WO2020075314A1 - Game device - Google Patents

Game device Download PDF

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Publication number
WO2020075314A1
WO2020075314A1 PCT/JP2019/002925 JP2019002925W WO2020075314A1 WO 2020075314 A1 WO2020075314 A1 WO 2020075314A1 JP 2019002925 W JP2019002925 W JP 2019002925W WO 2020075314 A1 WO2020075314 A1 WO 2020075314A1
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WO
WIPO (PCT)
Prior art keywords
game
pusher
unit
game device
wall surfaces
Prior art date
Application number
PCT/JP2019/002925
Other languages
French (fr)
Japanese (ja)
Inventor
悦史 高橋
健二 現王園
Original Assignee
株式会社コナミアミューズメント
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 株式会社コナミアミューズメント filed Critical 株式会社コナミアミューズメント
Publication of WO2020075314A1 publication Critical patent/WO2020075314A1/en

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    • 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

Definitions

  • the present invention relates to a game device.
  • a pusher game in which a pusher table is repeatedly reciprocated on the surface of a flat table has been conventionally proposed.
  • a large number of disc-shaped game objects (token coins) placed on the surface of the table are gradually moved by being pressed by the pusher table and fall from the front end of the table.
  • a game object such as a sphere is generally hard to roll due to its surface being abraded over time due to use, and thus difficult to move in a direction other than the pushing direction of the pusher table. Therefore, there is a problem in that the function of dropping the game body not only from the front end of the table but also from the other end thereof is deteriorated even if the game object such as a sphere is simply used.
  • a preferred aspect of the present invention aims to suppress the deterioration of the function even in a configuration using a game object that can roll in any direction.
  • a game device is a table having an upper surface to which a game object that can roll regardless of a posture is supplied, and a pusher that reciprocates on the surface of the table.
  • Part and one or more wall surfaces provided on the upper surface of the table and capable of overcoming the game body as the pusher part reciprocates, and the one or more wall surfaces form the game object on the upper surface of the table.
  • a guide portion extending obliquely with respect to the reciprocating direction so as to be guided toward a peripheral edge other than the front edge.
  • FIG. 3 is a sectional view taken along line III-III in FIG. 2.
  • FIG. 6 is a sectional view taken along line VI-VI in FIG. 5.
  • FIG. 8 is a side view of the mechanism shown in FIG. 7. It is a block diagram showing a control system of a game device of an embodiment.
  • FIG. 5 is a flowchart showing a notification process of the game device of the embodiment. It is a top view which shows the structure of the guide part in a modification. It is a top view which shows the structure of the guide part in a modification. It is a top view which shows the structure of the guide part in a modification. It is a top view which shows the structure of the guide part in a modification. It is a top view which shows the structure of the guide part in a modification. It is sectional drawing which shows the structure of the guide part in a modification. It is sectional drawing which shows the structure of the guide part in a modification. It is sectional drawing which shows the structure of the guide part in a modification.
  • FIG. 1 is a perspective view showing a configuration of a game device 1 according to a preferred aspect of the present invention.
  • the game device 1 is a device for a player to play a game, and is installed in an entertainment facility such as a game center and a casino, or a commercial facility such as a shopping center.
  • the game device 1 may be called a gaming machine when used in a casino.
  • the game device 1 does not have to be a device for business use installed in a store, but can be realized as a device for home or personal use, for example.
  • the game device 1 of this embodiment includes an operation panel 10 and a game field F.
  • the operation panel 10 is an input device that accepts operations by a player.
  • the game field F is a space in which a mechanism for providing a pusher game to a player is installed.
  • the operation panel 10 of the present embodiment includes an operation unit 11L, an operation unit 11R, a reading unit 13, and a payout unit 14.
  • Each of the operation unit 11L and the operation unit 11R is configured to include an operator 112, an operator 113, and an input port 114.
  • the operators 112 and 113 are operation buttons that the player presses.
  • the insertion slot 114 is an opening through which a player can insert token coins (medals).
  • the token coin may be a game medium lent to the player by the store, a coin, or the like.
  • the reading unit 13 reads and writes various kinds of information in a contactless manner with respect to the card in which the credit information held by the player is stored.
  • Credits are virtual game values that can be used for games.
  • the credit may be, for example, a value that is limited to use in a game, or a value that can be exchanged for an actual game value (for example, money).
  • the actual game value for example, money such as bills or coins
  • the number of token coins or tickets that can be converted to the number of credits can be converted.
  • the credit information does not have to be stored in the card itself.
  • the credit information may be stored in a server device that can communicate with the game device 1 via a communication network.
  • credit information is stored in association with identification information (for example, card ID) given to the player or the card.
  • the game device 1 acquires the credit information corresponding to the identification information acquired by the reading unit 13 from the card, from the server device.
  • the payout unit 14 is an operator for instructing the player to pay out token coins.
  • a predetermined number of token coins are discharged to a payout opening (not shown).
  • the payout unit 14 is operated, the number of credits stored in the card may be added according to the number of token coins.
  • the number of credits stored in the server device with which the game device 1 can communicate via the communication network may be added.
  • FIG. 2 is a plan view of the game field F seen from above
  • FIG. 3 is a cross-sectional view taken along the line III-III in FIG.
  • the positive side in the X direction is the right side when viewed from the player
  • the negative side in the X direction is the left side when viewed from the player.
  • the positive side in the Y direction is the front side (front side as viewed from the player), and the negative side in the Y direction is rear side (back side as viewed from the player).
  • the XY plane corresponds to the horizontal plane.
  • the frame portion 20 is a structure that supports each element of the game apparatus 1, and is configured to include a side wall portion 21L, a side wall portion 21R, a front wall portion 23, and a rear wall portion 24.
  • the side wall portion 21L and the side wall portion 21R are installed on the left and right of the game field F so as to face each other.
  • the table 30 and the pusher portion 40 are installed between the side wall portion 21L and the side wall portion 21R.
  • the front wall portion 23 is a member that extends in the X direction at a position separated from the front edge E2 that is the positive side edge of the table 30 in the Y direction. That is, between the front edge E2 of the table 30 and the front wall portion 23, a long opening (hereinafter referred to as “falling port") Q in the X direction is formed.
  • the rear wall portion 24 is a member elongated in the X direction facing the upper surface (hereinafter referred to as “first surface”) S1 of the pusher portion 40.
  • the table 30 is a flat plate-shaped member installed substantially horizontally.
  • the table 30 is formed of a light-transmitting resin material such as acrylic resin.
  • the upper surface of the table 30 is divided into a reciprocating surface S0 and a second surface S2.
  • the reciprocating surface S0 is a plane substantially parallel to the horizontal plane (XY plane).
  • the second surface S2 is an area located on the positive side in the Y direction when viewed from the reciprocating surface S0.
  • the pusher unit 40 is a three-dimensional structure (pusher table) that reciprocates on the surface of the table 30.
  • the pusher unit 40 is also referred to as a moving table or a reciprocating unit. Specifically, as illustrated in FIG. 3, the pusher section 40 reciprocates reciprocally along the Y direction on the reciprocating surface S0.
  • the direction in which the pusher section 40 reciprocates may be defined as the Y direction, and the direction orthogonal to the Y direction in the horizontal plane may be defined as the X direction.
  • the charging unit 50L and the charging unit 50R are mechanisms capable of charging the game machine B toward the first surface S1 of the pusher unit 40.
  • the loading unit 50L loads the game object B onto the first surface S1 from the left side of the center of the pusher unit 40 toward the positive side in the X direction.
  • the charging unit 50R charges the game object B onto the first surface S1 from the right side of the center of the pusher unit 40 toward the negative side in the X direction.
  • the game object B of the present embodiment is a sphere (ball). Therefore, for example, the game object B can roll on the surface of the first surface S1 of the pusher portion 40 or the surface of the second surface S2 of the table 30.
  • the game body B is formed of a light transmissive material such as acrylic resin or glass.
  • the direction and time when each of the throwing unit 50L and the throwing unit 50R throws the game machine B is variable.
  • the player can change the direction in which the game object B is loaded by the loading unit 50L by operating the operator 112 of the operation unit 11L on the operation panel 10 of FIG.
  • the throwing direction of the throwing unit 50L repeatedly changes within a predetermined range when the operating element 112 is pressed, and is determined to be the direction at the time when the pressing of the operating element 112 is released.
