader/writer 33 (see FIG. 3) for reading a card ID from a game
card which stores a card ID (to be described in detail later) used
for specifying the valuable information (including the valuable
balance). The term "valuable balance" means information
corresponding to the value or quantity of paper money, coins, or
other game mediums used for commencing a game. In the embodiment,
the valuable balance corresponds to a credit balance. The valuable
information includes information relevant to the valuable balance,
in addition to the valuable balance. In the embodiment, the
valuable information includes the card ID and the credit balance.
As will be described later, the game card of the embodiment is
classified into two types; namely, a membership card and a
provisional membership card. Each of the cards stores
identification information (a card ID) used for specifying the
valuable information.
Gaming Management Server
[0028] The gaming management server 10 stores the valuable
information associated with the card ID in the data storage section
16. The gaming management server 10 performs processing for
updating the credit balance in the valuable information associated
with the card ID transmitted (output) from the card unit 20 over
the private line 5 to the valuable balance that is determined
through addition or subtraction according to the result of the
game. Further, the gaming management server 10 stores information
about the player in the data storage section 16 in association with
the card ID stored in the membership card, as well as storing the
credit balance, to thus perform an update as required. This player
information includes at least any one selected from the group
comprising: information unique to the player (e.g., a personal
identification number, an address, a phone number, a phone number
of a cellular phone, an account number, and a credit card number);
information about the games played by the player (e.g., game count
information and game time information); and information about other
games (e.g., the frequency of a visit to the game arcade, and the
amount of money used in the game arcade).
[0029] As shown in FIG. 1, the gaming management server 10 includes
a CPU (Central Processing Unit) 11, ROM (Read Only Memory) 12, RAM
(Random Access Memory) 13, the data storage section 16, a
communications control section 14, and a communications processing
section 15.
[0030] The CPU 11 operates according to programs stored in the ROM
12; controls the operation of the entire gaming management server
10; and operates as updating unit and storage control unit in the
embodiment.
[0031] The ROM 12 stores the programs to be executed by the CPU 11,
and the RAM 13 stores the information required by the CPU 11 to
execute the programs.
[0032] The data storage section 16 is an auxiliary storage device,
such as an HDD (Hard Disk Drive) or the like, and functions as the
storage unit in the embodiment and stores the valuable information
(a card ID and a credit balance). The data storage section 16
stores a membership card valuable information file 17, a
provisional membership card valuable information file 18, and a
player information file 19, such as those shown in FIGS. 5 and
6.
[0033] The membership card valuable information file 17 shown in
FIG. 5A has a record consisting of a field 17a for a "Card ID" and
a field 17b for a "Credit Balance." The card ID is set in a search
key to thus make reference to the membership card valuable
information file 17, so that a corresponding credit balance can be
searched. The card ID of the membership card of the embodiment is
formed from the alphanumeric "A" and four digits, as will be
described later. Similarly, as shown in FIG. 5B, the provisional
membership card valuable information file 18 also has a record
consisting of a field 18a for "Card ID" and a field 18b for "Credit
Balance," and enables search of a corresponding credit balance on
the basis of the card ID. The card ID of the provisional membership
card of the embodiment is formed from the alphanumeric "B" and four
digits, as will be described later.
[0034] The player information file 19 shown in FIG. 6 is for
managing the player information about the player possessing the
membership card, and has a record consisting of a field 19a for a
"Card ID," a field 19b for a "Personal Identification Number," a
field 19c for a "Total Cumulative Number of Times Games have been
played," and a field 19d for a "Total Cumulative Period of Time
During Which Games have been played." The card ID is set to a
search key, and reference is made to the player information file
19, so that a corresponding personal identification number, the
total cumulative number of times games have been played, and the
total cumulative periods of time during which games have been
played can be searched. For instance, when Card ID "A0002" is set
to the search key and a search is conducted, a personal
identification number of "1234," a total cumulative number of times
games have been played "168," and a total cumulative period of time
during which games have been played "2520 sec." are acquired.
[0035] The communications control section 14 (see FIG. 1) operates
upon receipt of a command from the CPU 11, and controls
connection/disconnection of a line used for establishing
communication with the card units 20, the adjustment machine 3, and
the membership card issuing machine 4. The communications
processing section 15 operates under control of the communications
control section 14, and performs transmission/receipt of
information by means of wireless or wired communication.
Card Unit
[0036] FIG. 2 is a perspective view showing the external
configuration of the card unit 20 and the gaming machine 2. FIG. 3
is a block diagram showing the configuration of the card unit 20.
FIG. 4 is a schematic block diagram of the card unit, mainly
showing a card storage-and-transfer section. As shown in FIG. 2,
the card unit 20 of the embodiment is mounted between a main
display 41 and a sub-display 42, both of which belong to the gaming
machine 2 and will be described later. In the game system 100, the
card unit 20 is in a one-to-one correspondence with the gaming
machine 2.
[0037] As shown in FIG. 3, the card unit 20 includes a control
section 21 for controlling operation of the card unit 20; a
communication control section 25 for transmitting and receiving
information between the gaming management server 10 and the gaming
machine 2; and a communication processing section 26. The card unit
20 has a keyboard 27, a display control section 28, a
liquid-crystal display section 29, and a card storage-and-transfer
section 30.
[0038] The control section 21 has the CPU 22, ROM 23, and RAM 24.
The CPU 22 operates in accordance with the programs stored in the
ROM 23 and controls the operation of the entire card unit 20. The
ROM 23 stores the programs to be executed by the CPU 22, and the
RAM 24 stores information required by the CPU 22 to execute the
programs.
[0039] The communication control section 25 operates, upon receipt
of a command from the CPU 22, and controls connection and
disconnection of a line used for establishing communication with
the gaming management server 10 and the gaming machine 2. The
communication processing section 26 operates under control of the
communication control section 25, and performs transmission and
receipt (output and input) of information.
[0040] As shown in FIG. 2, the keyboard 27 has a total of ten
buttons arranged in two lines, or an upper line and a lower line.
The buttons are assigned to numeric of 0 to 9. By means of the
numbered buttons being operated (pushed or contacted),
corresponding numerical information is input to the CPU 22. The
keyboard 27 is used by the player to input a personal
identification number.
[0041] Upon receipt of a command from the CPU 22, the display
control section 28 displays an image, such as a character or a
numeric, on the liquid-crystal display section 29. Although the
liquid-crystal display section 29 displays the image representing a
character or a numeric, it principally displays a credit balance
corresponding to the result of the game in the embodiment.
[0042] As shown in FIGS. 3 and 4, the card storage-and-transfer
section 30 includes a card insertion section 31, a card transfer
section 32, the IC chip reader/writer 33, a stacker 34, a first
motor 35, a second motor 36, and a third motor 37. The card
storage-and-transfer section 30 operates as a card discharging unit
and a card issuing unit.
[0043] The card insertion section 31 is disposed inside a front
panel of the card unit 20 (in the inside of the card unit 20) in
which is formed a slot 31a enabling insertion of two types of game
cards (a permanent membership card C1 and a provisional membership
card C2). The card insertion section 31 is constituted of a pair of
upper and lower carrying-in and carrying-out rollers 31b, 31c which
transport, in a sandwiching manner, the game cards C1, C2 inserted
from the insertion slot 31a; and a sensor (not shown), or the like,
for detecting the game card C1 or C2 inserted by the player.
