GB2469174A - Coin pusher machine with lottery function - Google Patents

Coin pusher machine with lottery function Download PDF

Info

Publication number
GB2469174A
GB2469174A GB1004492A GB201004492A GB2469174A GB 2469174 A GB2469174 A GB 2469174A GB 1004492 A GB1004492 A GB 1004492A GB 201004492 A GB201004492 A GB 201004492A GB 2469174 A GB2469174 A GB 2469174A
Authority
GB
United Kingdom
Prior art keywords
token
section
lottery
game machine
given
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Granted
Application number
GB1004492A
Other versions
GB2469174B (en
GB201004492D0 (en
Inventor
Kenichiro Satoh
Hirokazu Hirose
Goro Kabutogi
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Bandai Namco Entertainment Inc
Original Assignee
Namco Bandai Games Inc
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Namco Bandai Games Inc filed Critical Namco Bandai Games Inc
Publication of GB201004492D0 publication Critical patent/GB201004492D0/en
Publication of GB2469174A publication Critical patent/GB2469174A/en
Application granted granted Critical
Publication of GB2469174B publication Critical patent/GB2469174B/en
Expired - Fee Related legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3286Type of games
    • G07F17/329Regular and instant lottery, e.g. electronic scratch cards
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3286Type of games
    • G07F17/3297Fairground games, e.g. Tivoli, coin pusher machines, cranes

Landscapes

  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Slot Machines And Peripheral Devices (AREA)
  • Time Recorders, Dirve Recorders, Access Control (AREA)

Abstract

In a token game machine 1000, a token that has been inserted into a token insertion unit 10 by the player is discharged from a token discharge opening 10e, and comes in contact with an upright board SB that is provided in the rear area of a game space GS. A mark MK that indicates that the stop timing of lamp motion control performed by a roulette device 15 occurs when the token has come in contact with the mark MK is drawn at the contact position. The roulette device 15 stops lamp motion control at a timing when a predetermined arrival time has elapsed after a token insertion unit sensor 10d has detected that the token inserted into the token insertion unit 10 has passed through a given position of a token rail 10c. When a win lamp is turned ON at a timing when the roulette device 15 has stopped, the player is given a lottery right so that a lottery system 20 performs a lottery process.