  • the same applies to the throw-in section 50R and the player can change the throw-in direction by the throw-in section 50R by operating the operator 112 of the operation section 11R in the operation panel 10.
  • the game object B is inserted from the insertion unit 50L, and when the operation member 113 of the operation unit 11R is operated, the game object B is inserted from the insertion unit 50R. To be done. Note that only one of the charging unit 50L and the charging unit 50R may be installed.
  • FIG. 4 is a perspective view illustrating a state where the game object B is arranged in the game field F of FIG. As illustrated in FIG. 4, in an actual game scene, a large number of game objects B are spread over the first surface S1 and the second surface S2. The plurality of game objects B thrown into the first surface S1 from the throw-in section 50L and the throw-in section 50R are pressed by the rear wall section 24 when the pusher section 40 is moving backward (negative side in the Y direction). .
  • the plurality of game objects B are sequentially moved by being pressed by the rear wall portion 24, and the surplus game objects B located near the front edge E1 which is the positive side peripheral edge in the Y direction of the pusher portion 40 are It falls from the first surface S1 to the second surface S2 of the table 30.
  • the plurality of game objects B on the second surface S2 are sequentially moved by being pressed by the pusher portion 40 that moves forward, and the surplus game objects B located near the front edge E2 of the table 30 are the second ones. It falls from the surface S2 to the drop port Q.
  • a detector 60 that detects the game B is installed in the drop port Q.
  • a reward is given to the player according to the number of game objects B detected by the detector 60.
  • a numerical value corresponding to the number of game objects B is added as a reward to the player's credit amount.
  • the token coins in the number corresponding to the number of the game objects B dropped in the drop slot Q may be discharged from the payout opening (not shown) as a reward.
  • a light emitting unit 61 is installed below the table 30.
  • the light emitting unit 61 is a light source that illuminates the table 30, and includes a light emitting element such as an LED (Light Emitting Diode).
  • a light emitting element such as an LED (Light Emitting Diode).
  • LED Light Emitting Diode
  • a light emitting unit 62 is installed above the pusher unit 40.
  • the light emitting section 62 is a light source that illuminates the first surface S1 of the pusher section 40, and includes a light emitting element such as an LED.
  • the light emitted from the light emitting portion 62 is appropriately scattered while passing through the game object B and is visually recognized by the player.
  • a design effect using a plurality of game objects B on the first surface S1 and the second surface S2 for illumination is realized. If the light emitting unit 62 is installed inside the pusher unit 40, the light emitting unit 62 moves together with the pusher unit 40. Therefore, even if the pusher unit 40 is located at any point within the reciprocating range, the light emitting unit 62 receives power.
  • the light emitting unit 62 is fixed to the outside of the pusher unit 40, it is possible to constantly supply power to the light emitting unit 62 with a simple configuration regardless of the position of the pusher unit 40. There is.
  • the guide portion 33 is installed on the second surface S2 of the table 30.
  • the guide part 33 has a function of increasing the tendency of the game body B toward the peripheral edge of the second surface S2 other than the front edge E2 as compared with the case where the guide part 33 is not provided, while allowing the game body B to move forward.
  • the guide portion 33 has two convex portions 33L and 33R protruding upward from the second surface S2.
  • the convex portions 33L and 33R are made of a light transmissive resin material such as acrylic resin. Therefore, the emitted light from the light emitting unit 61 passes through the guide unit 33, so that the design effect described above is maintained.
  • the constituent material of the convex portions 33L and 33R is not limited to the light-transmitting resin material, and may not have light-transmitting property, for example, a metal material or the like, depending on the design aspect. May be.
  • the convex portions 33L and 33R may be integrated with the table 30 or may be separate bodies. When it is a separate body, the convex portions 33L and 33R are fixed to the table 30 with an adhesive, an adhesive, a screw, or the like.
  • FIG. 5 is a plan view showing the arrangement of the convex portions 33L and 33R of the guide portion 33.
  • the convex portion 33L is provided in a region on the negative side in the X direction with the center of the second surface S2 as a reference.
  • the convex portion 33R is provided in the area on the positive side in the X direction with respect to the center of the second surface S2.
  • the convex portions 33L and 33R are arranged symmetrically in the X direction.
  • Each of the convex portions 33L and 33R is a long member that extends linearly in a direction inclined at an angle ⁇ 1 with respect to the Y direction.
  • the convex portions 33L and 33R are arranged such that the distance between them becomes wider from the negative side to the positive side in the Y direction. Therefore, the game object B from the rear side can be guided along the rear side wall surface 331 of the convex portion 33L toward the side edge EL which is the negative edge in the X direction of the second surface S2. Similarly, the game object B from the rear side can be guided along the rear side wall surface 331 of the convex portion 33R toward the side edge ER which is the positive side peripheral edge in the X direction of the second surface S2. Further, the convex portions 33L and 33R are respectively configured such that the game object B can get over the forward movement of the pusher portion 40. Therefore, as shown in FIG. 4 described above, it is possible to maintain a state in which a large number of game objects B are spread over the second surface S2.
  • the convex portions 33L and 33R may have an asymmetric shape in the X direction.
  • FIG. 6 is a sectional view taken along the line VI-VI in FIG.
  • the convex portion 33R is shown as a representative.
  • the convex portion 33L is the same as the convex portion 33R except that the convex portion 33L has a left-right reversed configuration.
  • the guide portion 33 has a rectangular cross section when cut along a plane along both the vertical direction and the Y direction. Therefore, the wall surface 331 is orthogonal to the second surface S2. That is, the angle ⁇ 2 formed by the wall surface 331 and the second surface S2 is 90 °. Further, the height h1 of the wall surface 331 is set to such an extent that the game object B can get over the forward movement of the pusher portion 40.
  • the second surface S2 is inclined at an angle ⁇ 0 with respect to the horizontal plane H so that the front side (the positive side in the Y direction) becomes lower. Therefore, the plurality of game objects B on the second surface S2 try to move toward the front edge E2 on the second surface S2 due to gravity. Therefore, the game body B located on the rear side of the guide portion 33 comes into contact with the wall surface 331 as the game progresses.
  • the game object B contacting the wall surface 331 moves along the wall surface 331 when the forward pressing force transmitted from the pusher portion 40 via the other game object B is less than a predetermined value.
  • the pressing force is greater than or equal to the predetermined value
  • the game object B that has contacted the wall surface 331 moves over the wall surface 331 and moves to the front side.
  • the height h1 depends on the size of the angles ⁇ 0, ⁇ 1 and ⁇ 2, etc., but is within the range of 1/50 times or more and 1/5 times or less the height of the game object B, that is, the diameter D, for example. It is preferably 1/30 times or more and 1/10 times or less, more preferably 1/20 times or more and 1/10 times or less.
  • the height h1 may be constant or may change over the entire area of the wall surface 331 in the extending direction.
  • the angle ⁇ 0 is not particularly limited, but is, for example, larger than 0 ° and within a range of 10 ° or less.
  • the angle ⁇ 1 may be greater than 0 ° and within a range of 90 ° or less, but is preferably within a range of 20 ° or more and 80 ° or less, for example, within a range of 45 ° or more and 70 ° or less. More preferably.
  • the distance dx1 which is the shortest distance in the X direction between the wall surfaces 331 of the convex portions 33L and 33R is, for example, 0 times or more and 1/2 times or less of the maximum width W0 of the second surface S2 in the X direction. Is preferably in the range of 0 times or more and 1/3 times or less, and more preferably in the range of 0 times or more and 1/4 times or less.
  • the distance dx1 is separated from each other in the example shown in FIG. 5, they may be in contact with each other without being separated from each other.
  • the distance dX3 between the wall surface 331 of the convex portion 33L and the side edge EL or between the wall surface 331 of the convex portion 33R and the side edge ER is, for example, with respect to the maximum width W0 in the X direction of the second surface S2. , 0 times or more and 1/3 times or less is preferable, and 0 times or more and 1/4 times or less is more preferable. By setting the distance dx3 within this range, it is possible to reduce the number of game objects B that move in the Y direction without being affected by the wall surface 331 on the second surface S2.
  • the table 30 is provided with a first regulation unit 31.
  • the first restricting portion 31 is a member protruding from the second surface S2 along the front edge E2 of the table 30. Specifically, the first restricting portion 31 extends linearly along the X direction (that is, the direction intersecting the Y direction in which the pusher portion 40 reciprocates) over the entire front edge E2.