[0044] The card transfer section 32 has a plurality of transfer
rollers 32a, and a transfer belt 32b which is passed around the
transfer rollers 32a and transfers, by means of an upper surface
thereof, the game cards C1 and C2. The card transfer section 32 is
set so as to connect the card insertion section 31 to the stacker
34 by way of the IC chip reader/writer 33.
[0045] The IC chip reader/writer 33 has an antenna section, a
transmitting/receiving section, and the like, and is placed in a
reading position with the antenna section oriented toward the
transfer belt 32b. The IC chip reader/writer 33 corresponds to a
reading unit of the present invention. The IC chip reader/writer 33
is configured so as to read a card ID from an IC chip M (storage
unit) embedded in the game card C1 or C2 situated in the reading
position; to input the thus-read card ID to the CPU 22 of the
control section 21; and to write predetermined information into the
IC chip M pursuant to a command from the CPU 22.
[0046] The stacker 34 is disposed in a deep position away from the
card transfer section 32, and has a storage section capable of
storing a plurality of provisional membership cards C2 in a stacked
manner, and a dispatch section for dispatching the stored
provisional membership cards C2 to the transfer belt 32b one at a
time. The provisional membership card, which has been inserted by
way of the insertion slot 31a and transferred by the transfer belt
32b, is accepted, stored, and fed one at a time.
[0047] The first motor 35, the second motor 36, and the third motor
37 are connected to the CPU 22 of the control section 21. Upon
receipt of a command from the CPU 22, the first motor 35 performs
activation and deactivation of the carrying-in and carrying out
rollers 31b, 31c. Similarly, the second motor 36 performs
activation and deactivation of the transfer rollers 32a, and the
third motor 37 performs activation and deactivation of the dispatch
section of the stacker 34.
Game Cards
[0048] Two types of the game cards are used in the game system 100.
One type of the game card is a membership card (a permanent
membership card) which is permanently used for a game in the game
system 100, and the other type of the game card is a provisional
membership card (a provisional membership card) which is
provisionally used for a game in the game system 100. Each of the
permanent membership card C1 and the provisional membership card C2
has an embedded IC chip M which is an information storage unit. A
card ID (unique identification information) used for specifying
valuable information is stored in the IC chip M. The card ID of the
permanent membership card C1 consists of the alphanumeric A and
four digits, and the card ID of the provisional membership card C2
consists of the alphanumeric B and four digits. By means of the
card ID, the gaming management server 10 and the card units 20 can
identify the type of the card (whether or not the card is a
membership card) and discriminate the individual game cards C1 and
C2. The permanent membership card C1 and the provisional membership
card C2 differ from each other in terms of an appearance (a design,
such as a pattern, a character, or the like, printed on the card).
Thus, the player can identify whether or not the card is a
membership card by appearance. In the embodiment, only the card ID
is stored in the game cards C1 and C2. However, valuable
information may be stored in the game cards C1 and C2, or player
information may be stored in the same.
Gaming Machine
[0049] As shown in FIG. 2, the gaming machine 2 of the embodiment
is a slot machine. This slot machine has the main display 41 which
displays images of a plurality of symbols to be variably displayed,
and enables the player to play a variable display game (also called
a "slot game") where a win is determined according to images of
stopped-displayed symbols among the images of the plurality of
symbols to be variably displayed. In order to start the variable
display game on the gaming machine 2, the player is required to
insert money or coins or to use a credit balance specified by use
of the game card C1 or C2. The configuration of the gaming machine
2 will be described hereunder.
[0050] As shown in FIG. 2, the gaming machine 2 has, in the front
side of a cabinet 43, the main display 41 having a liquid crystal
display device. Further, the sub-display 42 similarly having a
liquid crystal display device is provided in a position above the
main display 41.
[0051] The main display 41 is an image display unit, and has a
total of nine variable display sections 41a, 41b, 41c, 41d, 41e,
41f, 41g, 41h, and 41i, which are arranged in three rows and three
columns. The main display 41 is arranged such that scroll display
images (reel images which are displayed as if mechanical reels
spin), which look as if a plurality of symbols move from up to
down, are displayed in the respective variable display sections 41a
to 41i.
[0052] The sub-display 42 displays an image which is not involved
directly in the game (e.g., an explanation of specifics of the
game).
[0053] Provided below the main display 41 are a control panel 44, a
coin insertion slot 45 by way of which coins to be betted on the
game are inserted, and a paper money insertion slot 46 used for
inserting paper money. A coin receiving tray 47 for receiving paid
coins is provided in a lower portion of the cabinet 43. The control
panel 44 has a payout button 44a for instructing payout of coins; a
MAX-BET (MAXBET) button 44b used for making the setting so as to
bet the maximum number of coins; a 1BET button. 44c used for making
the setting so as to bet one coin; a repeat BET (REPEATBET) button
44d which is used for betting the same number of coins betted in an
immediately-preceding game and instructs commencement of a game; a
start (START) button 44e by way of which an instruction for
starting a game is input; and an end-of-game button 44f for
instructing payout of the card.
[0054] The coin insert slot 45 is provided for the player to insert
coins to be betted on a game, and has an inserted coin sensor (not
shown) which outputs a signal indicating insertion of coins. The
paper money insertion slot 7 is provided for the player to insert
paper money, and has an inserted paper money sensor (not shown)
which outputs a signal indicating insertion of paper money.
[0055] The gaming machine 2 has a plurality of constituent
elements, notably, the microcomputer.
[0056] The microcomputer has a main CPU, RAM, and ROM (none of
these elements are shown). The main CPU operates pursuant to the
programs stored in the ROM. The main CPU receives inputs of signals
from individual sections of the control panel 44, and also receives
inputs of signals from other constituent elements and outputs
signals to the same, thereby controlling the operation of the
overall gaming machine 2. The RAM stores data and programs, which
are used at the time of operation of the main CPU. The ROM 34
stores.the programs to be executed by the main CPU 32 and permanent
data.
[0057] The gaming machine 2 further has a random number generator,
a sampling circuit, a clock pulse generation circuit, a frequency
divider, and a data storage section (none of these elements are
shown). The random number generator operates pursuant to a command
from the main CPU, and generates random numbers in a given range.
The sampling circuit samples an arbitrary random number from random
numbers generated by the random number generator in accordance with
a command from the main CPU, and inputs the thus-sampled random
number to the main CPU. The clock pulse generation circuit
generates a reference clock signal used for activating the main
CPU, and the frequency divider inputs to the main CPU a signal
which is generated by dividing the reference clock signal at a
given cycle.
[0058] The gaming machine 2 has an image control circuit. The image
control circuit controls an image display on the main display 41,
thereby causing the main display 41 to display various types of
images, such as variable display images of a plurality of symbols,
or the like.
[0059] Moreover, the gaming machine 2 has a timer for counting a
start time and an end time of the game, and a counter for counting
the number of games.
Adjustment Machine
[0060] The adjustment machine 3 includes the card insertion section
into which the game cards C1 and C2 are inserted; a coin storage
section for storing coins; a reading section for reading the card
ID of each of the game cards C1 and C2; an adjustment button for
accepting adjustment processing requested by the player; a money
adjustment section for paying out predetermined paper money or
coins from the coin storage section; a control unit for controlling
the operation of the overall adjustment machine 3, and the like
(none of these elements are shown). The adjustment machine 3 reads
a card ID from the game card C1 or C2 inserted by the player;
transmits the thus-read card ID to the gaming management server 10;
and pays out a game medium, such as money or coins, on the basis of
a credit balance upon receipt of the credit balance corresponding
to the card ID from the gaming management server.