Description

TOKEN GAME MACHINE
BACKGROUND
A pusher-type token game machine has been known. The pusher-type token game machine includes a stationary table having a front end that extends over a token chute, and a pusher table that cyclically reciprocates along the upper side of the stationary table, the stationary table and the pusher table being provided in a game space formed in a housing. A number of tokens are placed on the upper side of the stationary table and the upper side of the pusher table to such an extent that the upper side of the stationary table and the upper side of the pusher table are almost entirely covered. The front end of the pusher table is formed so that no space is formed between the pusher table and the upper side of the stationary table, or the space formed between the pusher table and the upper side of the stationary table is narrower than the thickness of the token. Therefore, the token placed on the stationary table can be pushed by the front face of the pusher table.
When the player has inserted tokens into the token game machine, tokens in the same number as the number of the tokens inserted by the player are supplied to the game space, and placed on the upper side of the pusher table. When the pusher table slides backward along the stationary table, the pusher table is withdrawn into the insertion hole (entrance) formed in the housing. When the pusher table is withdrawn into the insertion hole, the tokens placed at the rear of the upper side of the pusher table come in contact with the edge of the insertion hole, and are pushed relatively forward. This causes other tokens placed on the pusher table to be pushed forward one after the other so that the tokens positioned on the front end of the pusher table fall onto a space formed on the upper side of the stationary table due to the backward movement of the pusher table.
When the pusher table then slides forward along the stationary table, the token that has fallen onto the stationaiy table is pushed forward by the front face of the pusher table. The tokens that have been placed on the upper side of the stationary table are then pushed forward one after the other. Some of the tokens that have been placed on the upper side of the stationary table fall into the token chute from the front end of the stationary table, and are discharged from the token payout opening.
In recent years, a token game machine in which a special game medium differing from the token is supplied to the stationary table has been known (see JP-A-2008-113996, for example). In such a token game machine, when the special game medium supplied to the stationary table is moved together with the tokens placed on the stationary table and falls into the token chute, a lottery device performs a lottery process. Specifically, a visual change is implemented by adding the special game medium that differs in shape from the token. Moreover, the lottery process is performed when the special game medium has fallen into the token chute so that the player may obtain special luck that cannot be obtained by merely dropping the token from the table.
In such a token game machine, the player must drop the special game medium into the token chute in order to cause the lottery device to perform the lottery process.
Therefore, the player must insert a certain number of tokens, and have a token dropping skill. Specifically, it is difficult to cause the lottery device to perform the lottery process by inserting only one token, for example.
SUMMARY
According to one aspect of the invention, there is provided a token game machine comprising: a token insertion section that includes a guttered passage, a token insertion slot that is provided at one end of the passage, and a token discharge opening that is provided at the other end of the passage, the direction of the passage being determined so that a token discharged from the token discharge opening comes in contact with a given area of
a game field;
a token detection section that detects a token that has passed through a given position of the passage; a lottery section that performs a lottery process based on a given instruction timing; and a mark that is drawn within or attached to the given area, and indicates that the instruction timing occurs when a token has come in contact with the given area, the lottery section performing the lottery process based on the instruction timing that occurs when an estimated arrival time has elapsed after the token detection section has detected a token, the estimated arrival time being set in advance as a time required for a token to come in contact with the given area after the token has been detected by the token detection section.
BRJEF DESCRJPTION OF THE DRAWNGS
FIG. 1 is a front external view showing a token game machine according to a first embodiment.
FIG. 2 is a cross-sectional side view showing the token game machine according to the first embodiment.
FIG. 3 is an enlarged view showing a token insertion unit according to the first embodiment.
FIG. 4 is a block diagram showing the functional configuration of the token game machine according to the first embodiment.
FIG. 5 is a flowchart showing the flow of a control process according to the first embodiment.
FIG. 6 is a flowchart showing the flow of the control process according to the first embodiment.
FIG. 7 is a front external view showing a token game machine according to a second embodiment.
FIG. 8 is a view illustrative of the relationship between a swing angle and a predetermined arrival time.
FIG. 9 is a view showing a data configuration example of predetermined arrival time setting data.
FIG. 10 is a flowchart showing the flow of a control process according to a modification.
DESCRIPTION OF EXEMPLARY EMBODIMENTS
According to one embodiment of the invention, there is provided a token game machine comprising: a token insertion section that includes a guttered passage, a token insertion slot that is provided at one end of the passage, and a token discharge opening that is provided at the other end of the passage, the direction of the passage being determined so that a token discharged from the token discharge opening comes in contact with a given area of
a game field;
a token detection section that detects a token that has passed through a given position of the passage; a lottery section that performs a lottery process based on a given instruction timing; and a mark that is drawn within or attached to the given area, and indicates that the instruction timing occurs when a token has come in contact with the given area, the lottery section performing the lottery process based on the instruction timing that occurs when an estimated arrival time has elapsed after the token detection section has detected a token, the estimated arrival time being set in advance as a time required for a token to come in contact with the given area after the token has been detected by the token detection section.
Specifically, the token inserted into the token insertion section is discharged from the token discharge opening, and comes in contact with the given area of the game field.
A mark that indicates that the instruction timing (i.e., a timing at which the lottery section performs the lottery process) occurs when the token has come in contact with the given area is drawn within or attached to the given area. The lottery section performs the lottery process based on the instruction timing that occurs when the estimated arrival time has elapsed after the token detection section has detected that the token inserted into the token insertion section has passed through a given position of the passage, the estimated arrival time being set in advance as the time required for the token to come in contact with the given area after the token has been detected by the token detection section.
lIt is possible to cause the lottery section to perform the lottery process by inserting only one token, even if the player does not have a token dropping skill, by employing a configuration in which the player inserts the token to reach the mark that is drawn within or attached to the given area, and the lottery process is performed when the token has come in contact with the mark. This makes it possible to increase the possibility that the lottery process is performed. Moreover, since the lottery section performs the lottery process based on the instruction timing that occurs when the estimated arrival time that is set in advance as the time required for the token to come in contact with the given area has elapsed after the token detection section has detected passage of the token, the player is given an impression that the lottery process is performed at a timing when the token has come in contact with the mark. Since the lottery section performs the lottery process based on the estimated contact timing of the token with the mark, a time delay does not occur as compared with the case where the lottery process is performed after contact of the token with the mark has been detected, so that the player is not given a wrong impression.
The token game machine may ftirther comprise: a target motion display control section that displays a target indicator so that the target indicator cyclically moves within a given display range that includes a win position,
S
the lottery section may determine a lottery result based on whether or not a display position of the target indicator at the instruction timing is the win position.
According to this configuration, the target motion display control section that displays the target indicator so that the target indicator cyclically moves within a given display range that includes the win position. The lottery section determines the lottery result based on whether or not the display position of the target indicator displayed by the target motion display control section is the win position at the instruction timing.
Specifically, a roulette game is implemented by display control of the target motion display control section. In this case, the roulette display position must be the win position at a timing at which the token comes in contact with the mark so that the lottery section performs the lottery process. Therefore, the player must insert the token into the token insertion section at an appropriate timing in order to obtain a lottery right so that the player is involved in the token insertion operation. Moreover, the player can enjoy the roulette game and the lottery game.
is The token game machine may further comprise: a target motion display control section that displays a target indicator so that the target indicator cyclically moves within a given display range that includes a win position, the lottery section may estimate a display position of the target indicator at the instruction timing, and may determine a lottery result based on whether or not the display position is the win position.
According to this configuration, the target motion display control section that displays the target indicator so that the target indicator cyclically moves within a given display range that includes the win position. The lottery section estimates the display position of the target indicator at the instruction timing, and determines the lottery result based on whether or not the display position is the win position.
The instruction timing is a known timing that occurs when the estimated arrival time that is set in advance as the time required for the token to come in contact with the given area has elapsed after the token detection section has detected the token. The display position of the target indicator at the instruction timing can be estimated using the display position of the target indicator when the token detection section has detected the token, the motion display speed of the target indicator, and the estimated arrival time. It is possible to provide target indicator stop control with an effect function by estimating the display position of the target indicator, and determining the lottery result in advance.
In the token game machine, the token insertion section may be provided so that the token insertion section can be swung sideways within a transverse range of the given area within which a token discharged from the token discharge opening can come in contact with the given area; the token detection section may be provided at the other end of the passage; the token game machine may further comprise: a target motion display control section that displays a target indicator so that the target indicator moves within a given range that corresponds to the transverse range of the given area; an angle detection section that detects a swing angle of the token insertion section; and a contact point estimation section that estimates a contact point of a token within the given area using the swing angle detected by the angle detection section when the token detection section has detected a token, the lottery section may determine a lottery result based on the difference between a display position of the target indicator at the instruction timing and the contact point at the instruction timing that has been estimated by the contact point estimation section.
According to this configuration, the token insertion section can be swung sideways, and the token detection section is provided at the other end of the passage. The contact point estimation section estimates the contact point of the token within the given area using the swing angle detected by the angle detection section when the token detection section has detected the token. The lottery section determines the lottery result based on the difference between the display position of the target indicator at the instruction timing and the estimated contact point of the token at the instruction timing.
Since the token insertion section can be swung sideways, the player can discharge the token in the desired direction so that game playability increases. Since the contact point of the token is estimated using the swing angle of the token insertion section, and the lottery result is determined based on the difference between the estimated contact point and the display position of the target indicator at a timing at which the token comes in contact with the mark, the contact timing can be estimated more accurately.
The token game machine may further comprise: a fallen token detection section that detects a token that has fallen into a token chute; and a payout rate calculation section that calculates a payout rate from the number of tokens detected by the token detection section and the number of tokens detected by the fallen token detection section, the lottery section may include arrival time changing means that changes the estimated arrival time within a given allowable time change range based on the payout rate.