  • the 1st control part 31 inclines with respect to the horizontal surface H so that the positive side of a Y direction may become high. Therefore, the first restricting portion 31 suppresses a large number of game objects B from freely dropping from the front edge E2 on the second surface S2 to the drop opening Q. Therefore, it is possible to gradually move the game object B and drop it from the table 30 regardless of the configuration using the rollable spherical game object B.
  • the side wall 21L has a long opening 26L formed along the side edge EL which is the negative edge of the table 30 in the X direction.
  • a long opening 26R is formed along the side edge ER which is the positive side edge of the table 30 in the X direction.
  • the surplus game body B located near the side edge ER passes through the opening 26R and drops from the table 30 by moving to the positive side in the X direction.
  • the game object B that has passed through the opening 26L or the opening 26R and dropped from the table 30 is stored inside the game apparatus 1. That is, when the game object B falls into the drop opening Q, the player is rewarded, whereas the player is rewarded even if the game object B falls through the opening 26L or the opening 26R. Not granted.
  • the vicinity of the opening 26L and the opening 26R is actually covered with the shielding plate 27 and is not visible to the player.
  • the notch is an opening having a width that exceeds the diameter of the game body B. In the configuration in which the cutout is formed, the opening 26L and the opening 26R may be omitted.
  • the sidewall 21L is provided with an adjusting mechanism 28L capable of adjusting the opening area of the opening 26L.
  • the side wall 21R is provided with an adjusting mechanism 28R capable of adjusting the opening area of the opening 26R.
  • FIG. 7 is a diagram of an example of the adjustment mechanism 28L capable of adjusting the opening area of the opening 26L as seen from the front.
  • FIG. 8 is a side view of the mechanism shown in FIG. 7 and 8, the adjusting mechanism 28L is illustrated as a representative.
  • the adjusting mechanism 28R is the same as the adjusting mechanism 28L, except that the adjusting mechanism 28L has a configuration that is laterally reversed from the adjusting mechanism 28L.
  • the adjustment mechanism 28L includes a rail 281, a slider 282, and an adjustment member 283.
  • the rail 281 is attached to the side wall portion 21L.
  • the rail 281 has an elongated shape and is arranged in the Y direction or along the side edge EL.
  • the slider 282 is provided so as to be movable along the rail 281.
  • the position of the slider 282 on the rail 281 is fixed by a screw or the like (not shown).
  • the adjusting member 283 is fixed to the slider 282 by screwing or the like.
  • the adjusting member 283 is a plate-shaped member arranged so as to be orthogonal to the second surface S2, and closes all or part of the opening 26L according to the position of the slider 282 on the rail 281.
  • the adjusting member 283 is movable along with the slider 282 in the Y direction or along the side edge EL. As illustrated in FIG. 8, the adjustment member 283 adjusts the opening area of the opening 26L by this movement.
  • the opening area of the opening 26L increases.
  • the configuration of the adjusting mechanism 28L is not limited to the configuration shown in FIGS. 7 and 8 as long as the opening area of the opening 26L can be adjusted.
  • the opening area may be adjusted by replacing the adjusting member 283 with a member having a different size.
  • the openings 26L and 26R may include an opening provided on the upper surface of the table 30, and in this case, the area of the opening may be adjusted.
  • the second restricting portion 32L protruding from the second surface S2 along the side edge EL is installed on the table 30.
  • the second restricting portion 32L is a long member that extends over the entire length of the opening 26L.
  • the second restricting portion 32L is inclined with respect to the horizontal plane H such that the second restricting portion 32L becomes higher on the negative side in the X direction. For this reason, the second restricting portion 32L suppresses a large number of game objects B from passing through the opening 26L and falling (parent drop) from the side edge EL of the second surface S2.
  • the second restricting portion 32R protruding from the second surface S2 along the side edge ER is installed on the table 30.
  • the second restricting portion 32R is a long member that extends over the entire length of the opening 26R.
  • the second restricting portion 32R is inclined with respect to the horizontal plane H such that the second restricting portion 32R becomes higher on the positive side in the X direction. For this reason, the second restricting portion 32R prevents a large number of game objects B from passing through the opening 26R and dropping from the side edge ER of the second surface S2.
  • the pusher unit 40 in the present embodiment is provided with a third restriction unit 41.
  • the third restricting portion 41 is a member that projects from the first surface S1 along the front edge E1 of the pusher portion 40. Specifically, the third restricting portion 41 extends along the X direction (that is, the direction intersecting the Y direction in which the pusher portion 40 reciprocates) over the entire front edge E1.
  • the 3rd control part 41 inclines with respect to the horizontal surface H so that the positive side of a Y direction may become high. Therefore, the third restricting portion 41 suppresses a large number of game objects B from freely dropping from the front edge E1 of the first surface S1.
  • a plurality of groove portions 42 are formed on the first surface S1 of the pusher portion 40 along the Y direction (that is, the reciprocating direction of the pusher portion 40). Therefore, it is possible to prevent the game object B inserted in the X direction from the insertion portion 50L or the insertion portion 50R from freely reaching the end portion on the opposite side of the pusher portion 40.
  • the plurality of groove portions 42 are arranged in the X direction at substantially equal intervals. The distance between the two groove portions 42 adjacent to each other in the X direction is smaller than the diameter of the game body B, and the depth of each groove portion 42 is smaller than the diameter of the game body B. The shape of the groove portion 42 is changed appropriately.
  • the groove portion 42 having a curved surface shape (wave shape in cross section) or a shape combining a plurality of flat surfaces (for example, a bellows shape) may be formed on the first surface S1. Further, the interval between the groove portions 42 may be different depending on the position in the X direction.
  • the pusher section 40 is configured to include the inclined surface Sa and the pressing surface Sb in addition to the first surface S1 described above.
  • the pressing surface Sb is a wall surface that stands substantially perpendicular to the reciprocating surface S0 of the table 30.
  • the game object B on the second surface S2 is pressed in the Y direction by the pressing surface Sb as the pusher portion 40 reciprocates.
  • the pressing surface Sb may be inclined with respect to the reciprocating surface S0.
  • the inclined surface Sa is an exterior surface inclined forward with respect to the first surface S1 of the pusher portion 40. Specifically, the inclined surface Sa is inclined with respect to the first surface S1 so as to be lower on the positive side in the Y direction. As illustrated in FIGS. 2 and 3, the inclined surface Sa of the pusher portion 40 is provided with a plurality of protrusions 43 protruding from the inclined surface Sa.
  • Each protrusion 43 is, for example, a column body such as a column or a prism, or a cone (or a truncated cone) such as a cone or a pyramid.
  • the plurality of protrusions 43 are arranged dispersively on the inclined surface Sa with an interval therebetween.
  • the two protrusions 43 adjacent to each other exceed the diameter of the game machine B. Therefore, the game object B that has passed over the third restricting portion 41 from the first surface S1 and dropped onto the inclined surface Sa moves irregularly between the protruding portions 43 while colliding with the protruding portions 43, and the inclined surface Sa From the lowermost end (that is, the boundary between the inclined surface Sa and the pressing surface Sb) to the second surface S2 of the table 30. That is, the plurality of protrusions 43 suppress the linear movement of the game object B on the inclined surface Sa.
  • each retention member 44 is a structure having a recess 441 and a guide path 442 formed on the upper surface.
  • the recessed portion 441 is a curved surface-shaped (for example, spherical or cylindrical) recess that allows the game object B to move smoothly.
  • the guide path 442 is a recess (specifically, a groove-shaped path along the Y direction) formed on the front side of the recess 441 and communicating with the recess 441.
  • the game object B dropped from a position other than directly above each stay member 44 on the inclined surface Sa directly drops onto the second surface S2 of the table 30 without contacting the stay member 44.
  • the game object B that has fallen from directly above each staying member 44 on the inclined surface Sa is received by the recess 441 of the staying member 44 before directly falling onto the second surface S2.
  • the game object B that has fallen into the recess 441 of the retaining member 44 gradually swings to the left and right along the curved surface of the recess 441 as shown by the broken line in FIG. 2, and gradually moves to the front side (the guide path 442 side). To pass through the guide path 442 from the end of the recess 441 and fall from the staying member 44.
  • the retention member 44 retains the game object B dropped from the first surface S1 and the inclined surface Sa of the pusher portion 40.