Membership Card Issuing Machine
[0061] The membership card issuing machine 4 has a membership card
storage section; a personal identification number input section; a
money insertion section a membership card issuing section; a
communication processing section for transmitting and receiving
information to and from the gaming management server; a control
unit for controlling operation of the entire membership card
issuing machine 4; and the like (none of these elements are shown).
The membership card issuing machine 4 also transmits in an
associated manner, to the gaming management server 10, a credit
balance corresponding to the money inserted by the player, the
personal identification number input by the player, and the card ID
stored in the membership card issued for the player. The gaming
management server 10 that has received the information transmitted
from the membership card issuing machine 4 generates a new record
in each of the membership card valuable information file 17 and the
player information file 19, on the basis of the received
information.
Detailed Operation of the Gaming Management System
[0062] The gaming management system 1A stores the valuable
information including the credit balance required to start a game
on the gaming machine 2, and outputs to the gaming machine 2 a
credit balance equivalent to the valuable information corresponding
to the game card C1 or C2 inserted by the player. At the end of the
game, the gaming management system 1A updates the stored credit
balance to a new credit balance which is determined through
addition or subtraction. As mentioned above, the credit balance can
also be updated to a new credit balance which has been determined
not only through subtraction but also through addition.
Accordingly, the gaming management system 1A can cause the player
to increase the credit balance before the credit balance becomes
zero, which would make the player unable to play the game, thereby
enabling continuous playing of a game without use of the game
medium, such as money or coins; i.e., in a cashless manner.
[0063] The gaming management system 1A is arranged to be able to
manage the credit balance corresponding to the provisional
membership card C2 and the credit balance corresponding to the
permanent membership card C1. When the credit balance of the
provisional membership card C2 has become zero, the card is stored
in the stacker 34; namely, the card is collected. In contrast, when
the credit balance of the permanent membership card C1 has become
zero, the permanent membership card C1 is discharged after the
credit balance of the card has been updated, whereby the permanent
membership card C1 can be used repeatedly without being collected.
For this reason, the permanent membership card C1 provides the
player with improved convenience. Moreover, in addition to storing
the valuable information, such as a credit balance and the like,
the permanent membership card C1 also stores player information,
thereby enabling management of various types of information about
the player in conjunction with the credit balance.
[0064] Operation procedures of the gaming management system 1A will
now be described by reference to flowcharts and sequence charts
shown in FIGS. 7 through 12. In FIGS. 7 through 12, steps are
abbreviated as S.
[0065] FIG. 7 is a flowchart showing operation procedures of main
processing of the gaming management system 1A on a per-block
basis.
[0066] The card unit 20 of the gaming, management system 1A causes
processing to branch depending on whether or not the game card C1
or C2 is inserted. When the game card is inserted, processing
proceeds to step S2. When the game card is not inserted, processing
proceeds to step S3, where cash processing to be described later is
performed. When processing proceeds to step S2, the card unit 20
determines the type of the inserted game card to be C1 or C2. When
the card is the permanent membership card C1 (the alphanumeric of
the card ID is A), processing proceeds to step S5, where
membership. card processing to be described later is performed.
When the card is the provisional membership card C2 (the
alphanumeric of the card ID is B), processing proceeds to step S6,
where provisional membership card processing is performed.
Membership Card Processing
[0067] During membership card processing, the permanent membership
card C1 is discharged to return to the player after the credit
balance has been updated.
[0068] First, operation procedures of membership card processing
will be described by reference to FIGS. 8, 9A and 9B. FIG. 8 is a
sequence chart showing an operation sequence of the gaming
management system 1A (the card unit 20 and the gaming management
server 10) and an operation sequence of a corresponding gaming
machine 2, which are performed during membership card processing.
FIG. 9 is a flowchart showing operation procedures of the card unit
20 and those of the gaming management server 10, which are
performed during membership card processing. FIG. 9A shows
operation procedures of the card unit 20, and FIG. 9B shows
operation procedures of the gaming management server 10. FIG. 8
shows the transmission direction of information by means of
reference symbol ST. A block, which performs transmission
processing in the flowchart shown in FIGS. 9A and 9B, is assigned a
parenthesized transmission number indicated by ST in FIG. 8. Steps
(S) shown in FIG. 8 correspond to steps (S) in FIGS. 9A and 9B.
[0069] First, an overview of operation processing is described with
an emphasis on transmission and receipt of information between the
gaming management system 1A that performs membership card
processing and the gaming machine 2 which performs operation
processing in association with the membership card processing.
[0070] When the permanent membership card C1 is inserted and the
card ID assigned to the permanent membership card C1 are read, the
card unit 20 transmits the read card ID and the input personal
identification number to the gaming management server 10 (ST1).
Upon receipt of the card ID and the personal identification number,
the gaming management server 10 determines whether or not the
personal identification number is authenticated. If the personal
identification number is authenticated, the credit balance
corresponding to the card ID is transmitted to the card unit 20. If
the personal identification number is not authenticated, the card
error information is transmitted to the card unit 20 (ST2). Upon
receipt of the credit balance, the card unit 20 transmits the
credit balance to the gaming machine 2 (ST3).
[0071] Upon receipt of the credit balance, the gaming machine 2
performs gaming operation which performs a variable display game to
be started by use of the credit balance. When one variable display
game has been completed, the credit balance is subjected to
addition or subtraction, and a resultant credit balance is
transmitted to the card unit 20 (ST4). Upon receipt of the credit
balance determined after addition or subtraction, the card unit 20
causes the liquid-crystal display section 29 to display the
received credit balance. Meanwhile, the gaming machine 2 repeatedly
performs game processing and transmission of the credit balance,
which has undergone addition or subtraction, until a game end
signal is input. The card unit 20 displays the credit balance,
which has undergone addition or subtraction, every time it receives
the credit balance.
[0072] Upon receipt of an input of a game end signal, the gaming
machine 2 transmits game completion information (including game
history information suchas information about the number of times
games have been played, information about a time during which the
game has been played, etc.), or the like, to the card unit 20
(ST5). Upon receipt of the game completion information, and the
like, the card unit 20 transmits to the game managing server 10 the
credit balance, which has been updated to a value obtained by
addition or subtraction, and the player information (ST6) Upon
receipt of the credit balance, or the like, the gaming management
server 10 performs player information storage processing and credit
balance update processing for updating the credit balance to a
credit balance obtained by addition or subtraction, and transmits
the update end information to the card unit 20 (ST20). Upon receipt
of the update end information, the card unit 20 performs membership
card discharge processing, to thus terminate the operation
processing.
[0073] Operation procedures of the card unit 20, those of the
gaming management server 10, and those of the gaming machine 2 will
be described in detail hereinbelow.
[0074] As shown in FIG. 9, when membership card processing has been
started, processing proceeds to step S11, and the card unit 20
performs personal identification number receipt processing during
which the CPU 22 commands the display control section 28 to cause
the liquid-crystal display section 29 to display an image which
prompts the player to input a personal identification number. In
subsequent step S12, the card unit 20 awaits input of a personal
identification number.
[0075] When a personal identification number of four digits is
input to the CPU 22 from the keyboard 27 by means of the player's
operation, processing proceeds to subsequent step S13, where there
is performed processing for transmitting the card ID and the
personal identification number to the gaming server 10. Here, the
CPU 22 causes the communication processing section 26 to transmit
the card ID and the personal identification number, both of which
are stored in the RAM 24, to the gaming management server 10. As
shown in FIG. 8, transmission ST1 of a card ID and a personal
identification number is performed.