According to this configuration, the payout rate calculation section calculates the payout rate from the number of tokens detected by the token detection section and the number of tokens detected by the fallen token detection section. The arrival time changing means changes the estimated arrival time within a given allowable time change range based on the calculated payout rate. For example, when the payout rate exceeds a given target payout rate, the difficulty level of the game can be increased by changing the estimated arrival time.
The token game machine may further comprise: a fallen token detection section that detects a token that has fallen into the token chute; and a payout rate calculation section that calculates a payout rate from the number of tokens detected by the token detection section and the number of tokens detected by the fallen token detection section, the target motion display control section may change a motion display speed of the target indicator based on the payout rate.
According to this configuration, the payout rate calculation section calculates the payout rate from the number of tokens detected by the token detection section and the number of tokens detected by the fallen token detection section. The target motion display control section changes the motion display speed of the target indicator based on the calculated payout rate. For example, when the payout rate exceeds a given target payout rate, the difficulty level of the game can be increased by increasing the motion display speed of the target indicator.
A token game machine to which the invention is applied is described below with reference to the drawings. In the following description, the forward (rear side), backward (front side), upward, downward, rightward, and leftward directions refer to directions with respect to the player who plays the token game.
1. First embodiment 1-1. Overview of configuration FIG. 1 is a front external view showing the configuration of a token game machine 1000 according to a first embodiment, and FIG. 2 is a vertical cross-sectional view showing the main part of the token game machine 1000. The token game machine 1000 has a game space GS that is enclosed by a transparent cover glass 2 and a support plate 3, and includes a stationary table 6 that has a front end that extends upward over a token chute 4, and a pusher table 8 that cyclically reciprocates along the upper side of the stationary table 6, the stationary table 6 and the pusher table 8 being provided in the game space GS. The token game machine 1000 is classified as a pusher-type token game machine.
The token game machine 1000 includes a token insertion unit 10 that is provided on each side of the token game machine 1000 and allows the player to insert a token M. The token game machine 1000 includes a roulette device 15 that is provided in the lower area of an upright board SB near a collision position of a token discharged from a token discharge opening lOe of the token insertion unit 10, and a lottery system 20 that is provided inside the upright board SB and implements a physical lottery. The roulette device 15 implements a roulette game, and determines whether or not to allow the lottery system 20 to perform a lottery process depending on the roulette game result.
The manager of the token game machine 1000 places a number of tokens M on the top side of the stationary table 6 and the pusher table 8 in advance. The player inserts a token M into the token insertion unit 10 so that the tokens M are placed on the top side of the pusher table 8 one after the other.
The pusher table 8 is slidably placed on the stationary table 6. As shown in FIG. 2, a reciprocation mechanism 9 that includes a stepping motor 9a is provided in a pedestal.
The pusher table 8 cyclically reciprocates forward and backward due to the operation of the stepping motor 9a so that the pusher table 8 moves through an insertion hole 7 that is formed in the lower area of the upright board SB.
When the pusher table 8 has slid backward on the stationary table 6, the tokens M placed on the top side of the pusher table 8 move backward together with the pusher table 8. When the pusher table 8 is withdrawn into the insertion hole 7 due to the backward movement, the length of the pusher table 8 extending from the insertion hole 7 is reduced by the amount of the backward movement, so that the tokens M placed on the top side of the pusher table 8 collides with the edge of the insertion hole 7 and is relatively pushed forward. This causes other tokens M placed on the pusher table 8 to be pushed forward one after the other so that the tokens M positioned at the front end of the pusher table 8 fall onto the stationary table 6.
The front end face of the pusher table 8 functions as a pushing section along with the forward movement (pushing operation) of the pusher table 8. The tokens M that have fallen onto the top side of the stationary table 6 are pushed forward by the pusher table 8.
This causes the tokens M placed on the stationary table 6 to be pushed forward one after the other so that the tokens M placed on the front side of the stationary table 6 fall into the token chute 4.
The lower area of the token chute 4 communicates with a passage provided with a token sensor 11 that detects the token M that has fallen into the token chute 4 and passes through the passage. The token sensor 11 is a means that detects passage of an object.
For example, the token sensor 11 may be implemented by a sensor that includes a light-emitting element and a light-receiving element and detects passage of an object based on light blocked by the object, a distance sensor that measures distance based on an ultrasonic wave reflection time, or the like. The token sensor 11 may also be implemented by an oscillation switch that oscillates when coming in contact with an object. The token M that has fallen into the token chute 4 is guided to the token payout opening 13 through the passage, and discharged from the token payout opening 13.
The lottery system 20 performs a lottery process using a lottery sphere S that is a spherical lottery body. When the final lottery result determined by the lottery system 20 is "big win", the lottery sphere S is guided to the token chute 4 along a big win lottery sphere guide rail 70. A known selection mechanism (not shown) that selects the lottery sphere S from the token M and the lottery sphere S that have fallen into the token chute 4, and a known collection mechanism (not shown) that collects the lottery sphere S selected by the selection mechanism into a storage section are provided in the lower area of the token chute 4. When it has been detected that the lottery sphere S has fallen into the token chute 4, a given number of (e.g., thirty) tokens M are discharged from the token payout opening 13 as bonus tokens.
Note that the lottery sphere S positioned on the stationary table 6 may fall into the token chute 4 due to the movement of the tokens even if the lottery result is not "big win".
When the lottery result is not "big win", the lottery sphere S directly falls into the token chute 4 so that the bonus tokens are immediately discharged (i.e., the player has special luck).
When the lottery result is "average win", the lottery sphere S is guided to the stationary table 6 along an average win lottery sphere guide rail 75. When the lottery result is "miss", the lottery sphere S is recovered into the lottery sphere recovery hole 59.
As shown in FIG. 3, the roulette device 15 includes roulette lamps RL (roulette LED) that are arranged in a row in the transverse direction, and performs roulette control (hereinafter referred to as "lamp motion control") that quickly changes the lamp that is turned ON at a given motion display speed so that the target indicator moves (reciprocates) in the transverse direction. The roulette device 15 stops lamp motion control at a stop timing described later. When a win lamp Rs is turned ON at the stop timing (i.e., "success"), the lottery system 20 starts the lottery process (i.e., a lottery right is given). When a miss lamp Rf is turned ON at the stop timing (i.e., "failure"), the lottery system 20 does not start the lottery process (i.e., a lottery right is not given).
Given marks MK are respectively drawn in the lower left area and the lower right area of the upright board SB so that a token discharged from the token discharge opening lOe of the token insertion unit 10 provided on each side of the token game machine 1000 collides with the mark MK. The mark MK indicates the contact position of the token M to the player, and indicates that the stop timing of lamp motion control performed by the roulette device 15 occurs when the token M comes in contact with the mark MK.
A control unit 80 includes electronic/electrical components such as a central processing unit (CPU) 82 and an IC memory 84. The CPU 82 performs various calculation processes based on a program stored in the IC memory 84 to control each section of the token game machine 1000.
A speaker 90 is a sound output device that outputs background music (BGM) during the game, outputs an effect sound corresponding to the roulette game result determined by the roulette device 15, or outputs an effect sound corresponding to the lottery result determined by the lottery system 20.
1-2. Configuration of token insertion unit The configuration of the token insertion unit 10 is described below with reference to FIGS. 2 and 3. FIG. 3 is an enlarged view shown in the right token insertion unit 10 of the token game machine 1000 and an area around the right token insertion unit 10. The token insertion unit 10 includes a token rail 1 Oc, the token M in an upright state rotating and falling along the token rail lOc in the forward direction due to the weight of the token M. The token rail 1 Oc forms a guttered groove by a wall surface that guides the token M in the falling direction while holding the token M in an upright state and a bottom that forms a surface along which the token M falls. Since the token rail 1 Oc slopes downward in the forward direction and the width of the groove is larger than the width of the token M to only a small extent, the token M rotates and falls along the token rail 1 Oc in the forward direction.
A token insertion slot 1 Oa formed in the support plate 3 is provided at one end face (front side) of the token insertion unit 10. The token insertion slot lOa communicates with the token rail lOc through a connection passage lOb. The width of the token insertion slot 1 Oa is larger than the width of the token M to only a small extent so that the player can insert the token M one by one in an upright state.
The token M inserted into the token insertion slot 1 Oa is guided to the token rail lOc through the connection passage lOb. As shown in FIG. 2, the connection passage lOb has a crank shape that is bent in the shape of the letter "Z" so that the token M inserted into the token insertion slot lOa travels downward and is then guided to the token rail lOc.
Therefore, the token M falls downward at a reduced speed (momentum), and is guided to the token rail lOc that is provided under the token insertion slot lOa. Specifically, the token insertion unit 10 is configured so that the token M that has been quickly inserted into the token insertion slot 1 Oa necessarily rotates and falls along the token rail 1 Oc at the same speed.
An opening at the other end (rear side) of the token insertion unit serves as a token discharge opening lOe. The token insertion unit 10 is positioned so that the token M that has rolled along the guttered token rail 1 Oc and has been discharged from the token discharge opening 1 Oe comes in contact with the mark MK that is drawn under the roulette lamp RL.
A token sensor 1 Od that detects passage of the token M is disposed on the token rail lOc on the front side of the token discharge opening lOe. The token sensor lOd may be implemented by a sensor that includes a light-emitting element and a light-receiving element and detects passage of an object based on light blocked by the object, a distance sensor that measures distance based on an ultrasonic wave reflection time, or the like.
The token sensor 1 Od may also be implemented by an oscillation switch that oscillates when coming in contact with an object.
In this embodiment, the roulette device 15 stops lamp motion control at a timing (stop timing) when a predetermined arrival time has elapsed after the token sensor 1 Od has detected passage of the token M. The predetermined arrival time refers to the time required for the token M to come in contact with the mark MK after the token sensor 1 Od has detected passage of the token M. Since the token rail 1 Oc allows the token M to rotate and fall at an identical speed irrespective of the insertion speed of the token M, the time required for the token M to come in contact with the mark MK after the token sensor 1 Od has detected the token M is constant (i.e., visually recognized to be constant although a small error may occur).
Therefore, when producing the token game machine 1000, the token M is inserted into the token insertion unit 10, and the time required for the token M to be discharged from the token discharge opening 1 Oe and come in contact with the mark MK after the token sensor lOd has detected the token M is measured to set the predetermined arrival time.
One of the features of this embodiment is that the roulette device 15 stops lamp motion control at a timing when the predetermined arrival time has elapsed after the token sensor lOd has detected passage of the token M, instead of stopping lamp motion control at a timing when the token M actually has come in contact with the mark MK. This makes it possible to allow the player to have an impression that lamp motion control has stopped at a moment when the token M has come in contact with the mark MK.