  • a erection body 70 is installed between the side wall portion 21L and the side wall portion 21R.
  • the erection body 70 is a long plate-shaped member that extends linearly in the X direction from the side wall portion 21L to the side wall portion 21R.
  • the erection body 70 is installed at a height separated from the second surface S2 of the table 30 by an interval exceeding the diameter of the game body B. Specifically, the installation body 70 overlaps the pressing surface Sb of the pusher portion 40 when viewed from the Y direction.
  • each passage hole 71 is a substantially circular through hole formed with an inner diameter larger than the diameter of the game body B. Therefore, the game machine B can pass through the passage hole 71.
  • the passage hole 71 corresponding to any one retaining member 44 is installed at a position in the X direction corresponding to the retaining member 44. Specifically, the position in the X direction of the guide path 442 in the stay member 44 and the position in the X direction at the center of the passage hole 71 corresponding to the stay member 44 substantially match.
  • the plurality of retention members 44 reciprocate in the Y direction integrally with the pusher section 40, while the position of the installation body 70 in the Y direction is fixed. That is, each retention member 44 repeatedly approaches and separates from the erected body 70.
  • the guide path 442 of each staying member 44 is used.
  • the passage hole 71 is located immediately below.
  • the game machine B falls from the guide path 442 of the staying member 44 at the time when the pusher section 40 is sufficiently close to the erection body 70 (that is, when it is located near the front end of the reciprocating range), the game machine B passes through the passage hole 71 and then falls on the second surface S2 of the table 30.
  • the game object B dropped from the guide path 442 of the staying member 44 when the pusher section 40 separates from the erection body 70, and falls on the second surface S2 of the table 30 without passing through the passage hole 71. That is, whether or not the game object B passes through the passage hole 71 changes depending on the position of the pusher portion 40 in the Y direction when the game object B is dropped from the staying member 44.
  • a detector (not shown) for detecting the passage of the game B is installed on the inner peripheral surface of each passage hole 71.
  • a lottery process such as a slot game is executed, and a reward is given to the player on condition that the lottery process is won.
  • a predetermined number of game objects B may be loaded on the first surface S1 or the second surface S2.
  • a game object (larger ball) having a diameter larger than that of the normal game object B may be thrown into the first surface S1 or the second surface S2 on condition that the player wins in the lottery process.
  • the player adjusts the time when the game machine B is dropped (operation of the operator) with the goal that the game machine B dropped from the first surface S1 passes through the passage hole 71. Amusement is realized.
  • FIG. 9 is a block diagram showing a control system of the game device 1 of the embodiment.
  • the game device 1 includes a processor 81, a storage device 82, a detection device 83, a display device 84, a management device 85, and a drive device 86.
  • the storage device 82 is configured to include, for example, a hard disk drive that records various information and programs PG, a RAM (Random Access Memory), and the like.
  • the processor 81 is configured to include, for example, a CPU (Central Processing Unit), and controls each unit of the game device 1.
  • the processor 81 realizes various functions including the counting unit 811 and the calculating unit 812 by executing the program PG stored in the storage device 82.
  • the detection device 83 is configured to include a plurality of detectors that detect passage of the game object B in each part of the game device 1.
  • the detection device 83 includes the detector 60 described above.
  • the display device 84 is configured to include a liquid crystal display panel or an organic EL (Electro-Luminescence) display panel installed in the game field F described above.
  • the management device 85 is a device that executes the above-described processing related to credit management.
  • the drive device 86 is configured to include an actuator that drives each part of the game apparatus 1.
  • the counting unit 811 counts the number of game objects B falling from the front edge E2 of the second surface S2 based on the detection result of the detector 60.
  • the calculation unit 812 calculates the ratio of the number of counts of the counting unit 811 to the number of insertions of the game object B from the insertion units 50L and 50R (hereinafter, also referred to as “payout rate”).
  • the payout rate increases with time due to wear of the game machine B, for example. Therefore, when the payout rate is equal to or higher than a predetermined value, it is necessary to notify the administrator that the payout rate needs to be adjusted.
  • the processor 81 causes the display device 84 to notify that effect.
  • the display device 84 functions as a notification unit 841 that notifies that fact.
  • the display form of this notification is not particularly limited and is arbitrary. Further, this notification is not limited to the display by the display device 84, and may be, for example, a voice or the like. Further, the actuators that drive the adjusting mechanisms 28L and 28R may be controlled by the processor 81. In this case, when the payout rate calculated by the calculation unit 812 is equal to or higher than a predetermined value, the processor 81 adjusts the payout rate using the adjusting mechanisms 28L and 28R in addition to or instead of this notification. You may.
  • FIG. 10 is a flowchart showing the notification process of the game device 1 of the embodiment.
  • the processor 81 first starts counting by the counting unit 811 (S101). At this time, counting of the number of inserted game objects B from the insertion units 50L and 50R is also started. Next, the processor 81 determines whether or not the above-mentioned payout rate is equal to or higher than a predetermined value (S102). The determination is repeated until it is determined that the payout rate is equal to or higher than the predetermined value (S102: NO).
  • the processor 81 When it is determined that the payout rate is equal to or higher than the predetermined value (S102: YES), the processor 81 causes the display device 84 to notify that effect (S103). By this notification, the manager of the game device 1 can know that the payout rate needs to be adjusted. Then, the administrator adjusts the payout rate using, for example, the adjustment mechanisms 28L and 28R described above. Specifically, by increasing the opening areas of the openings 26L and 26R, the possibility that the game machine B will pass through the openings 26L and fall will be increased, and the payout rate will be reduced. After this adjustment, the administrator performs a reset operation of this process.
  • the guide portion 33 including the wall surface 331 linearly extending along the upper surface of the table 30 is illustrated, but the specific form of the guide portion 33 is not limited to the above example.
  • a guide portion 33A including a wall surface 332 that is bent so that the rear side is convex may be provided on the upper surface of the table 30.
  • the guide portion 33A it is possible to make the balance between the ease of the game body B over the wall surface 331 and the amount of movement of the game body B along the wall surface 332 different depending on the position of the guide portion 33A in the longitudinal direction. Further, for example, as illustrated in FIG.
  • a guide portion 33B including a wall surface 333 that is bent so that the rear side is concave may be provided on the upper surface of the table 30.
  • the above-described balance can be made different from the form shown in FIG. 11 depending on the position of the guide portion 33B in the longitudinal direction.
  • the wall surfaces 332 and 333 are not limited to the curved shape, and may have a curved shape.
  • a guide portion 33C including two wall surfaces 334 may be provided on the upper surface of the table 30 in each of the negative side area and the positive side area in the X direction with respect to the center of the second surface S2. Good.
  • the two wall surfaces 334 are arranged so as to be spaced from each other without overlapping the ranges in the X direction. Further, as illustrated in FIG.
  • a guide portion 33D including two wall surfaces 335 may be provided on the upper surface of the table 30 in each of the negative side and positive side regions in the X direction with respect to the center of the second surface S2. Good.
  • the two wall surfaces 335 have overlapping ranges in the X direction and are spaced from each other.
  • the inclination angles of the plurality of wall surfaces 334 or the plurality of wall surfaces 335 with respect to the Y direction may be different from each other.
  • the two wall surfaces 334 or the two wall surfaces 335 are not formed. One or both may extend in a direction perpendicular to the Y direction.
  • the angle ⁇ 2 formed by the wall surface 331 and the second surface S2 is not limited to 90 °.
  • a guide portion 33E including a wall surface 337 having an angle ⁇ 2 larger than 90 ° may be provided on the upper surface of the table 30.
  • the angle ⁇ 2 is, for example, larger than 90 ° and not larger than 135 °.
  • a guide portion 33F in which the front side of the wall surface 337 is a flat surface may be provided on the upper surface of the table 30.
  • the guide portion 33F is integral with the table 30.
  • the wall surfaces 331, 332, 333, 334, 335, 336, 337 or 338 described above are not limited to flat surfaces, and may be, for example, concave or convex curved surfaces.
  • the guide portion 33 has the wall surface 331 on the rear side of the convex portions 33L and 33R is illustrated, but the present invention is not limited to this.
  • the guide portion 33G including the wall surface 338 on the front side of the recess may be provided on the table 30.
  • a sphere is illustrated as the game object B, but the form of the game object B is not limited to the above example.