[0076] When processing proceeds to subsequent step S14, the
information received by the communication processing section 15
through transmission ST2 is input to the CPU 22, and processing
proceeds to step S15. When processing proceeds to step S15, the CPU
22 determines the type of the input information (whether the input
information is card error information or a credit balance) When the
input information has been determined to be card error information,
processing proceeds to step S16. When the input information is
determined to be a credit balance, processing proceeds to step S17.
When processing proceeds to step S16, the CPU 22 causes the
liquid-crystal display section 29 to display a message indicating
that the personal identification number is incorrect. When
processing proceeds to subsequent step S25, membership card
discharge processing, which will be described later, is performed.
In contrast, when processing proceeds to step S17, the credit
balance and the card ID received by the CPU 22 are stored in the
RAM 24 in an associated manner, and the liquid-crystal display
section 29 is caused to display the credit balance. When processing
proceeds to subsequent step S18, the communication processing
section 15 is caused to transmit the credit balance. As a result,
as shown in Fig. 8, transmission ST3 of a credit balance is
performed.
[0077] When processing proceeds to subsequent step S19, the
communication processing section 26 receives the credit balance
transmitted through transmission ST4, and the thus-received credit
balance is input to the CPU 22. Processing then proceeds to step
S20. When processing has proceeded to step S20, the CPU 22, updates
the credit balance stored in the RAM 24 to the credit balance
received from the gaming machine 20, and processing further
proceeds to step S21. The liquid-crystal display section 29 is
caused to display the thus-updated credit balance, to thus inform
the player of the updated credit balance.
[0078] When processing proceeds to subsequent step S22, the
communication processing section 26 receives information from the
gaming machine 2, and inputs the thus-received information to the
CPU 22. The CPU then determines the type of input information
(whether the input information is game completion information, and
the like, or the credit balance). When the input information is
determined to be game completion information, and the like,
processing proceeds to step S23. In contrast, when the input
information is determined to be a credit balance, processing
returns to step S20, where the credit balance is updated. When
processing proceeds to subsequent step S23, the CPU 22 causes the
communication processing section 26 to transmit the card ID, the
updated credit balance, and the player information to the gaming
management server 10. As a result, asishown in FIG. 8, transmission
ST6 of a credit balance or the like is performed.
[0079] Subsequently, processing proceeds to step S24. When update
completion information transmitted through transmission ST20 is
received, processing proceeds to step S25. The CPU 22 and the card
storage-and-transfer section 30 operate as card discharge unit that
discharges the permanent membership card C1, thereby performing
membership card discharge processing. When the membership card
discharge processing is started, the CPU 22 commands the.second
motor 36 (see FIG. 4) to drive the transfer rollers 32a to thus
transfer the membership card IC located in a reading position to an
insertion-and-discharge position. Further, the CPU 22 commands the
first motor 35 to drive the carrying-in and carrying-out rollers
31b, 31c, thereby exposing the permanent membership card C1 outside
by way of the insertion slot 31a (see FIG. 4) and returning the
card to the player. Thus, operation processing of the card unit 20
is completed. As mentioned above, during the membership card
discharge processing, after the gaming management server 10 has
updated the credit balance, the permanent membership card C1 is
discharged, whereupon operation processing is completed.
[0080] Operation procedures of the gaming management server 10 will
be subsequently described.
[0081] When the membership card processing is commenced, the gaming
management server 10 causes processing to proceed to step S50,
where the communication processing section 15 operates to thus
receive the card ID and the personal identification number. The
card ID and the personal identification number, which have been
received, are input to the CPU 11, and processing proceeds to step
S51.
[0082] When processing proceeds to step S51, a determination is
made as to whether or not the input personal identification number
is authenticated. The CPU 11 sets the input card ID to a search
key, and acquires a corresponding personal identification number by
reference to the player information file 19 stored in the data
storage section 16, thereby making an authentication determination
as to whether or not the input personal identification number
coincides with the acquired personal identification number. When a
coincidence exists, processing proceeds to step S52. When a
coincidence does not exist, processing proceeds to step S53. When
processing proceeds to step S52, the CPU 11 sets an input card ID
to the search key; acquires a corresponding credit balance by
reference to the membership card valuable information file 17
stored in the data storage section 16; and causes the communication
processing section 15 to transmit the thus-acquired credit balance
and corresponding card ID. When processing proceeds to step S53,
the CPU 11 causes the communication processing section 15 to
transmit the card error information used for discharging the
permanent membership card C1. Thereby, as shown in FIG. 8,
transmission ST2 of a credit balance and card error information is
performed.
[0083] Processing proceeds to subsequent step S54, where the credit
balance and the like, which have been transmitted through
transmission ST6, are received, and processing proceeds to step
S55, where the credit balance is updated. When updating of the
credit balance is started, the CPU 11 acts as updating unit of the
present invention; sets the stored card ID to a search key; and
performs update processing for updating a corresponding record by
reference to the membership card valuable information file 17
stored in the datastorage section 16. By means of this update
processing, the credit balance in the valuable information
corresponding to the card ID transmitted (output) from the card
unit 20 is updated to the credit balance having undergone addition
or subtraction.
[0084] When processing proceeds to subsequent step S56, player
information storage processing is performed. When the player
information storage processing is commenced, the CPU 11 serves as
the storage control unit, and causes the data storage section 16 to
store the received player information (including the player history
information) Here, the CPU 11 sets the received card ID to the
search key, and acquires the total cumulative number of times games
have been played and the total cumulative periods of time during
which games have been played, by reference to the player
information file 19. The CPU 11 further adds the player history
information (the information about the number of times the game has
been played, information about the time during which the game has
been played) received in step S54 to the thus-acquired number of
times the games have been played and the periods of time during
which the games have been played, thereby determining a new total
cumulative number of times the games have been played and a new
total periods of time during which the games have been played. The
CPU 11 rewrites the player history information such that the record
of the player information file 19 corresponding to the received
card ID assumes the new total cumulative number of times the games
have been played and the new total periods of time the games have
been played. As a result, the player information is stored in the
data storage section 16 in association with the card ID stored in
the permanent membership card C1.
[0085] When processing proceeds to subsequent step S57, the CPU 11
causes the communication processing section 15 to transmit the
update completion information to the card unit 20, thereby
completing the operation processing. As shown in FIG. 8,
transmission ST20 of update completion information is
performed.
[0086] Subsequently, operation procedures of the gaming machine 2
to be performed in response to the membership card processing will
be described by reference to FIG. 8.
[0087] When the gaming management system starts the membership card
processing, the gaming machine 2 causes processing to proceed to
step S101, where the credit balance transmitted through
transmission ST3 is received. When processing proceeds to
subsequent step S102, the main CPU operates as game progress
control unit, to thus perform game processing. When processing
proceeds to step S102 and game processing is commenced, the gaming
machine 2 receives operation for starting a game performed by the
player. The player actuates any one of the MAX-BET button 44b, the
1BET button 44c, and the repeat BET button 44d (see FIG. 2), and
the number of credits to be bet on one game is determined within
the range of the credit balance. Information about the determined
number of credits is input to the main CPU. The time when the
number of credits is determined is counted by the unillustrated
timer, and the time counted by the timer is stored in the RAM as
the game start time.