The above control is performed for the following reasons. For example, a sensor that detects contact of the token M may be provided instead of the mark MK, and the contact timing may be detected by the sensor to stop lamp motion control. However, when detecting contact of the token M using the sensor, it may be necessary to replace the sensor due to a deterioration in durability and detection accuracy of the sensor with the passage of time. Moreover, when stopping lamp motion control after the sensor has detected contact of the token M, a time delay may occur so that the player may be given a wrong impression. Therefore, lamp motion control is stopped based on the estimated contact timing of the token M instead of providing a sensor that detects contact of the token M and detecting contact of the token M. 1-3. Configuration of lottery system The configuration of the lottery system 20 according to this embodiment is described in detail below. The lottery system 20 includes a first lottery device 30, a second lottery device 40, and a connection passage 50 that connects the first lottery device 30 and the second lottery device 40, the first lottery device 30 and the second lottery device 40 being provided in the upright board SB that is disposed upright in the rear area of the game space GS, and arranged vertically.
The first lottery device 30 includes a first lottery wheel section 31 that is fitted into a circular depression 32 formed in the upper area of the upright board SB, and a first stepping motor 33 that rotates (drives) the first lottery wheel section 31. The first stepping motor 33 rotates the first lottery wheel section 31 in a designated rotational direction (clockwise/counterclockwise) at a designated rotational speed based on a drive control signal from the control unit 80.
The first lottery wheel section 31 is formed to have a smooth outer circumferential surface, and four openings for the lottery sphere S are formed in the outer circumferential surface of the first lottery wheel section 31 at equal intervals. Three of the four openings are openings of vertical pocket sections 31 a. The vertical pocket section 31 a is designed to have a depth that allows one lottery sphere to be fitted into the vertical pocket section 3 la. The remaining opening is an opening of a bent pocket section 3 lb. The bent pocket section 31 b has a shape that imitates a boot in which a transverse hole is formed from the bottom of the vertical hole in the clockwise direction (see FIG. 1). The vertical hole and the transverse hole that form the bent pocket section 3 lb are designed to have a dimension that allows one lottery sphere to be fitted into the bent pocket section 3 lb. In FIG. 1, a lottery sphere supply section 35 is provided in the upright board SB at the 10 o'clock position of the first lottery wheel section 31. The lottery sphere supply section 35 communicates with the upper end of a lottery sphere storage section 55 that is formed in the left area of the upright board SB and extends vertically. The lottery sphere supply section 35 is a passage that slopes downward from the upper end of the lottery sphere storage section 55.
The loftery sphere storage section 55 is a tubular passage having an inner diameter larger to some extent than the diameter of the lottery sphere S. A known push-up mechanism (not shown) that prevents a fall of the lottery sphere S and pushes the lottery sphere S upward is provided under the lottery sphere storage section 55. When the push-up mechanism has pushed one new lottery sphere S upward into the passage in a state in which the lottery spheres S are accumulated in the passage of the lottery sphere storage section 55, the accumulated lottery spheres S are pushed upward. The lottery sphere S that has reached the upper end of the lottery sphere storage section 55 falls into the lottery sphere supply section 35 that is in the shape of a passage that slopes downward.
The lottery sphere S that has fallen into the lottery sphere supply section 35 comes in contact with the outer circumferential surface of the first lottery wheel section 31 and stops. When the opening of the vertical pocket section 31a or the bent pocket section 31b has been positioned opposite to the lottery sphere supply section 35 due to rotation of the first lottery wheel section 31, the lottery sphere S falls into the pocket section through the opening. Since the lottery sphere supply section 35 is open downward, the vertical pocket section 31 a or the bent pocket section 31 b formed in the outer circumferential surface of the first lottery wheel section 31 opens upward when the vertical pocket section 31 a or the bent pocket section 31b is positioned opposite to the lottery sphere supply section 35 so that the lottery sphere S falls into the pocket section.
In FIG. 1, a first lottery sphere receiving section 36 is provided in the upright board SB at the 8 o'clock position of the first lottery wheel section 31. The first lottery sphere receiving section 36 communicates with the upper end of the connection passage 50 that connects the first lottery wheel section 31 and the second lottery wheel section 41.
When the opening of the vertical pocket section 31 a or the bent pocket section 31 b of the first lottery wheel section 31 has been positioned opposite to the first lottery sphere receiving section 36, the lottery sphere S falls into the first lottery sphere receiving section 36 through the opening of the vertical pocket section 31 a or the bent pocket section 31b. The lottery sphere S is guided to the second lottery wheel section 41 through the connection passage 50.
In FIG. 1, a second lottery sphere receiving section 37 is provided in the upright board SB at the 4 o clock position of the first lottery wheel section 31. The second lottery sphere receiving section 37 is connected to the upper end of a guide passage 58 that guides the lottery sphere S to the lottery sphere recovery hole 59 that recovers the lottery sphere S when the lottery result is "miss". The lottery sphere S that has entered the lottery sphere recovery hole 59 is transferred to a lottery sphere storage section (not shown) through a lottery sphere transfer mechanism 60 formed inside the upright board SB.
The first lottery wheel section 31 is fitted into the circular depression 32 formed in the upper area of the upright board SB. Therefore, the opening of the vertical pocket section 31 a or the bent pocket section 3 lb of the first lottery wheel section 31 faces the outer circumferential wall of the depression 32 when it is not positioned opposite to the first lottery sphere receiving section 36 or the second lottery sphere receiving section 37.
Accordingly, the outer circumferential wall of the depression 32 functions as a fall prevention section for the lottery sphere S so that the lottery sphere S does not fall at a position other than the first lottery sphere receiving section and the second lottery sphere receiving section.
The second lottery device 40 has almost the same configuration as that of the first lottery device 30. Therefore, only the main configuration of the second lottery device 40 is described below. As shown in FIG. 2, the second lottery device 40 includes a second lottery wheel section 41 that is fitted into a circular depression 42 formed in the lower area of the upright board SB, and a second stepping motor 43 that rotates (drives) the second lottery wheel section 41. The rotational direction (clockwise/counterclockwise) and the rotational speed of the second lottery wheel section 41 are variably controlled based on a drive control signal from the control unit 80. The second lottery wheel section 41 includes three vertical pocket sections 41 a and one bent pocket section 41 b in the same manner as the first loftery wheel section 31.
In FIG. 1, a lottery sphere supply section 45 is provided in the upright board SB at the 10 o'clock position of the second lottery wheel section 41. The lottery sphere supply section 45 communicates with the lower end of the connection passage 50. A first lottery sphere receiving section 46 is provided at the 8 o'clock position of the second lottery wheel section 41. The first lottery sphere receiving section 46 communicates with one end of the big win lottery sphere guide rail 70. The other end of the big win lottery sphere guide rail 70 is positioned over the token chute 4. Specifically, the lottery sphere S that has fallen into the first lottery sphere receiving section 46 rolls along the big win lottery sphere guide rail 70, and directly falls into the token chute 4.
In FIG. 1, a second lottery sphere receiving section 47 is provided in the upright board SB at the 4 o'clock position of the second lottery wheel section 41. The second lottery sphere receiving section 47 communicates with one end of the average win lottery sphere guide rail 75. The other end of the average win lottery sphere guide rail 75 is positioned over the stationary table 6. Specifically, the lottery sphere S that has fallen into the second lottery sphere receiving section 47 rolls along the average win lottery sphere guide rail 75, and falls onto the stationary table 6.
The first lottery wheel section 31 and the second lottery wheel section 41 having the above configuration are rotated clockwise (see FIG. 1) by the first stepping motor 33 and the second stepping motor 43, respectively. The lottery system 20 performs the lottery process as follows.
When the lottery sphere S has been inserted into the lottery sphere storage section 55 by the push-up mechanism (not shown) so that the accumulated lottery spheres S have been pushed upward, the uppermost lottery sphere S falls along the sloped passage of the lottery sphere supply section 35. Since the first lottery wheel section 31 is always rotated, the loftery sphere S falls into the first pocket section that is positioned opposite to the lottery sphere supply section 35. When the lottery sphere S has fallen into the vertical pocket section 31 a, the lottery sphere S falls (is recovered) into the second lottery sphere receiving section 37 from the vertical pocket section 31a when the opening of the vertical pocket section 31 a has been positioned opposite to the second lottery sphere receiving section 37 due to the clockwise rotation of the first lottery wheel section 31. In this case, the lottery result is "miss".
When the lottery sphere S has fallen into the bent pocket section 3 ib, the lottery sphere S does not fall into the second lottery sphere receiving section 37 even when the opening of the bent pocket section 3 lb has been positioned opposite to the second lottery sphere receiving section 37 due to the clockwise rotation of the first lottery wheel section 31. The transverse hole is formed in the bent pocket section 31b in the clockwise direction. The direction of the opening of the bent pocket section 3 lb changes in the order from the upward direction, diagonally right upward direction, rightward direction, diagonally right downward direction, downward direction, and diagonally left downward direction when the first lottery wheel section 31 is rotated clockwise. The transverse hole of the bent pocket section 3 lb extends downward when the direction of the opening of the bent pocket section 3 lb changes from the upward direction to the rightward direction.
Therefore, the lottery sphere S moves into the transverse hole of the bent pocket section 31b. Since the transverse hole is not inverted when the direction of the opening of the bent pocket section 31 b changes from the rightward direction to the downward direction through the diagonally right downward direction, the lottery sphere S remains inside the transverse hole. Since the second lottery sphere receiving section 37 is located at the 4 o'clock position of the first lottery wheel section 31, the lottery sphere S remains inside (does not fall from) the transverse hole even when the opening of the bent pocket section 3 lb is positioned opposite to the second lottery sphere receiving section 37.
When the direction of the opening of the bent pocket section 3 lb changes from the downward direction to the diagonally left downward direction due to the clockwise rotation of the first lottery wheel section 31, the transverse hole is inverted so that the lottery sphere S that has remained inside the transverse hole falls into the vertical hole of the bent pocket section 31, and is positioned at the opening of the bent pocket section 3 lb. When the opening of the bent pocket section 3 lb has been positioned opposite to the first lottery sphere receiving section 36, the lottery sphere S falls into the first lottery sphere receiving section 36, and is guided to the lottery sphere supply section 45 of the second lottery wheel section 41 through the connection passage 50.
The lottery sphere S that has been guided to the lottery sphere supply section 45 enters one of the pocket sections of the second lottery wheel section 41 in the same manner as the first lottery wheel section 31. When the lottery sphere S has fallen into the vertical pocket section 41 a, the lottery sphere S falls into the second lottery sphere receiving section 47 from the vertical pocket section 41 a, and is guided to the stationary table 6 along the average win lottery sphere guide rail 75. In this case, the lottery result is "average win".
When the lottery sphere S has fallen into the bent pocket section 41b, the lottery sphere S falls into the first lottery sphere fall entrance 46when the opening of the bent pocket section 41 b has passed through the position opposite to the second lottery sphere receiving section 47 and has been positioned opposite to the first lottery sphere receiving section 46, and is directly guided to the token chute 4 along the big win lottery sphere guide rail 70. Tn this case, the lottery result is "big win".
Since the first lottery wheel section 31 includes three vertical pocket sections 31 a and one bent pocket section 3 ib, the probability that the lottery sphere S is guided to the second lottery wheel section 41 from the first lottery wheel section 31 is "1/4". When the lottery sphere S has been guided to the second lottery wheel section 41, the lottery result is either "average win" or "big win". Therefore, the win probability is "1/4".
Since the second lottery wheel section 41 includes three vertical pocket sections 41a and one bent pocket section 41b, the probability that the lottery sphere S is guided to the token chute 4 from the second lottery wheel section 41 is "1/4". Therefore, the "big win" probability is "1/16", and the "average win" probability is "3/16".
1-4. Functional configuration FIG. 4 is a block diagram showing the ftinctional configuration of the token game machine 1000. The token game machine 1000 includes a token insertion detection section 102, a token fall detection section 104, a lottery sphere fall detection section 106, a processing section 200, a first lottery wheel driver section 302, a second lottery wheel driver section 304, a roulette device 306, a push-up mechanism 308, a sound output section 400, and a storage section 500.