  • a polyhedron typically a regular polyhedron or a semi-regular polyhedron
  • a three-dimensional game object B with rounded corners of the polyhedron may be used.
  • the game object B is a solid that can roll regardless of the posture (direction). Discs such as token coins (for example, medals or coins) roll when the arc-shaped peripheral surface is in contact with the ground, but do not roll when the planar front or back surface is in contact with the ground. It does not correspond to the “rollable solid”.
  • a typical example of "a solid that can roll regardless of posture” is a solid whose entire circumference is a curved surface (typically a sphere), but a solid that is partially flat also “rolls regardless of the posture. It can be a "possible solid”.
  • the first restricting portion 31, the second restricting portion 32 (32L, 32R), the third restricting portion 41, the groove portion 42, the protruding portion 43, and the staying member 44, which are exemplified in the above-described embodiment, are the movement amounts of the game object B.
  • a momentum is comprehensively expressed as an element (suppression part) for suppressing. Any one or more of the plurality of elements exemplified above as the suppressing unit may be omitted.
  • the specific mode of the suppressing unit is not limited to the above-described examples.
  • the concavo-convex portion installed on the surface (second surface S2) of the table 30 may be used as the suppressing portion.
  • the uneven portion includes at least one of a convex portion protruding from the second surface S2 of the table 30 and a concave portion recessed with respect to the second surface S2.
  • the range in which the movement amount of the game object B is suppressed may be limited by limiting the uneven portion to a predetermined range on the surface (second surface S2) of the table 30.
  • the uneven portion may be installed within a predetermined range from the front edge E2 of the table 30.
  • a game device (1) comprises a table (30) having an upper surface to which a game object (B) rollable regardless of a posture is supplied, and a table (30) on the surface. It includes a reciprocating pusher portion (40) and one or more wall surfaces (331) provided on the upper surface of the table (40) and capable of getting over the game object (B) as the pusher portion (40) reciprocates.
  • the one or more wall surfaces (331, 332, 333, 334, 335, 336, 337, 338) are configured to move the game object (B) to a peripheral edge (EL, ER) other than the front edge on the upper surface of the table (30).
  • a guide portion (33, 33A, 33B, 33C, 33D, 33E, 33F, 33G) that extends obliquely with respect to the reciprocating direction.
  • the game body (B) is accompanied by the reciprocation of the pusher part (40), and one or more wall surfaces (331, 332, 333, 334) of the guide parts (33, 33A, 33B, 33C, 33D, 33E, 33F, 33G).
  • a large number of game objects (B) can be arranged on the upper surface of the table (30). As described above, the interest of the pusher game can be maintained even with the configuration using the game body (B) that can roll in any direction.
  • “To guide the game body (B) toward the peripheral edge (EL, ER) other than the front of the table (30)” means that the game body is moved from the peripheral edge other than the front of the table as compared with the case where there is no guide portion. It means that it easily falls.
  • “extending at an angle with respect to the reciprocating direction” means one or a plurality of wall surfaces (331, 332, 333, 334, 335, 336) extending at an angle with respect to the reciprocating direction. , 337, 338), and also includes a case in which an aggregate of a plurality of wall surfaces extending in a direction perpendicular to the reciprocating direction extends obliquely with respect to the reciprocating direction.
  • the "wall surface (331, 332, 333, 334, 335, 336, 337, 338)” is a surface facing the pusher portion (40) side.
  • the guide portion (33, 33A, 33B, 33C, 33D, 33E) has one or more convex portions having the one or more wall surfaces (331, 332, 333, 334, 335, 336). (33L, 33R) is included. According to the above configuration, when the convex portions (33L, 33R) are separate members from the table (30), the guide portions (33, 33A, 33B, 33C, 33D, 33E) can be easily added to the existing game device. Can be installed in
  • the one or more wall surfaces (336) are inclined with respect to the upper surface of the table (30) so that the pusher portion (40) side becomes lower. According to the above configuration, when the pusher portion (40) moves forward, the game body (B) easily gets over the guide portion (33E). On the other hand, when the pusher part (40) moves backward, the game object (B) is made to face the wall surface (336) of the guide part (33E) by an indirect force such as a reaction force generated between the game objects (B). Can be moved along.
  • the one or more convex portions (33L, 33R) include a pair of convex portions that are arranged such that the distance between them widens toward the front of the table (30). Composed.
  • the guide portions (33, 33A, 33B, 33C, 33D, 33E) can be arranged symmetrically in the left-right direction (X direction) of the table (3). Therefore, it is possible to prevent the plurality of game bodies (B) arranged on the upper surface of the table (30) from becoming non-uniform.
  • the game machine (B) is provided with a throw-in portion (50L, 50R) capable of being thrown onto the upper surface of the pusher portion (30).
  • the game body (B) is supplied to the upper surface of the table (30) via the upper surface of the pusher portion (40). Therefore, not only the upper surface of the table (30) but also the upper surface of the pusher portion (40) can be used to enhance the game.
  • a counting unit (811) that counts the number of the game objects (B) falling from the front on the upper surface of the table (30), and the game objects from the insertion units (50L, 50R).
  • a calculation unit (812) that calculates the ratio of the count number of the count unit (811) to the input number, and if the ratio calculated by the calculation unit (812) is greater than or equal to a predetermined value, that effect is indicated.
  • a notification unit (841) for notification can prompt the administrator to adjust the ratio of the number of counts of the counting unit (811) to the number of insertions of the game object (B) from the insertion unit (50L, 50R). .

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Abstract

This game device is provided with: a table having an upper surface to which a game body capable of rolling regardless of the orientation thereof is supplied; a pusher part that moves in a reciprocating manner on the surface of the table; and a guide part provided to the upper surface of the table and configured to include a wall surface that is made to pass over the game body together with reciprocating movement of the pusher part, in which said wall surface extends in an inclined manner with respect to the direction of reciprocating movement so as to guide the game body toward a peripheral edge other than a front edge on the upper surface of the table.

Description

ゲーム装置Game device
 本発明は、ゲーム装置に関する。 The present invention relates to a game device.
 平板状のテーブルの面上でプッシャーテーブルを反復的に往復させるプッシャーゲームが従来から提案されている。テーブルの面上に載置された多数の円板状の遊技体(トークンコイン)がプッシャーテーブルにより押圧されることで徐々に移動して、テーブルの前端から落下する。 A pusher game in which a pusher table is repeatedly reciprocated on the surface of a flat table has been conventionally proposed. A large number of disc-shaped game objects (token coins) placed on the surface of the table are gradually moved by being pressed by the pusher table and fall from the front end of the table.
特開2010-110525号公報JP, 2010-110525, A
 従来のプッシャーゲームに利用されるトークンコイン(メダル)を例えば球体等の遊技体に変更することが想定される。しかし、球体等の遊技体は、一般に、使用に伴って経時的に表面が削れていき、転がり難くなるため、プッシャーテーブルの押出方向以外の方向に移動し難くなる。このため、球体等の遊技体を単に使用しても、遊技体をテーブルの前方端だけでなくそれ以外の端からも落下させるという機能が低下するという課題がある。以上の事情を考慮して、本発明の好適な態様は、任意の方向に転動可能な遊技体を利用した構成でも、当該機能の低下を抑制することを目的とする。 It is expected that token coins (medals) used in conventional pusher games will be changed to game objects such as spheres. However, a game object such as a sphere is generally hard to roll due to its surface being abraded over time due to use, and thus difficult to move in a direction other than the pushing direction of the pusher table. Therefore, there is a problem in that the function of dropping the game body not only from the front end of the table but also from the other end thereof is deteriorated even if the game object such as a sphere is simply used. In consideration of the above circumstances, a preferred aspect of the present invention aims to suppress the deterioration of the function even in a configuration using a game object that can roll in any direction.
 以上の課題を解決するために、本発明の好適な態様に係るゲーム装置は、姿勢によらず転動可能な遊技体が供給される上面を有するテーブルと、前記テーブルの面上で往復するプッシャー部と、前記テーブルの上面に設けられ、前記プッシャー部の往復に伴って前記遊技体に乗り越えられる1以上の壁面を含んで構成され、前記1以上の壁面が前記遊技体を前記テーブルの上面の前縁以外の周縁に向けて導くように前記往復の方向に対して傾斜して延在するガイド部とを具備する。 In order to solve the above problems, a game device according to a preferred aspect of the present invention is a table having an upper surface to which a game object that can roll regardless of a posture is supplied, and a pusher that reciprocates on the surface of the table. Part and one or more wall surfaces provided on the upper surface of the table and capable of overcoming the game body as the pusher part reciprocates, and the one or more wall surfaces form the game object on the upper surface of the table. And a guide portion extending obliquely with respect to the reciprocating direction so as to be guided toward a peripheral edge other than the front edge.