[0088] The main CPU performs processing for subtracting the
determined number of credits from the credit balance, and stores
the credit balance determined after subtraction into the RAM of the
gaming machine 2. When the player operates the start button 44e
(including the repeat BET button 44d when a game to be successively
played is the second game or a subsequent game), the variable
display game is started. Occurrence of a failure of winning and a
winning state are determined according to a combination of
stationarily-displayed symbol images, and coins or the like are
paid out according to the winning state. The main CPU makes an
addition to the credit balance according to the number or amount of
paid coins or the like. The credit balance determined after
addition is stored in the RAM of the gaming machine 2. When game
processing for one play has been completed through the
above-described processes, the counter of the gaming machine 2
counts the number of times the games have been played, and
processing proceeds to step S103. The CPU transmits to the card
unit 20 the credit balance determined after addition or
subtraction. Thus, there is performed transmission ST4 of the
credit balance corresponding to the card unit 20 to the gaming
machine 2.
[0089] When processing proceeds to subsequent step S104, the main
CPU determines whether or not the game end signal is input. When
the player has pressed the game end button 44f and the game end
signal is input, processing proceeds to step S105. In contrast,
when the player has pressed any one of the MAX-BET button 44b, the
1BET button 44c, and the repeat BET button 44d to thus input
information about the number of credits, processing returns to step
S102, where game processing is performed. When processing proceeds
to step S105, a game end time is counted by the unillustrated
timer, and the main CPU determines a game time from the game end
time and the game start time. Moreover, the number of times games
have been played is also determined by an unillustrated counter.
Information about the thus-determined game history, such as the
game time and the number of times the games have been played; for
example, information about the number of the games have been played
(game count information) and information about a period of time
during which the games have been played (game time information),
correspond to the game history information. The main CPU transmits
the game history information and the game completion information
(game completion information or the like) to the card unit 20. As
shown in FIG. 8, transmission ST5 of the game completion
information or the like is thus performed.
[0090] During the above-described membership card processing, there
is also performed processing for storing the valuable information
(including a credit balance) assigned to the permanent membership
card C1 in the data storage section 16 and for updating the credit
balance to the credit balance determined as a result of subtraction
of the number of credits used for the games from the credit balance
in the valuable information as well as to the credit balance
determined as a result of addition of the number of credits used
for the games to the credit balance in the valuable information.
The permanent membership card C1 can also be arranged so that an
addition can be made to the credit balance as a result of the
player adding money to the credit balance. Accordingly, even when
the credit balance has temporarily become zero as a result of the
game, the player can play the game which involves repeated use of
the permanent membership card C1. Since the permanent membership
card C1 can be continuously used so as to prevent the credit
balance from becoming zero, the player can repeatedly play the game
without use of a game medium, such as money, coins, and the
like.
[0091] The permanent membership card C1 is a game card which is
permanently used by a player, and is allocated to a specific
player. In this system, information unique to the player (e.g., an
address, a phone number, or the like), information about the game
played by the player, and other player information are stored in
association with the card ID stored in the permanent membership
card C1, so that various items of player information about the
specific player can be acquired and managed. An administrator who
operates this system in the game arcade can manage a game result,
such as the game history of an individual player or outcomes of the
game played by that player, in connection with the permanent
membership card C1 through use of the player information.
Extraction of service problems or examination of remedial measures
against the problems can be performed by use of the game
result.
Provisional Membership Card Processing
[0092] During provisional membership card processing, a provisional
membership card C2 is discharged to return to the player after the
credit balance has been updated. Meanwhile, when the credit balance
assigned to the card ID has become zero, the provisional membership
card is collected.
[0093] Operation procedures of provisional membership card
processing will be described by reference to FIGS. 10 and 11B. FIG.
10 is a sequence chart showing the gaming management system 1A (the
card unit 20 and the gaming management server 10) for use in the
provisional membership card processing and an operation sequence of
the corresponding gaming machine 2. FIG. 11 is a flowchart showing
operation.procedures of the card unit 20 and those of the gaming
management server 10 employed during provisional membership card
processing. FIG. 11A shows operation procedures of the card unit,
and FIG. 11B shows operation procedures of the gaming management
server. In FIG. 10, reference symbol ST designates a transmission
direction of information. A block; which performs transmission
processing in the flowchart shown in FIGS. 11A and 11B, is written
by parenthesizing the transmission number designated by ST in FIG.
10. Steps (S) in FIG. 8 correspond to steps (S) in FIGS. 9A and 9B.
Moreover, processing operations analogous to the membership card
processing are performed in the steps that have already been
described, and their detailed descriptions are omitted.
[0094] First, an overview of operation procedures will be described
with emphasis on transmission and receipt of information between
the gaming management system 1A, which performs provisional
membership card processing, and the gaming machine 2, which
performs operation processing in association with provisional
membership card processing.
[0095] When the card C2 has been inserted and the card ID assigned
to the provisional membership card C2 is read, the card unit 20
transmits the read card ID to the gaming management server 10
(ST7). Upon receipt of the card ID, the gaming management server 10
transmits the credit balance assigned to the card ID to the card
unit 20 (ST8). Upon receipt of the credit balance, the card unit 20
transmits the credit balance to the gaming machine 2 (ST9).
[0096] Upon receipt of the credit balance, the gaming machine 2
performs gaming operation. When one variable display game has been
completed, a determination is made as to whether or not the credit
balance is 0. When the credit balance is determined to be 0, the
card storage information is transmitted to the card unit 20 (ST10).
When the card unit 20 has received the card storage information,
the card storage-and-transfer section 30 operates as card
collection means, and receives and collects the provisional
membership card C2. Moreover, the card unit 20 transmits to the
gaming management server 10 the card ID (a stored card ID) assigned
to the provisional membership card C2 (ST11). Upon receipt of the
stored card ID, the gaming management server 10 initializes the
valuable information (a credit balance and the like) stored in
association with the stored card ID.
[0097] In contrast, when having determined that the credit balance
is not zero after completion of the game, the gaming machine 2
transmits the credit balance, which has undergone addition or
subtraction, to the card unit 20 (ST12). Upon receipt of the credit
balance that has undergone addition or subtraction, the card unit
20 displays the received credit balance. The gaming machine 2 and
the card unit 20 repeatedly perform a series of operation
processing from game processing to display of the credit balance
that has undergone addition or subtraction, until the gaming
machine 2 receives a game end signal. When having received an input
of the game end signal, the gaming machine 2 transmits the game
completion information to the card unit 20 (ST13). Upon receipt of
the game completion information, the card unit 20 transmits to the
gaming management server 10 the credit balance, which has already
been updated to the value determined by addition or subtraction,
(ST14). Upon receipt of the credit balance, the gaming management
server 10 performs update processing for updating the credit
balance to the credit balance that has undergone addition or
subtraction, and transmits update completion information to the
card unit 20 (ST21). Upon receipt of the update completion
information, the card unit 2 terminates operation processing by
performing provisional membership card discharge processing.
[0098] Operation procedures of the card unit 20, those of the
gaming management server 10, and those of the gaming machine 2 will
be described in detail hereunder.
[0099] As shown in FIG. 11, when provisional membership card
processing is commenced, the card unit 20 proceeds to step S61,
where the CPU 22 transmits the card ID stored in the RAM 24 to the
gaming management server 10 from the communication processing
section 26. As a result, transmission ST7 of the card ID is
performed as shown in FIG. 10.
[0100] When processing proceeds to subsequent step S62, the card
unit 20 waits until the credit balance is received from the gaming
management server 10. When the credit balance is received,
processing proceeds to step S63, where the liquid crystal display
section 27 is caused to display the credit balance through
processing (see FIG. 9) analogous to that described in connection
with step S17. When processing has proceeded to subsequent step
S64, the credit balance is transmitted to the gaming machine 2 by
means of processing (see FIG. 9) analogous to that described in
connection with step S18. As shown in FIG. 10, transmission ST9 of
the credit balance is performed.