The token insertion detection section 102 detects passage of the token M that has been inserted by the player into the token insertion slot 1 Oa, and outputs a detection signal to the processing section 200. The token insertion detection section 102 corresponds to the token sensor lOd shown in FIGS. ito 3.
The token fall detection section 104 detects the token that has fallen into the token chute 4 from the stationary table 6, and outputs a detection signal to the processing section 200. The token fall detection section 104 corresponds to the token sensor ii shown in FIG 1.
The lottery sphere fall detection section 106 detects the lottery sphere S that has fallen into the token chute 4 from stationary table 6, and outputs a detection signal to the processing section 200.
The processing section 200 controls the operation of each section of the token game machine 1000. In FIG. 1, the control unit 80 corresponds to the processing section 200. The function of the processing section 220 is implemented by causing a calculation device (e.g., CPU, DSP, or ASIC) provided in the control unit 80 to read and execute a program and data stored in the storage section 500.
The processing section 200 includes a first lottery wheel control section 202, a second lottery wheel control section 204, a roulette control section 206, a lottery sphere supply control section 208, a token discharge control section 210, an effect control section 212, a payout rate calculation section 214, a sound generation section 216, and a timer 218.
The first lottery wheel control section 202 outputs a drive control signal to the first lottery wheel driver section 302 to rotate the first lottery wheel section 31 clockwise at a constant rotational speed. The second lottery wheel control section 204 outputs a drive control signal to the second lottery wheel driver section 304 to rotate the second lottery wheel section 41 clockwise at a constant rotational speed.
The first lottery wheel driver section 302 drives the first lottery wheel section 31 based on the drive control signal from the first lottery wheel control section 202. The first stepping motor 33 shown in FIG. 2 corresponds to the first lottery wheel driver section 302. The second loftery wheel section 41 drives the second lottery wheel control section 204 based on the drive control signal from the second lottery wheel driver section 304.
The second stepping motor 43 shown in FIG. 2 corresponds to the second lottery wheel section 41.
The roulette control section 206 outputs a control signal to the roulette device 306 so that the roulette device 306 performs roulette control (lamp motion control).
The roulette device 306 performs lamp motion control based on the control signal from the roulette control section 206. The roulette device 15 shown in HG. 1 corresponds to the roulette device 306.
The lottery sphere supply control section 208 outputs a control signal to the push-up mechanism 308 so that the push-up mechanism 308 inserts one lottery sphere S into the lottery sphere storage section 55 such that the uppermost lottery sphere S positioned in the lottery sphere storage section 55 falls into the lottery sphere supply section 35.
The push-up mechanism 308 inserts the lottery sphere S into the lottery sphere storage section 55 so that the lottery spheres S accumulated in the lottery sphere storage section 55 are pushed upward. The push-up mechanism 308 includes a valve mechanism that supports the lottery spheres S accumulated in the lottery sphere storage section 55 to prevent a fall of the lottery spheres S. The token discharge control section 210 causes a given number of tokens M to fall from a token discharge opening (not shown) that is provided inside the token chute 4 as bonus tokens when the lottery sphere fall detection section 106 has detected that the lottery sphere S has fallen into the token chute 4.
The effect control section 212 performs effect control corresponding to the lamp motion control results of the roulette device 306. Specifically, the effect control section 212 produces a sound output effect based on whether or not the win lamp Rs is turned ON at the stop timing, or produces a bonus token sound output effect based on the detection result of the lottery sphere fall detection section 106.
The payout rate calculation section 214 calculates a payout rate 516 using a token insertion count 512 (i.e., the total number of tokens detected by the token insertion detection section 10) and a token discharge count 514 (i.e., the total number of tokens detected by the token fall detection section 104).
The sound generation section 216 generates a sound signal (e.g., game BGM, effect sound based on the roulette game result, and effect sound based on the lottery result of the lottery system 2), and outputs the generated sound signal to the sound output section 400.
The sound output section 400 outputs sound based on the sound signal output from the sound generation section 216. The speaker 90 shown in FTG. 1 corresponds to the sound output section 400.
The timer 218 measures the time elapsed from a given start timing.
The storage section 500 is a storage device that stores a program (e.g., a system program that causes the processing section 200 to control the token game machine 1000) and data. The function of the storage section 500 is implemented by an information storage medium such as an IC memory, a hard disk, a memory card, an optical disk, a CD-ROM, or a DVD-ROM/RAM. In FTG. 1, the memory 84 provided in the control unit corresponds to the storage section 500.
In this embodiment, the storage section 500 stores a control program 502, a predetermined arrival time 504, and a target payout rate 506 as a program and data stored in advance. The storage section 500 stores a token insertion count 512, a token discharge count 514, and a payout rate 516 as data generated/updated during the game.
The control program 502 confrols the game executed by the token game machine 1000, and causes the processing section 200 to function as each functional section.
The predetermined arrival time 504 indicates a time provided in advance, the roulette device 306 stopping lamp motion control when the time indicated by the predetermined arrival time 504 has elapsed after the token insertion detection section 102 has detected passage of the token M. The target payout rate 506 indicates a target value of the payout rate 516. The target payout rate 506 is set in advance.
The token insertion count 512 indicates the total number of tokens inserted into the token insertion unit 10, and is updated each time the token insertion detection section 102 detects insertion of a token. The token discharge count 514 indicates the total number of tokens discharged from the token payout opening 13, and is updated each time the token fall detection section 104 detects a fall of a token. The payout rate 516 indicates the ratio of the token discharge count 514 to the token insertion count 512, and is calculated/updated by the payout rate calculation section 214.
1-5. Process flow FIGS. 5 and 6 are flowcharts showing the flow of a control process that is executed in the token game machine 1000 by causing the processing section 200 to read and execute the control program 502 stored in the storage section 500. The following description is given on the assumption that the first lottery wheel control section 202 and the second lottery wheel control section 204 respectively output the drive signals to the first lottery wheel driver section 302 and the second lottery wheel driver section 304 during the control process so that the first lottery wheel section 31 and the second lottery wheel section 41 are always rotated.
The processing section 200 determines whether or not the detection signal has been input from the token fall detection section 104 (step Al). When the processing section 200 has determined that the detection signal has been input from the token fall detection section 104 (step Al: Yes), the processing section 200 updates the token discharge count 514 stored in the storage section 500 (step A3). The payout rate calculation section 214 calculates and updates the payout rate 516 using the token insertion count 512 and the token discharge count 514 stored in the storage section 500 (step AS).
The processing section 200 then determines whether or not the detection signal has been input from the lottery sphere fall detection section 106 (step S7). When the processing section 200 has determined that the detection signal has been input from the lottery sphere fall detection section 106 (step S7: Yes), the processing section 200 controls the token discharge control section 210 so that a given number of tokens M fall from a token outlet (not shown) provided inside the token chute 4 as bonus tokens, and are discharged from the token payout opening 13 (step A9).
The processing section 200 then determines whether or not the detection signal has been input from the token insertion detection section 102 (step All). When the processing section 200 has determined that the detection signal has not been input from the token insertion detection section 102 (step All: No), the processing section 200 returns to the step Al. When the processing section 200 has determined that the detection signal has been input from the token insertion detection section 102 (step All: Yes), the processing section 200 determines whether or not a flag is set to OFF (step A13).
The flag is set to ON during a period until roulette lamp motion control is resumed after roulette lamp motion control has been stopped. The steps A 15 to A47 are not performed when the flag is set to ON. Therefore, when the player has successively inserted tokens into the token insertion unit 10, the above process is performed on the first token, but is not performed on the second and subsequent tokens.
When the processing section 200 has determined that the flag is set to OFF in the step A13 (step Al3: Yes), the processing section 200 sets the flag to ON (step AlS), and starts the timer 218 (step A17). The processing section 200 then updates the token insertion count 512 stored in the storage section 500 (step A 19), and the payout rate calculation section 214 calculates and updates the payout rate 516 using the token insertion count 512 and the token discharge count 514 stored in the storage section 500 (step A21).
The processing section 200 then determines whether or not the payout rate 516 stored in the storage section 500 exceeds the target payout rate 506 (step A23). When the processing section 200 has determined that the payout rate 516 exceeds the target payout rate 506 (step A23: Yes), the processing section 200 determines the varying time (step A25). The varying time is determined up to 0.1 seconds using random numbers, for
example.
The processing section 200 then adds the varying time to the predetermined arrival time 504 stored in the storage section 500 (step A27). When the processing section 200 has determined that the payout rate 516 does not exceed the target payout rate 506 in the step A23 (step A23: No), the processing section 200 uses the predetermined arrival time 504 stored in the storage section 500 (step A29).
The processing section 200 then determines whether or not the time set in the step A27 orA29 has elapsed (step A31). When the processing section 200 has determined that the time set in the step A27 or A29 has not elapsed (step A3 1: No), the processing section waits for the time set in the step A27 or A29 to elapse. When the processing section has determined that the time set in the step A27 or A29 has elapsed (step A3 1: Yes), the processing section 200 resets the timer 218 (step A33). The roulette control section 206 controls the roulette device 306 to stop lamp motion control (step A35).
The processing section 200 then determines the type of the roulette lamp RL that is turned ON (step A37). When the processing section 200 has determined that the win lamp Rs is turned ON (step A37: win lamp), the effect control section 212 performs success effect control (step A39). Specifically, the effect control section 212 causes the sound generation section 216 to generate a roulette win effect sound or effect music, and causes the sound output section 400 to output the generated effect sound or effect music.
The lottery sphere supply control section 206 controls the lottery sphere supply section 306 so that the lottery sphere S falls into the lottery sphere supply section 35 that communicates with the first lottery wheel section 31 (step A4 1). The roulette control section 206 causes the roulette device 306 to start lamp motion control (step A43). The processing section 200 then sets the flag to OFF (step A45), and returns to the step Al.
When the processing section 200 has determined that the miss lamp Rf is turned ON in the step A37 (step A37: miss lamp), the effect control section 212 performs failure effect control (step A47). Specifically, the effect control section 212 causes the sound generation section 216 to generate a roulette miss effect sound or effect music, and causes the sound output section 400 to output the generated effect sound or effect music. The processing section 200 then returns to the step Al.
When the processing section 200 has determined that the flag is set to ON in the step A13 (step A13: No), the processing section 200 updates the token insertion count 512 stored in the storage section 500 (step A49). The payout rate calculation section 214 calculates and updates the payout rate 516 using the token insertion count 512 and the token discharge count 514 stored in the storage section 500 (step AS 1). The processing section 200 then returns to the step Al.
1-6. Effects In the token game machine 1000, a token that has been inserted into the token insertion unit 10 by the player is discharged from the token discharge opening lOe, and comes in contact with the mark MK drawn on the upright board SB that is provided in the rear area of the game space GS. The mark MK indicates that the stop timing of lamp motion control performed by the roulette device 15 occurs when the token has come in contact with the mark MK. The roulette device 15 stops lamp motion control at a timing (stop timing) when the predetermined arrival time has elapsed after the token inserted into the token insertion unit 10 has been detected by the token sensor 1 Od. The roulette lamps RL include the win lamp Rs and the miss lamp Rf. When the win lamp Rs is turned ON at the stop timing, the lottery system 20 performs the lottery process.