本発明の好適な形態に係るゲーム装置の斜視図である。It is a perspective view of the game device concerning the suitable form of the present invention. 実施形態のゲーム装置を上方からみた平面図である。It is the top view which looked at the game device of an embodiment from the upper part. 図2におけるIII-III線の断面図である。FIG. 3 is a sectional view taken along line III-III in FIG. 2. ゲームフィールドに遊技体が配置された状態にあるゲーム装置の斜視図である。It is a perspective view of a game device in a state where a game object is arranged in a game field. ガイド部が有する凸部の配置を示す平面図である。It is a top view which shows arrangement | positioning of the convex part which a guide part has. 図5におけるVI-VI線の断面図である。FIG. 6 is a sectional view taken along line VI-VI in FIG. 5. 開口部の開口面積を調整可能な調整機構の一例を前方からみた図である。It is the figure which looked at an example of the adjustment mechanism which can adjust the opening area of an opening from the front. 図7に示す機構の側面図である。FIG. 8 is a side view of the mechanism shown in FIG. 7. 実施形態のゲーム装置の制御系を示すブロック図である。It is a block diagram showing a control system of a game device of an embodiment. 実施形態のゲーム装置の報知処理を示すフローチャートである。5 is a flowchart showing a notification process of the game device of the embodiment. 変形例におけるガイド部の構成を示す平面図である。It is a top view which shows the structure of the guide part in a modification. 変形例におけるガイド部の構成を示す平面図である。It is a top view which shows the structure of the guide part in a modification. 変形例におけるガイド部の構成を示す平面図である。It is a top view which shows the structure of the guide part in a modification. 変形例におけるガイド部の構成を示す平面図である。It is a top view which shows the structure of the guide part in a modification. 変形例におけるガイド部の構成を示す断面図である。It is sectional drawing which shows the structure of the guide part in a modification. 変形例におけるガイド部の構成を示す断面図である。It is sectional drawing which shows the structure of the guide part in a modification. 変形例におけるガイド部の構成を示す断面図である。It is sectional drawing which shows the structure of the guide part in a modification.
 本発明を実施するための好適な形態について図面を参照しながら説明する。なお、以下の説明で参照する各図面では、各要素の寸法および縮尺を実際の製品とは便宜的に相違させている場合がある。また、以下に説明する形態は本発明の好適な具体例であり、本発明の範囲は以下の形態に限定されない。 A preferred mode for carrying out the present invention will be described with reference to the drawings. In each drawing referred to in the following description, the dimensions and scale of each element may be different from the actual product for convenience. Further, the embodiments described below are preferred specific examples of the present invention, and the scope of the present invention is not limited to the following embodiments.
<ゲーム装置>
 図1は、本発明の好適な態様に係るゲーム装置1の構成を示す斜視図である。ゲーム装置1は、遊技者が遊技するための機器であり、ゲームセンターおよびカジノ等の娯楽施設、または、ショッピングセンター等の商業施設に設置される。なお、ゲーム装置1は、カジノにおいて利用される場合には、ゲーミングマシンと呼ばれることもある。また、ゲーム装置1は、店舗に設置される業務用の機器である必要はなく、例えば家庭用または個人用の機器としても実現される。
<Game device>
FIG. 1 is a perspective view showing a configuration of a game device 1 according to a preferred aspect of the present invention. The game device 1 is a device for a player to play a game, and is installed in an entertainment facility such as a game center and a casino, or a commercial facility such as a shopping center. The game device 1 may be called a gaming machine when used in a casino. Further, the game device 1 does not have to be a device for business use installed in a store, but can be realized as a device for home or personal use, for example.
 図1に例示される通り、本実施形態のゲーム装置1は、操作パネル10とゲームフィールドFとを具備する。操作パネル10は、遊技者による操作を受付ける入力機器である。ゲームフィールドFは、遊技者にプッシャーゲームを提供するための機構が設置された空間である。 As illustrated in FIG. 1, the game device 1 of this embodiment includes an operation panel 10 and a game field F. The operation panel 10 is an input device that accepts operations by a player. The game field F is a space in which a mechanism for providing a pusher game to a player is installed.
 図1に例示される通り、本実施形態の操作パネル10は、操作部11Lと操作部11Rと読取部13と払出部14とを具備する。操作部11Lおよび操作部11Rの各々は、操作子112と操作子113と投入口114とを含んで構成される。操作子112および操作子113は、遊技者が押下する操作ボタンである。投入口114は、遊技者がトークンコイン(メダル)を投入可能な開口である。ここで、トークンコインは、店舗が遊技者に貸出す遊技媒体であってもよいし、硬貨等でもよい。 As illustrated in FIG. 1, the operation panel 10 of the present embodiment includes an operation unit 11L, an operation unit 11R, a reading unit 13, and a payout unit 14. Each of the operation unit 11L and the operation unit 11R is configured to include an operator 112, an operator 113, and an input port 114. The operators 112 and 113 are operation buttons that the player presses. The insertion slot 114 is an opening through which a player can insert token coins (medals). Here, the token coin may be a game medium lent to the player by the store, a coin, or the like.
 読取部13は、遊技者が保有するクレジットの情報が記憶されたカードに対して非接触で各種の情報の読出および書込を実行する。クレジットは、ゲームに利用可能な仮想的な遊技価値である。クレジットは、例えばゲームでの利用に限定される価値のほか、現実の遊技価値(例えば金銭)に交換可能な価値でもよい。具体的には、カジノのゲーミングマシンとしてゲーム装置1が使用される場合には、現実の遊技価値(例えば紙幣または硬貨等の金銭)とクレジットとは相互に交換される。また、クレジットの数量に比例する枚数のトークンコインまたはチケットに変換可能な場合もある。なお、カード自体にクレジットの情報が記憶されている必要は必ずしもない。例えば、通信網を介してゲーム装置1と通信可能なサーバ装置にクレジットの情報を記憶してもよい。具体的には、遊技者またはカードに付与された識別情報(例えばカードID)に対応付けてクレジットの情報が記憶される。読取部13がカードから取得した識別情報に対応するクレジットの情報を、ゲーム装置1はサーバ装置から取得する。 The reading unit 13 reads and writes various kinds of information in a contactless manner with respect to the card in which the credit information held by the player is stored. Credits are virtual game values that can be used for games. The credit may be, for example, a value that is limited to use in a game, or a value that can be exchanged for an actual game value (for example, money). Specifically, when the game device 1 is used as a gaming machine of a casino, the actual game value (for example, money such as bills or coins) and credit are exchanged with each other. In some cases, the number of token coins or tickets that can be converted to the number of credits can be converted. The credit information does not have to be stored in the card itself. For example, the credit information may be stored in a server device that can communicate with the game device 1 via a communication network. Specifically, credit information is stored in association with identification information (for example, card ID) given to the player or the card. The game device 1 acquires the credit information corresponding to the identification information acquired by the reading unit 13 from the card, from the server device.
 払出部14は、遊技者がトークンコインの払出を指示するための操作子である。遊技者が払出部14を操作すると、払出口(図示略)に所定数のトークンコインが排出される。なお、払出部14の操作を契機として、カードに記憶されたクレジットの数量をトークンコインの枚数に応じて加算してもよい。また、通信網を介してゲーム装置1が通信可能なサーバ装置に記憶されたクレジットの数量を加算してもよい。 The payout unit 14 is an operator for instructing the player to pay out token coins. When the player operates the payout unit 14, a predetermined number of token coins are discharged to a payout opening (not shown). Note that, when the payout unit 14 is operated, the number of credits stored in the card may be added according to the number of token coins. In addition, the number of credits stored in the server device with which the game device 1 can communicate via the communication network may be added.