[0101] Processing proceeds to subsequent step S65. When the
communication processing section 26 has received the card storage
information, (see transmission ST10 in FIG. 10) or a credit balance
(see transmission ST12 in FIG. 10), respective pieces of
information are input to the CPU 22. The CPU 22 determines whether
or not the received information is the card storage information,
thereby branching processing. When the received information is the
card storage information, processing proceeds to step S66. When the
received information is a credit balance, processing proceeds to
step S68.
[0102] When processing proceeds to step S66, the CPU 22 commands
the second motor 36 (see FIG. 4) to drive the transfer rollers 32a,
thereby transferring the provisional membership card C2 situated in
the reading position to the stacker 34, whereupon the card is
stored in the stacker 34. When processing proceeds further to
subsequent step S67, the CPU 22 commands the communication control
section 25 to cause the stored card ID transmitten to the gaming
management server 10. Thus, as shown in FIG. 10, the transmission
ST11 of the stored card ID is performed.
[0103] Meanwhile, when processing proceeds to step S68, the CPU 22
performs processing analogous to that described in connection with
step S20. Further, in steps S69 and S70, processing analogous to
that described in connection with steps S21, S22 is performed.
[0104] When processing proceeds to subsequent step S71, the CPU 22
causes the updated credit balance and a corresponding card ID,
which are stored in the RAM 24, transmitted to the gaming
management server 10. Thus, as shown in FIG. 10, transmission ST14
of the credit balance is performed.
[0105] When processing proceeds to subsequent step S72, where
update completion information is received through transmission
ST21, processing proceeds to step S73. When processing proceeds to
step S73, the CPU 22 and the card storage-and-transfer section 30
operates as card discharge unit which discharges the provisional
membership card C2, thereby performing provisional membership card
discharge processing. The CPU 22 commands the second motor 36 to
drive the transfer rollers 32a, thereby transferring the
provisional membership card C2 situated in the reading position to
the insert/discharge position. Moreover, the CPU 22 commands the
first motor 35 to drive the carrying-in and carrying-out rollers
31b, 31c, thereby exposing the provisional membership card C2 to
the outside by way of the insertion slot 31a (see FIG. 4), to thus
return the provisional membership card C2 to the player. Thereby,
operation processing of the card unit 20 is completed. Thus, during
the provisional membership card discharge processing, the
provisional membership card is discharged after the gaming
management server 10 has updated the credit balance. When the
provisional membership card discharge processing has been
completed, the operation processing of the card unit 20 is
completed.
[0106] Operation procedures of the gaming management server 10 will
be described.
[0107] In the gaming management server 10, when the provisional
membership card processing is started, processing proceeds to step
S81. The communication processing section 15 operates, to thus
acquire a card ID. The card ID is input to the CPU 11, and
processing proceeds to step S82.
[0108] When processing has proceeded to step S82, the CPU 11
acquires a credit balance by means of making reference to the
provisional membership card valuable information file 17 on the
basis of the input card ID, and causes the communication processing
section 15 to transmit the thus-acquired credit balance and the
card ID. As shown in FIG. 10, transmission ST8 of the credit
balance is thereby performed.
[0109] Processing proceeds to subsequent step S83, and the
communication processing section 15 receives the credit balance (by
means of transmission ST14 in FIG. 10) or the stored card ID (by
means of transmission ST11 shown in FIG. 10). Then, respective
pieces of information are input to the CPU 11. The CPU 11
determines whether or not the information is a credit balance or a
stored card ID, and branches processing. When the information is a
credit balance, processing proceeds to step S84. In contrast, when
the information is the stored card ID, processing proceeds to step
S85.
[0110] When processing proceeds to step S84, the CPU 11 searches a
corresponding record on the basis of the received card ID, by
reference to the provisional membership card valuable information
file 17, and performs update processing for updating the credit
balance to the received credit balance. By means of update
processing, the credit balance in the valuable information
corresponding to the card ID transmitted (output) from the card
unit 20 is updated to the credit balance that has undergone
addition or subtraction.
[0111] When processing proceeds to subsequent step S86, the CPU 11
causes the communication processing section 15 to transmit the
update completion information to the card unit 20, thereby
completing operation processing. Thus, as shown in FIG. 10,
transmission ST21 of the update completion information is
performed.
[0112] When processing proceeds to step S85, the CPU 11 searches a
corresponding record on the basis of the stored card ID by
reference to the provisional membership card valuable information
file 17; and performs initialization for setting the credit balance
to zero, to thus complete provisional membership card
processing.
[0113] Operation processing of the gaming machine 2 performed in
association with the provisional membership card will be described
by reference to FIG. 10.
[0114] As shown in FIG. 10, in the gaming machine 2, processing
proceeds to step S201, where the credit balance is received. Then,
processing proceeds to step S202, where processing (game
processing) analogous to the described in connection with step S102
(see FIG. 8) is performed.
[0115] When game processing of one game has been completed,
processing proceeds to step S203. The main CPU determines whether
or not the credit balance is zero. When the credit balance is zero,
processing proceeds to step S204, where transmission of card
storage information is performed. In contrast, when the credit
balance is not zero, processing proceeds to step S205, where the
credit information having undergone addition or subtraction is
transmitted. When processing proceeds to step S204 and transmission
of card storage information is commenced, the main CPU transmits to
the card unit 20 card storage information used for collecting the
provisional membership card C2, thereby completing operation
processing. Thereby, transmission ST10 of card storage information
from the gaming machine 2 to the card unit 20 is carried out.
[0116] When processing proceeds to step S205, processing analogous
to that described in connection with step S103 (see FIG. 8) is
performed. The credit balance having undergone addition or
subtraction is transmitted to the card unit 20. Thereby,
transmission ST12 of the credit balance from the gaming machine 2
to the card unit 20 is performed.
[0117] When processing proceeds to subsequent step S206, processing
analogous to that described in connection with step S104 (see FIG.
8) is performed. When the player has performed predetermined
operation for starting a game, processing returns to step S202.
When the game completion information is input, processing proceeds
to step S207, where the game completion information is transmitted.
Transmission of game completion information is analogous to that
described in connection with step S105, whereby transmission ST13
of game completion information from the gaming machine 2 to the
card unit 20 is performed.
[0118] Like in membership card processing, during the
above-described provisional membership card processing, the credit
balance is updated not only to the credit balance determined by
subtracting the number of credits used for the game from the
original credit balance, but also to the credit balance determined
by adding the number of credits used for the game to the original
credit balance. Therefore, as a result of the credit balance being
subjected to addition, the game can be played repeatedly in a
so-called cashless manner. Since the provisional membership card C2
is collected when the valuable balance has become zero, convenience
for the player becomes deteriorated as compared with the case of
the permanent membership card C1.
[0119] As mentioned above, the gaming management system 1A is
configured so that the player can utilize two types of game cards
(the permanent membership card C1 and the provisional membership
card C2), which differ from each other in view of convenience; and
so that the player information can be managed in association with
the highly-convenient permanent membership card C1. Therefore, the
gaming management system 1A is configured so that the players and
the administrator of the game arcade can gain benefits.