Therefore, the player can cause the lottery system 20 to perform the lottery process by inserting only one token. Since the roulette device 15 stops lamp motion control at a timing when the predetermined arrival time (i.e., the time required for the token to come in contact with the mark MK) has elapsed after the token sensor 1 Od provided in the token insertion unit 10 has detected passage of the token, the player is given an impression that lamp motion control has stopped at a timing when the token has come in contact with the mark MK. When providing a physical contact sensor at the position of the mark MK, the durability of the contact sensor may deteriorate, or a time delay may occur until lamp motion control stops after contact of the token has been detected by the contact sensot However, such a problem does not occur when employing the configuration according to this embodiment.
When the current payout rate exceeds a given target payout rate, the token game machine 1000 stops roulette lamp motion control while changing the predetermined arrival time within the range of 0.1 seconds, for example. This implements a function of increasing the difficulty level of the roulette game to adjust the payout rate.
2. Second embodiment 2-1. Configuration FIG. 7 is a front external view showing the configuration of a token game machine 2000 according to a second embodiment. The same elements as those of the token game machine 1000 shown in HG. 1 are indicated by identical symbols, and description of these elements is omitted. The following description mainly focuses on the differences from the token game machine 1000.
The token game machine 2000 includes a token insertion unit 100 that can be swung sideways on each side of the token game machine 2000. The token insertion unit can be swung sideways within a given angle range via a hinge section bOb. The token insertion unit 100 has a grip section 1 OOa that protrudes from the support plate 3.
The grip section 1 OOa has a shape that imitates the grip of a rifle, and includes a token insertion slot that is formed in the top side of the grip section 1 OOa and allows a single token M to be inserted into the token insertion slot in an upright state, for example.
A token passage provided in the grip section 1 OOa communicates with a token rail lOOc through the hinge section bOb. The token rail lOOc has a guttered passage. An opening at the other end (rear side) of the token rail lOOc serves as a token discharge opening lOOe. The token M can be discharged in an arbitrary direction depending on the swing angle of the token insertion unit 100. However, the discharge range of the token M is limited to the swing range of the token insertion unit 100. The token M comes in contact with the lower area of the upright board SB. A mark MK is drawn within the contact range of the upright board SB corresponding to the swing range of the token insertion unit 100. The player locates the token discharge direction while holding and swinging the grip section lOOa with one hand, and inserts a token into the token insertion slot provided in the grip section 1 OOa with the other hand.
A token sensor lOOd that detects passage of the token M is disposed on the token rail lOOc on the front side of the token discharge opening lOOe. A swing angle detection sensor 110 that detects the swing angle of the token insertion unit 100 is disposed in the hinge section bOb. In this embodiment, when detecting the swing angle of the right token insertion unit 100 using the swing angle detection sensor 110, the angle of the token rail lOOc that is turned to the right to a maximum extent is determined to 00, and the rotational angle of the token rail 1 OOc in the leftward direction from the rightmost position is detected as a positive detection angle (angle 0 shown in HG. 8). When detecting the swing angle of the left token insertion unit 100, the direction opposite to that of the right token insertion unit 100 is detected as a positive direction. The processing section of the token game machine 2000 estimates the contact point of the mark MK with the token M using the swing angle output from the swing angle detection sensor 110.
Roulette lamps RL are disposed in a row over the drawing position of the mark MK. The stop timing of lamp motion control performed by the roulette device 15 occurs when the predetermined arrival time has elapsed after the token sensor 1 OOd provided in the token insertion unit 100 has detected passage of the token in the same manner as in the first embodiment. However, the token insertion unit 100 can be swung sideways, differing from the first embodiment. Since the distance between the token discharge opening lOOe and the mark MK changes when the swing angle of the token insertion unit 100 has changed, the time required for the token M to come in contact with the mark MK after the token sensor 1 OOd has detected the token M changes.
FIG. 8 is a view illustrative of the predetermined arrival time according to the second embodiment. FIG. 8 is an overhead view showing the game space GS of the token game machine 2000. When the swing angIe 0 of the token insertion unit 100 is 00, the token insertion unit 100 has a direction indicated by a solid line. n this case, the token M comes in contact with the mark MK when tO seconds has elapsed after the token sensor lOOd has detected the token M. When the token insertion unit 100 is rotated to the left so that the swing angle 0 has reached 01 (>0°), the token insertion unit 100 faces in the direction indicated by a dash-dotted line. Specifically, the distance between the token discharge opening lOOe and the mark MK increases as compared with the case where the swing angle e is 00.
Therefore, the time required for the token M to come in contact with the mark MK after the token sensor lOOd has detected the token M increases to ti (>tO).
When the token insertion unit 100 is further rotated to the left so that the swing angle e has reached 02 (>0 1), the token insertion unit 100 faces in the direction indicated by a two-dot chain line. Specifically, the distance between the token discharge opening 1 OOe and the mark MK increases as compared with the case where the swing angle 0 is 01.
Therefore, the time required for the token M to come in contact with the mark MK after the token sensor lOOd has detected the token M further increases to t2 (>tl).
2-2. Data configuration The token game machine 2000 having the above configuration determines the stop timing of lamp motion control performed by the roulette device 15 based on the predetermined arrival time defined in advance based on the swing angle of the token insertion unit 100. Specifically, predetermined arrival time sefting data 520 shown in FTG.
9 is stored in the storage section 500 of the token game machine 2000. A swing angle 521 of the token insertion unit 100 and a predetermined arrival time 523 are stored as the predetermined arrival time setting data 520. An angle range by 2° is defined as the swing angle 521, for example.
2-3. Process flow In the control process, the processing section 200 of the token game machine 2000 acquires the current swing angle of the token insertion unit 100 from the swing angle detection sensor 110, and estimates the contact point of the mark MK with the token M. The processing section 200 refers to the predetermined arrival time setting data 520 stored in the storage section 500, and reads the predetermined arrival time 523 corresponding to the acquired swing angle 521. The processing section 200 controls the roulette device 15 to stop lamp motion control at a timing (stop timing) when the read predetermined arrival time 523 has elapsed after the token sensor lOOd has detected passage of the token M. 2-4. Effects Since the token game machine 2000 is configured so that the token insertion unit can be swung sideways, the player can discharge the token in the desired direction so that game playability increases. Moreover, the contact timing of the token can be accurately estimated by estimating the contact point of the token using the swing angle of the token insertion unit 100 detected by the swing angle detection sensor 110, and determining the stop timing of roulette lamp motion control using the predetermined arrival time that is defined in advance based on the swing angle of the token insertion unit 100.
3. Modifications The embodiments to which the invention is applied have been described above.
Note that various modifications may be made, such as adding other elements, omitting some of the elements, or changing some of the elements, without departing from the scope of the invention.
3-1. Estimation of roulette lamp stop position The above embodiments have been described taking an example in which roulette lamp motion control is stopped at a timing when the time that is set based on the payout rate has elapsed after the token sensor 1 Od of the token insertion unit 10 has detected the token, and the type of the roulette lamp that is tuned ON is detected to determine the roulette game result. However, since the roulette lamp motion control stop timing can be determined when the token sensor 1 Od has detected the token, the lamp that is turned ON at the stop timing can be estimated in advance. Therefore, the roulette game result may be determined in advance by estimating the roulette lamp stop position.
FIG. 10 is a flowchart showing the control process that is executed by the processing section 200 in such a case (corresponding to the control process shown in FIG. 6). The same steps as those of the control process shown in FIG. 6 are indicated by identical symbols, and description of these steps is omitted. The following description mainly focuses on the differences from the control process shown in FIG. 6.
The processing section 200 sets the time obtained by adding the varying time to the predetermined arrival time to be the elapsed time in the step A27, and estimates the roulette lamp stop position at the stop timing (step B27). The roulette lamp stop position at the stop timing can be estimated using the type of the roulette lamp that is currently tuned ON, the roulette lamp motion control speed, and the elapsed time that has been set.
The processing section 200 determines the roulette game result based on the estimated roulette lamp stop position (step B28). Specifically, when the estimated roulette lamp stop position corresponds to the win lamp, the processing section 200 determines that the roulette game result is "win (success)". When the estimated roulette lamp stop position corresponds to the miss tamp, the processing section 200 determines that the roulette game result is "miss (failure)".
When the processing section 200 has set the predetermined arrival time to be the elapsed time in the step A29, the processing section 200 estimates the roulette lamp stop position (step B29), and determines the roulette game result (step B30) in the same manner as in the steps B27 and B28.
After the processing section 200 has stopped roulette lamp motion control in the step A35, the processing section 200 performs success effect control (step A39) when the roulette game result determined in the step B28 or B30 is "win (success)" (step B37: win).
The processing section 200 performs failure effect control (step A47) when the roulette game result determined in the step B28 or B30 is "miss (failure)" (step B37: miss).
It is possible to provide roulette lamp stop control with an effect ftmction by estimating the roulette lamp stop position at the stop timing, and determining the roulette game result in advance.
3-2. Roulette lamp motion control based on payout rate is The above embodiments have been described taking an example in which roulette lamp display is controlled at a given motion display speed. Note that the motion display speed may be changed based on the payout rate.
Specifically, when the current payout rate exceeds the target payout rate, the processing section of the token game machine performs lamp motion control while increasing (changing) the motion display speed by a factor of 1.1 or 1.2, for example.
This makes it difficult for the player to stop the roulette lamp at the desired timing so that the difficulty level of the roulette game can be further increased.
3-3. Stopping lamp motion control based on token fall speed The above embodiments have been described taking an example in which roulette lamp motion control is stopped at a timing when the predetermined arrival time has elapsed after the token sensor has detected the token. Note that the fall speed of the token that rotates along the token rail may be detected, and roulette control may be stopped based on the detected fall speed.
In this case, two token sensors are provided on the token rail at a given interval, and the fall speed of the token is calculated from the difference in detection time between the token sensors and the interval between the token sensors, for example. The contact timing of the token is estimated from the fall speed, and lamp motion control is stopped based on the estimated contact timing.
3-4. Mark The above embodiments have been described taking an example in which the the mark is drawn on the upright board. Note that the mark may be attached to the upright board using an adhesive or the like. It is also possible to provide a pseudo roulette stop switch as if a contact sensor were provided.
3-5. Roulette The above embodiments have been described taking an example in which the roulette lamps are disposed in a row in the horizontal direction. Note that the roulette lamps may be disposed circularly. A display (e.g., LCD) may be provided in the lower area of the upright board, and a roulette may be displayed on the display 3-6. Bonus token The above embodiments have been described taking an example in which a given number of tokens are discharged from the token payout opening as bonus tokens when the lottery sphere S has fallen into the token chute 4. Note that a given number of tokens may be discharged onto the stationary table or the pusher table instead of discharging the tokens from the token discharge opening.
Although only some embodiments of the invention have been described in detail above, those skilled in the art would readily appreciate that many modifications are possible in the embodiments without materially departing from the novel teachings and advantages of the invention. Accordingly such modifications are intended to be included within the scope of the invention.