 図2は、ゲームフィールドFを上方からみた平面図であり、図3は、図2におけるIII-III線の断面図である。なお、図2以降の各図面では、操作パネル10の図示を便宜的に省略した。図2および図3に例示される通り、以下の説明では、ゲームフィールドFの左右方向をX方向と表記し、前後方向をY方向と表記する。X方向の正側が遊技者からみて右側であり、X方向の負側が遊技者からみて左側である。また、Y方向の正側が前方(遊技者からみて手前側)であり、Y方向の負側が後方(遊技者からみて奥側)である。X-Y平面は、水平面に相当する。 2 is a plan view of the game field F seen from above, and FIG. 3 is a cross-sectional view taken along the line III-III in FIG. It should be noted that the illustration of the operation panel 10 is omitted for convenience sake in each of the drawings starting from FIG. As illustrated in FIGS. 2 and 3, in the following description, the left-right direction of the game field F is described as the X direction, and the front-back direction is described as the Y direction. The positive side in the X direction is the right side when viewed from the player, and the negative side in the X direction is the left side when viewed from the player. The positive side in the Y direction is the front side (front side as viewed from the player), and the negative side in the Y direction is rear side (back side as viewed from the player). The XY plane corresponds to the horizontal plane.
 図1および図2に例示される通り、ゲームフィールドFには、フレーム部20とテーブル30とプッシャー部40と投入部50Lおよび投入部50Rとが設置される。フレーム部20は、ゲーム装置1の各要素を支持する構造体であり、側壁部21Lと側壁部21Rと前壁部23と後壁部24とを含んで構成される。側壁部21Lおよび側壁部21Rは、相互に対向するようにゲームフィールドFの左右に設置される。テーブル30およびプッシャー部40は、側壁部21Lと側壁部21Rとの間に設置される。前壁部23は、テーブル30におけるY方向の正側の周縁である前縁E2から離間した位置でX方向に延在する部材である。すなわち、テーブル30の前縁E2と前壁部23との間にはX方向に長尺な開口(以下「落下口」という)Qが形成される。後壁部24は、プッシャー部40の上面(以下「第1面」という)S1に対向するX方向に長尺な部材である。 As illustrated in FIGS. 1 and 2, in the game field F, a frame unit 20, a table 30, a pusher unit 40, a charging unit 50L, and a charging unit 50R are installed. The frame portion 20 is a structure that supports each element of the game apparatus 1, and is configured to include a side wall portion 21L, a side wall portion 21R, a front wall portion 23, and a rear wall portion 24. The side wall portion 21L and the side wall portion 21R are installed on the left and right of the game field F so as to face each other. The table 30 and the pusher portion 40 are installed between the side wall portion 21L and the side wall portion 21R. The front wall portion 23 is a member that extends in the X direction at a position separated from the front edge E2 that is the positive side edge of the table 30 in the Y direction. That is, between the front edge E2 of the table 30 and the front wall portion 23, a long opening (hereinafter referred to as "falling port") Q in the X direction is formed. The rear wall portion 24 is a member elongated in the X direction facing the upper surface (hereinafter referred to as “first surface”) S1 of the pusher portion 40.
 テーブル30は、略水平に設置された平板状の部材である。例えばアクリル樹脂等の光透過性の樹脂材料でテーブル30は形成される。図3に例示される通り、テーブル30の上面は、往復面S0と第2面S2とに区画される。往復面S0は、水平面(X-Y平面)に略平行な平面である。第2面S2は、往復面S0からみてY方向の正側に位置する領域である。 The table 30 is a flat plate-shaped member installed substantially horizontally. The table 30 is formed of a light-transmitting resin material such as acrylic resin. As illustrated in FIG. 3, the upper surface of the table 30 is divided into a reciprocating surface S0 and a second surface S2. The reciprocating surface S0 is a plane substantially parallel to the horizontal plane (XY plane). The second surface S2 is an area located on the positive side in the Y direction when viewed from the reciprocating surface S0.
 プッシャー部40は、テーブル30の面上で往復する立体的な構造体(プッシャーテーブル)である。プッシャー部40は、移動テーブルまたは往復運動部とも換言される。具体的には、プッシャー部40は、図3に例示される通り、往復面S0の面上でY方向に沿って反復的に往復する。プッシャー部40が往復する方向をY方向と定義し、水平面内でY方向に直交する方向をX方向と定義してもよい。 The pusher unit 40 is a three-dimensional structure (pusher table) that reciprocates on the surface of the table 30. The pusher unit 40 is also referred to as a moving table or a reciprocating unit. Specifically, as illustrated in FIG. 3, the pusher section 40 reciprocates reciprocally along the Y direction on the reciprocating surface S0. The direction in which the pusher section 40 reciprocates may be defined as the Y direction, and the direction orthogonal to the Y direction in the horizontal plane may be defined as the X direction.
 投入部50Lおよび投入部50Rは、プッシャー部40の第1面S1に向けて遊技体Bを投入可能な機構である。投入部50Lは、図1に例示される通り、プッシャー部40の中心よりも左側からX方向の正側に向けて遊技体Bを第1面S1に投入する。投入部50Rは、プッシャー部40の中心よりも右側からX方向の負側に向けて遊技体Bを第1面S1に投入する。図1に例示される通り、本実施形態の遊技体Bは球体(ボール)である。したがって、例えばプッシャー部40の第1面S1またはテーブル30の第2面S2の面上で遊技体Bは転動可能である。遊技体Bは、例えばアクリル樹脂またはガラス等の光透過性の材料で形成される。 The charging unit 50L and the charging unit 50R are mechanisms capable of charging the game machine B toward the first surface S1 of the pusher unit 40. As illustrated in FIG. 1, the loading unit 50L loads the game object B onto the first surface S1 from the left side of the center of the pusher unit 40 toward the positive side in the X direction. The charging unit 50R charges the game object B onto the first surface S1 from the right side of the center of the pusher unit 40 toward the negative side in the X direction. As illustrated in FIG. 1, the game object B of the present embodiment is a sphere (ball). Therefore, for example, the game object B can roll on the surface of the first surface S1 of the pusher portion 40 or the surface of the second surface S2 of the table 30. The game body B is formed of a light transmissive material such as acrylic resin or glass.
 投入部50Lおよび投入部50Rの各々が遊技体Bを投入する方向および時点は可変である。遊技者は、図1の操作パネル10における操作部11Lの操作子112を操作することで投入部50Lによる遊技体Bの投入の方向を変更可能である。具体的には、投入部50Lの投入の方向は、操作子112が押下された状態では所定の範囲内で反復的に変化し、操作子112の押下が解除された時点の方向に確定する。投入部50Rについても同様であり、遊技者は、操作パネル10における操作部11Rの操作子112を操作することで投入部50Rによる投入方向を変更可能である。また、操作パネル10における操作部11Lの操作子113が操作されると投入部50Lから遊技体Bが投入され、操作部11Rの操作子113が操作されると投入部50Rから遊技体Bが投入される。なお、投入部50Lおよび投入部50Rの一方のみを設置してもよい。 The direction and time when each of the throwing unit 50L and the throwing unit 50R throws the game machine B is variable. The player can change the direction in which the game object B is loaded by the loading unit 50L by operating the operator 112 of the operation unit 11L on the operation panel 10 of FIG. Specifically, the throwing direction of the throwing unit 50L repeatedly changes within a predetermined range when the operating element 112 is pressed, and is determined to be the direction at the time when the pressing of the operating element 112 is released. The same applies to the throw-in section 50R, and the player can change the throw-in direction by the throw-in section 50R by operating the operator 112 of the operation section 11R in the operation panel 10. Further, when the operation member 113 of the operation unit 11L of the operation panel 10 is operated, the game object B is inserted from the insertion unit 50L, and when the operation member 113 of the operation unit 11R is operated, the game object B is inserted from the insertion unit 50R. To be done. Note that only one of the charging unit 50L and the charging unit 50R may be installed.