[0120] Further, as a result of the permanent membership card C1 and
the provisional membership card C2 being used concurrently, the
player who places emphasis on convenience of cashless repeated play
of a game and the player who does not have the permanent membership
card C1 because he/she plays a game on rare occasions can select
the way of a play. Moreover, a demand for a player who first plays
a game through use of the provisional membership card C2 and
desires to play a game through use of the permanent membership card
C1 after having accustomed to the game can also be met. Therefore,
the range of variations of the ways of play can be broadened.
Cash Processing.
[0121] During cash processing, the provisional membership card C2
is issued in accordance with the credit balance achieved after
completion of a game. Operation procedures of cash processing will
be described by reference to FIG. 12. FIG. 12 is a sequence chart
showing an operation sequence of the gaming management system 1A
(the card unit 20 and the gaming management server 10) adopted
during cash processing, and an operation sequence of the
corresponding gaming machine 2. As in the case of FIGS. 8 and 10,
FIG. 12 also shows the transmission direction of information by
reference symbol ST.
[0122] When cash processing is commenced, the card unit 20 awaits
receipt of the credit balance from the gaming machine 2. The gaming
management server 10 awaits receipt of the card ID and the credit
balance from the card unit 20.
[0123] First, the gaming machine 2 causes processing to proceed to
step S301, where cash acceptance processing for accepting insertion
of a game medium such as money or coins by the player is performed.
When the player inserts hard currency or coins by way of the
insertion slot 45 or paper money by way of the money insertion slot
46, acredit balance corresponding to the inserted game medium, such
as money or coins, is determined. The gaming machine 2 then causes
processing to proceed to step S302, where the credit balance is
transmitted to the card unit 20. Thereby, transmission ST15 of a
credit balance from the gaming machine 2 to the card unit 20 is
performed.
[0124] Upon receipt of the credit balance from the gaming machine
2, the card unit 20 proceeds to step S91, where the credit balance
is stored in the RAM 24 and the liquid crystal display section 29
is caused to display the credit balance.
[0125] When the credit balance has been transmitted, the gaming
machine 2 causes processing to proceed to step S303, where game
processing is performed. Game processing is analogous to the game
processing (see FIGS. 8 and 10) described in connection with step
S202, and hence detailed explanation thereof is omitted. When one
game has been completed, processing proceeds to step S304. When the
credit balance has become zero, cash processing is completed. In
the meantime, when the credit balance is not zero, processing
proceeds to step S305, where the credit balance having undergone
addition or subtraction is transmitted to the card unit 20.
Thereby, transmission ST16 of the credit balance from the gaming
machine 2 to the card unit 20 is performed.
[0126] Upon receipt of the updated credit balance from the gaming
machine 2, the card unit 20 causes processing to proceed to step
S92, where there is performed update processing for rewriting the
credit balance stored in the RAM 24 to the credit balance received
from the gaming machine 2. When processing proceeds to subsequent
step S93, the liquid crystal display section 29 is caused to
display the updated credit balance. Subsequently, processing
pertaining to steps S92, S93 is repeated until the game completion
information is received from the gaming machine 2.
[0127] When processing proceeds to step S306, where the gaming
machine 2 has determined that there is an input of the game
completion information, processing proceeds to step S307, where the
game completion information is transmitted to the card unit 20.
Thereby, transmission ST17 of the game completion information from
the gaming machine 2 to the card unit 20 is performed.
[0128] Upon receipt of the game completion information from the
gaming machine 2, the card unit 20 causes processing to proceed to
step S94, where a card ID (a new card ID) of the newly-issued
provisional membership card C2 and the credit balance stored in the
RAM 24 are transmitted to the gaming management server 10. As a
result, transmission ST18 of the new card ID and the credit balance
corresponding to the new card ID from the card unit 20 to the
gaming management server 10 is performed. The provisional
membership card C2 of the embodiment is issued in sequence from the
provisional membership card C2 that has been collected immediately
before (first in, last out). Therefore, the CPU 22 stores the card
IDs in sequence of issuance, and transmits new card IDs to the
gaming management server 10 in sequence.
[0129] When processing proceeds to step S95, the CPU 22 and the
card storage-and-transfer section 30 operate as card issuing unit,
thereby performing provisional membership card issue processing.
When provisional membership card issue processing is commenced, the
CPU 22 drives the third motor 37, thereby feeding from the stacker
34 the provisional membership card C2 in sequence from the
provisional membership card C2 that has been collected immediately
before. Subsequently, the CPU 22 sequentially drives the second
motor 36 and the third motor 35, to thus transfer the thus-fed
provisional membership card C2 to the insertion-and-discharge
position. The provisional membership card C2 is exposed to the
outside by way of the insertion slot 31a and issued to the player,
whereupon operation processing of the card unit 20 is
completed.
[0130] Upon receipt of the new card ID and the credit balance, the
gaming management server 10 causes processing to proceed to step
S70, and performs processing for setting the new card ID to a
search key; searching a corresponding record by making reference to
the provisional membership card valuable information file 18; and
storing the credit balance received from the card unit 20. Thus,
operation processing of the gaming management server is
completed.
[0131] As mentioned above, during cash processing, if there is a
credit balance after completion of the game, the provisional
membership card C2 corresponding to the credit balance is issued.
The previously-described provisional membership card processing is
performed by use of the provisional membership card C2, thereby
enabling playing of a game in a cashless manner. Accordingly, a
trouble, which would otherwise be caused when a game medium, such
as money or coins, is directly paid out, can be eliminated by
issuance of the provisional membership card C2.
[0132] In the above, the processing for the membership card is
described with reference to FIGS. 8 and 9, and the processing for
the provisional membership card is described with reference to
FIGS. 10 and 11.
[0133] In the provisional membership card processing described
above, the process of step S53 in the membership card processing
may be implemented. That is, for example, at step S82, the CPU 11
may cause the communication processing section 15 to transmit the
card error information used for discharging the provisional
membership card C2 to perform transmission ST8 of the credit
balance and card error information.
[0134] In the membership card processing described above, the
processes of steps S203, S204, and S67 in the provisional
membership card processing may be implemented. That is, for
example, after the game processing in step S102, the main CPU may
determine whether or not the credit balance is zero, and when the
credit balance is zero, card storage information may be transmitted
to the card unit for collecting the permanent membership card
C1.
[0135] According to the gaming management system 1A of the
embodiment, the game can be repeatedly played in a cashless manner,
so that convenience for the player is enhanced. Moreover, the
player information can be associated with the permanent membership
card C1, and hence the administrator of the game arcade, or the
like, can acquire and manage the player information.
[0136] In the embodiment, a game can be played by use of a game
medium, such as money or coins, a provisional membership card, and
a membership card. Therefore, the game system 100 allows a player
to play the game in accordance with the player's own play
style.
[0137] The valuable information is not stored in the game cards C1,
C2 but is stored in and managed by the gaming management server.
Malicious rewriting of valuable information, such as tampering of
the game cards C1, C2, can be prevented.
[0138] In the gaming management system 1A of the first embodiment,
the credit balance and the player information are stored in the
data storage section 16 that serves as storage unit of the present
invention. However, the valuable information and the player
information may be stored in IC chips M of the respective game
cards C1, C2 and updated when necessary. In that case, the CPU 22
of the card unit 20 operates as storage control unit. The IC chip
reader/writer 33 can be caused to store (write) the valuable
information and game information into the IC chips M.