Claims (6)

  1. Claims: 1. A token game machine comprising: a token insertion section that includes a guttered passage, a token insertion slot that is provided at one end of the passage, and a token discharge opening that is provided at the other end of the passage, the direction of the passage being determined so that a token discharged from the token discharge opening comes in contact with a given area ofa game field;a token detection section that detects a token that has passed through a given position of the passage; a lottery section that performs a lottery process based on a given instruction timing; and a mark that is drawn within or attached to the given area, and indicates that the instruction timing occurs when a token has come in contact with the given area, the lottery section performing the lottery process based on the instruction timing that occurs when an estimated arrival time has elapsed after the token detection section has detected a token, the estimated arrival time being set in advance as a time required for a token to come in contact with the given area after the token has been detected by the token detection section.
  2. 2. The token game machine as defined in claim 1, further comprising: a target motion display control section that displays a target indicator so that the target indicator cyclically moves within a given display range that includes a win position, the lottery section detennining a lottery result based on whether or not a display position of the target indicator at the instruction timing is the win position.
  3. 3. The token game machine as defined in claim 1, further comprising: a target motion display control section that displays a target indicator so that the target indicator cyclically moves within a given display range that includes a win position, the lottery section estimating a display position of the target indicator at the instruction timing, and determining a lottery result based on whether or not the display position is the win position.
  4. 4. The token game machine as defined in claim 1, the token insertion section being provided so that the token insertion section can be swung sideways within a transverse range of the given area within which a token discharged from the token discharge opening can come in contact with the given area; the token detection section being provided at the other end of the passage; the token game machine further comprising: a target motion display control section that displays a target indicator so that the target indicator moves within a given range that corresponds to the transverse range of the given area; an angle detection section that detects a swing angle of the token insertion section; and a contact point estimation section that estimates a contact point of a token within the given area using the swing angle detected by the angle detection section when the token detection section has detected a token, the lottery section determining a lottery result based on the difference between a display position of the target indicator at the instruction timing and the contact point at the instruction timing that has been estimated by the contact point estimation section.
  5. 5. The token game machine as defined in any one of claims 1 to 4, further comprising: a fallen token detection section that detects a token that has fallen into a token chute; and a payout rate calculation section that calculates a payout rate from the number of tokens detected by the token detection section and the number of tokens detected by the fallen token detection section, the lottery section including arrival time changing means that changes the estimated arrival time within a given allowable time change range based on the payout rate.
  6. 6. The token game machine as defined in any one of claims 2 to 4, further comprising: a fallen token detection section that detects a token that has fallen into the token chute; and a payout rate calculation section that calculates a payout rate from the number of tokens detected by the token detection section and the number of tokens detected by the fallen token detection section, the target motion display control section changing a motion display speed of the target indicator based on the payout rate.
GB1004492A 2009-03-30 2010-03-18 Token game machine Expired - Fee Related GB2469174B (en)