Second Embodiment
[0139] Next, a gaming management system of a second embodiment will
be described. FIG. 13 is a schematic configuration diagram of a
game system 200 having a gaming management system 1B of the second
embodiment. In the game system 200, a plurality of card units 40
are provided for a plurality of the gaming machines 2,
respectively, and the plurality of card units 40 and the gaming
management server 10 are connected together by way of a computer
network N such as the Internet. The gaming management system 1B of
the embodiment also yields the same operation and advantages as
those yielded by the gaming management system 1A of the first
embodiment.
[0140] As mentioned above, the gaming management system has been
described with reference to the embodiments. However, the present
invention is not limited to the embodiments described above. For
instance, the above-described embodiments have described, as player
information, a personal identification number, the total cumulative
number of times games have been played, and the total cumulative
periods of time games have been played. However, the player
information is not limited to these elements. For instance, the
player information may be information unique to the player such as
a name, a phone number, and a bank account number, or information
such as the amount of money inserted by the player, the number of
coins or the like inserted by the player, a time span during which
the games have been played, or the day of week when the games have
been played.
[0141] A timing at which the game card (the permanent membership
card or the provisional membership card) is discharged from the
card unit (i.e., a point in time after the valuable balance has
been updated by the update means) is not limited to a point in time
after the card unit has received the update completion information
from the gaming management server. For instance, the timing may be
a point in time after the card unit has transmitted the valuable
balance and the player information to the gaming management server
in association with completion of the game or apoint in time after
a lapse of a predetermined period of time since the gaming
management server ascertained to have received the valuable
balance, or the like, transmitted by the card unit. Determination
of completion of the game is not limited to a case where the player
has input a signal pertaining operation of the game end button, but
may be a case where there is input a signal pertaining to operation
of a payout button.
[0142] The mode for storing identification information in the game
card is not limited to an IC chip capable of reading information in
a noncontact manner, but may be information storage unit of contact
type. Moreover, a seal printed with a bar code or a two-dimensional
code may be affixed without provision of information storage unit,
such as memory. Alternatively, an information display section
having an information storage function may be provided by means of
printing or inscribing the bar code or the two-dimensional code
directly on or in an article for gaming purpose, so that the
article stores game-related information. The two-dimensional code
may also be called a two-dimensional bar code. For example, a QR
code (registered trademark of Denso Wave Corporation) is available.
This two-dimensional code includes a large volume of coded
information, which is tens to hundreds the volume of information
included in a bar code. When the information display section is
provided as mentioned previously, a bar code reader, or the like,
is provided as reading unit in place of the IC chip reader.
[0143] An upper limit number of times an erroneous input is allowed
may be provided for processing to be performed when the player has
erroneously input a personal identification number of the
membership card. When the number of erroneous inputs has reached
the upper limit, the membership card may not be accepted and
discharged.
[0144] The game that requires the valuable balance to commence a
game is not limited to the slot game, but may be a Pachinko,
Pachi-Slot game, a card game which is played while images showing
cards are being displayed, a Mah-Jong game, and the like.
[0145] As described above in detail with reference to the
embodiments, there is provided a gaming management system
including: a gaming management server; and a card unit that is
connected to the gaming management server. The gaming management
server includes: a storage unit that stores a valuable balance for
each of players, the valuable balance being required to start a
game; and an updating unit that updates the valuable balance for a
player specified by an identification information output from the
card unit, the identification information being configured to
specify the valuable balance for each of the players. The card unit
includes: a reading unit that reads the identification information
from a membership card inserted to the card unit, the membership
card being configured to be either one of a permanent membership
card permanently used by the player and a provisional membership
card provisionally used by the player; a card discharge unit that
discharges the membership card inserted to the card unit after the
valuable balance is updated by the updating unit; and a card
issuing unit that newly issues the provisional membership card. The
gaming management system further includes at least one of: a first
storage control unit that is provided in the card unit and stores
player information in the permanent membership card, the player
information including at least one of information unique to a
player, and information relevant to the game; and a second storage
control unit that is provided in the gaming management server and
stores the player information in the storage unit in association
with the identification information.
[0146] In the gaming management system thus configured, the
permanent membership card is prepared as the game card in addition
to the provisional membership card. Each of the cards is discharged
from the card unit after the valuable balance has been updated by
the gaming management server through addition or subtraction. The
provisional membership card is newly issued by the card unit. In
connection with the permanent membership card, the player
information is stored in the gaming management server in
association with the identification information or written into the
identification information.
[0147] The gaming management system may be configured that the
first storage control unit stores the player information in the
permanent membership card, the player information including:
information that indicates a number of times the game has been
played by the player; information that indicates a time period
during which the game has been played by the player; and
information that indicates a history of the game played by the
player.
[0148] The gaming management system may be configured that the
second storage control unit stores the player information in the
storage unit, the player information including information that
indicates a history of the game played by the player.
[0149] According to the configurations, the player history
information is stored as player information.
[0150] There is also provided a gaming management server connected
to a card unit that includes a reading unit that reads
identification information from a membership card inserted to the
card unit, the identification information being configured to
specify a valuable balance for each of the players, and the
valuable balance being required to start a game. The gaming
management server includes: a storage unit that stores a valuable
balance for each of players; and an updating unit that updates the
valuable balance for a player specified by an identification
information output from the card unit.
[0151] According to the gaming management server thus configured,
the valuable balance is stored, and the valuable balance
corresponding to the identification information output from the
card unit is updated to the valuable balance determined through
addition or subtraction.
[0152] The gaming management system may further include a storage
control unit that stores player information in the storage unit in
association with the identification information, the player
information including at least one of: information that indicates a
number of times the game has been played by the player; information
that indicates a time period during which the game has been played
by the player; and information that indicates a history of the game
played by the player.
[0153] According to the configuration, the player information is
stored in the storage unit in association with the identification
information stored in the permanent membership card.
[0154] There is also provided a card unit connected to a gaming
management server that includes: a storage unit that stores a
valuable balance for each of players, the valuable balance being
required to start a game; and an updating unit that updates the
valuable balance for a player specified by an identification
information output from the card unit, the identification
information being configured to specify the valuable balance for
each of the players. The card unit includes: a reading unit that
reads the identification information from a membership card
inserted to the card unit, the membership card being configured to
be either one of a permanent membership card permanently used by
the player and a provisional membership card provisionally used by
the player; a card discharge unit that discharges the membership
card inserted to the card unit after the valuable balance is
updated by the updating unit; and a card issuing unit that newly
issues the provisional membership card.
[0155] According to the card unit thus configured, the
identification information corresponding to the valuable balance is
read from the game card, and the game card is discharged after the
valuable balance has been updated. Moreover, the provisional
membership card is newly issued.
[0156] The card unit may further include a storage control unit
that stores player information in the permanent membership card,
the player information including at least one of information unique
to a player, and information relevant to the game.
[0157] According to the configuration, the player information can
be stored in the permanent membership card.
[0158] The present invention provides a gaming management system
having a configuration which enables continuous playing of a game
in a so-called cashless manner and is suitable for managing
information about a player who plays a game along with valuable
balance, as well as a card unit and a gaming management server
which constitute the gaming management system.
[0159] The foregoing description of the embodiments of the
invention has been presented for purposes of illustration and
description. It is not intended to be exhaustive or to limit the
invention to the precise form disclosed, and modifications and
variations are possible in light of the above teachings or may be
acquired from practice of the invention. The embodiments were
chosen and described in order to explain the principles of the
invention and its practical application to enable those skilled in
the art to utilize the invention in various embodiments and with
various modifications as are suited to the particular use
contemplated. It is intended that the scope of the invention be
defined by the claims appended hereto, and their equivalents.
* * * * *