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP2009083736A JP2010233748A (en) 2009-03-30 2009-03-30 Token game device

Publications (3)

Publication Number Publication Date
GB201004492D0 GB201004492D0 (en) 2010-05-05
GB2469174A true GB2469174A (en) 2010-10-06
GB2469174B GB2469174B (en) 2011-07-06

Family

ID=42227904

Family Applications (1)

Application Number Title Priority Date Filing Date
GB1004492A Expired - Fee Related GB2469174B (en) 2009-03-30 2010-03-18 Token game machine

Country Status (2)

Country Link
JP (1) JP2010233748A (en)
GB (1) GB2469174B (en)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2503311A (en) * 2012-06-20 2013-12-25 Namco Bandai Games Inc Lottery game apparatus

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP6837241B2 (en) * 2019-03-15 2021-03-03 株式会社コナミアミューズメント Game system, computer program used for it, and control method

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP0964373A2 (en) * 1998-06-12 1999-12-15 Konami Co., Ltd. Game system for playing with medals
JP2002253842A (en) * 2001-02-27 2002-09-10 Konami Co Ltd Medal game machine
JP2006149928A (en) * 2004-12-01 2006-06-15 Sega Corp Put-out token number estimating system
JP2008055086A (en) * 2006-09-04 2008-03-13 Konami Digital Entertainment:Kk Token introducing device
WO2009004810A1 (en) * 2007-07-04 2009-01-08 Sega Corporation Game device, and game control method

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP0964373A2 (en) * 1998-06-12 1999-12-15 Konami Co., Ltd. Game system for playing with medals
JP2002253842A (en) * 2001-02-27 2002-09-10 Konami Co Ltd Medal game machine
JP2006149928A (en) * 2004-12-01 2006-06-15 Sega Corp Put-out token number estimating system
JP2008055086A (en) * 2006-09-04 2008-03-13 Konami Digital Entertainment:Kk Token introducing device
WO2009004810A1 (en) * 2007-07-04 2009-01-08 Sega Corporation Game device, and game control method

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2503311A (en) * 2012-06-20 2013-12-25 Namco Bandai Games Inc Lottery game apparatus
US8899585B2 (en) 2012-06-20 2014-12-02 Bandai Namco Games Inc. Lottery game apparatus
GB2503311B (en) * 2012-06-20 2019-01-30 Bandai Namco Entertainment Inc Lottery game apparatus

Also Published As

Publication number Publication date
GB2469174B (en) 2011-07-06
GB201004492D0 (en) 2010-05-05
JP2010233748A (en) 2010-10-21

Similar Documents

Publication Publication Date Title
US5769424A (en) Arcade game for stacking directed playing pieces
JP6181348B2 (en) Pachinko machine
JP4568085B2 (en) Game machine
EP0859344A1 (en) Pusher game apparatus
US20130072287A1 (en) Game system
JP2009142391A (en) Slot machine
JP2014018220A (en) Pachinko game machine
US8439360B2 (en) Roulette game device
US8342925B2 (en) Simulated game apparatus of a virtual shuffleboard with detection system for a real puck
JPH10118314A (en) Pachinko game machine
US6811494B2 (en) Shooting game machine and shooting game system
JP2000153055A (en) Medal game machine
GB2469174A (en) Coin pusher machine with lottery function
US20200338440A1 (en) Basketball Machine and Control Method Therefor
JP5411552B2 (en) Lottery device, lottery system and medal game device
US7559552B2 (en) Coin roulette arcade game
JP4636946B2 (en) Amusement stand
JP4754978B2 (en) Game machine
CN101716420B (en) Game machine
US9339722B2 (en) Game device
JP2008245745A (en) Game machine
JP2007037722A (en) Pusher game machine
US20090137297A1 (en) Game system and game machine
US20080153582A1 (en) Gaming device and method of controlling the same
JP5025620B2 (en) Pachinko machine

Legal Events

Date Code Title Description
732E Amendments to the register in respect of changes of name or changes affecting rights (sect. 32/1977)

Free format text: REGISTERED BETWEEN 20220707 AND 20220713

PCNP Patent ceased through non-payment of renewal fee

Effective date: 20230318