 図4は、図1のゲームフィールドFに遊技体Bが配置された状態を例示する斜視図である。図4に例示される通り、実際の遊技の場面では、第1面S1および第2面S2に多数の遊技体Bが敷き詰められる。投入部50Lおよび投入部50Rから第1面S1に投入された複数の遊技体Bは、プッシャー部40が後方(Y方向の負側)に移動しているときに後壁部24により押圧される。複数の遊技体Bが後壁部24により押圧されることで順次に移動し、プッシャー部40におけるY方向の正側の周縁である前縁E1の近傍に位置する余剰の遊技体Bが、第1面S1からテーブル30の第2面S2に落下する。第2面S2上の複数の遊技体Bは、前方に移動するプッシャー部40により押圧されることで順次に移動し、テーブル30の前縁E2の近傍に位置する余剰の遊技体Bが第2面S2から落下口Qに落下する。 FIG. 4 is a perspective view illustrating a state where the game object B is arranged in the game field F of FIG. As illustrated in FIG. 4, in an actual game scene, a large number of game objects B are spread over the first surface S1 and the second surface S2. The plurality of game objects B thrown into the first surface S1 from the throw-in section 50L and the throw-in section 50R are pressed by the rear wall section 24 when the pusher section 40 is moving backward (negative side in the Y direction). . The plurality of game objects B are sequentially moved by being pressed by the rear wall portion 24, and the surplus game objects B located near the front edge E1 which is the positive side peripheral edge in the Y direction of the pusher portion 40 are It falls from the first surface S1 to the second surface S2 of the table 30. The plurality of game objects B on the second surface S2 are sequentially moved by being pressed by the pusher portion 40 that moves forward, and the surplus game objects B located near the front edge E2 of the table 30 are the second ones. It falls from the surface S2 to the drop port Q.
 図1および図2に例示される通り、落下口Qには、遊技体Bを検出する検出器60が設置される。検出器60が検出した遊技体Bの個数に応じた報酬が遊技者に付与される。例えば、遊技体Bの個数に応じた数値が報酬として遊技者のクレジットの数量に加算される。なお、落下口Qに落下した遊技体Bの個数に応じた数量のトークンコインを払出口(図示略)から報酬として排出してもよい。 As illustrated in FIG. 1 and FIG. 2, a detector 60 that detects the game B is installed in the drop port Q. A reward is given to the player according to the number of game objects B detected by the detector 60. For example, a numerical value corresponding to the number of game objects B is added as a reward to the player's credit amount. It should be noted that the token coins in the number corresponding to the number of the game objects B dropped in the drop slot Q may be discharged from the payout opening (not shown) as a reward.
 図3に例示される通り、テーブル30の下方には発光部61が設置される。発光部61は、テーブル30を照明する光源であり、例えばLED(Light Emitting Diode)等の発光素子を含んで構成される。前述の通り、遊技体Bおよびテーブル30は光透過性であるから、発光部61からの出射光はテーブル30を通過し、遊技体Bを通過しながら適度に散乱して遊技者に視認される。また、プッシャー部40の上方には発光部62が設置される。発光部62は、プッシャー部40の第1面S1を照明する光源であり、例えばLED等の発光素子を含んで構成される。発光部62からの出射光は、遊技体Bを通過しながら適度に散乱して遊技者に視認される。以上の説明から理解される通り、第1面S1および第2面S2上の複数の遊技体Bを電飾に利用した意匠的な演出が実現される。なお、仮にプッシャー部40の内部に発光部62を設置した場合、発光部62がプッシャー部40とともに移動するから、往復範囲内の何れの地点にプッシャー部40が位置する状態でも発光部62に電力を供給するための仕組みが必要である。これに対し、本実施形態では、プッシャー部40の外部に発光部62が固定されるから、プッシャー部40の位置に関わらず、簡便な構成により発光部62に定常的に電力を供給できるという利点がある。 As illustrated in FIG. 3, a light emitting unit 61 is installed below the table 30. The light emitting unit 61 is a light source that illuminates the table 30, and includes a light emitting element such as an LED (Light Emitting Diode). As described above, since the game object B and the table 30 are light-transmissive, the light emitted from the light emitting section 61 passes through the table 30 and is appropriately scattered while passing through the game object B and is visually recognized by the player. . A light emitting unit 62 is installed above the pusher unit 40. The light emitting section 62 is a light source that illuminates the first surface S1 of the pusher section 40, and includes a light emitting element such as an LED. The light emitted from the light emitting portion 62 is appropriately scattered while passing through the game object B and is visually recognized by the player. As can be understood from the above description, a design effect using a plurality of game objects B on the first surface S1 and the second surface S2 for illumination is realized. If the light emitting unit 62 is installed inside the pusher unit 40, the light emitting unit 62 moves together with the pusher unit 40. Therefore, even if the pusher unit 40 is located at any point within the reciprocating range, the light emitting unit 62 receives power. It is necessary to have a mechanism for supplying On the other hand, in the present embodiment, since the light emitting unit 62 is fixed to the outside of the pusher unit 40, it is possible to constantly supply power to the light emitting unit 62 with a simple configuration regardless of the position of the pusher unit 40. There is.
 図1および図2に例示される通り、テーブル30の第2面S2には、ガイド部33が設置される。ガイド部33は、遊技体Bの前方への移動を許容しつつ、ガイド部33が無い場合に比べて、遊技体Bが第2面S2における前縁E2以外の周縁に向かう傾向を高める機能を有する。ガイド部33は、第2面S2から上方に突出する2つの凸部33Lおよび33Rを有する。凸部33Lおよび33Rは、例えばアクリル樹脂等の光透過性の樹脂材料で構成される。このため、前述の発光部61からの出射光がガイド部33を通過するから、前述の意匠的な演出が維持される。なお、凸部33Lおよび33Rの構成材料は、光透過性の樹脂材料に限定されず、意匠的な演出の態様によっては、光透過性を有しなくてもよく、例えば、金属材料等であってもよい。また、凸部33Lおよび33Rは、テーブル30と一体でも別体でもよい。別体である場合、凸部33Lおよび33Rは、テーブル30に対して粘着剤、接着剤またはネジ止め等により固定される。 As illustrated in FIGS. 1 and 2, the guide portion 33 is installed on the second surface S2 of the table 30. The guide part 33 has a function of increasing the tendency of the game body B toward the peripheral edge of the second surface S2 other than the front edge E2 as compared with the case where the guide part 33 is not provided, while allowing the game body B to move forward. Have. The guide portion 33 has two convex portions 33L and 33R protruding upward from the second surface S2. The convex portions 33L and 33R are made of a light transmissive resin material such as acrylic resin. Therefore, the emitted light from the light emitting unit 61 passes through the guide unit 33, so that the design effect described above is maintained. In addition, the constituent material of the convex portions 33L and 33R is not limited to the light-transmitting resin material, and may not have light-transmitting property, for example, a metal material or the like, depending on the design aspect. May be. Further, the convex portions 33L and 33R may be integrated with the table 30 or may be separate bodies. When it is a separate body, the convex portions 33L and 33R are fixed to the table 30 with an adhesive, an adhesive, a screw, or the like.
 図5は、ガイド部33が有する凸部33Lおよび33Rの配置を示す平面図である。図5に例示される通り、凸部33Lは、第2面S2の中心を基準としてX方向の負側の領域に設けられる。一方、凸部33Rは、第2面S2の中心を基準としてX方向の正側の領域に設けられる。図5の例示では、凸部33Lおよび33Rは、X方向で対称に配置される。凸部33Lおよび33Rは、それぞれ、Y方向に対して角度θ1で傾斜する方向に直線的に延びる長尺状の部材である。ここで、凸部33Lおよび33Rは、互いの間の距離がY方向の負側から正側に向かうに従い広がって配置される。したがって、後方側からの遊技体Bを、凸部33Lの後方側の壁面331に沿って、第2面S2におけるX方向の負側の周縁である側縁ELに向けて導くことができる。同様に、後方側からの遊技体Bを、凸部33Rの後方側の壁面331に沿って、第2面S2におけるX方向の正側の周縁である側縁ERに向けて導くことができる。また、凸部33Lおよび33Rは、それぞれ、プッシャー部40の前方への移動に伴って遊技体Bが乗り越えることが可能に構成される。このため、前述の図4に示すように、多数の遊技体Bを第2面S2に敷き詰めた状態を維持できる。なお、凸部33Lおよび33Rは、X方向で非対称な形状でもよい。 FIG. 5 is a plan view showing the arrangement of the convex portions 33L and 33R of the guide portion 33. As illustrated in FIG. 5, the convex portion 33L is provided in a region on the negative side in the X direction with the center of the second surface S2 as a reference. On the other hand, the convex portion 33R is provided in the area on the positive side in the X direction with respect to the center of the second surface S2. In the example of FIG. 5, the convex portions 33L and 33R are arranged symmetrically in the X direction. Each of the convex portions 33L and 33R is a long member that extends linearly in a direction inclined at an angle θ1 with respect to the Y direction. Here, the convex portions 33L and 33R are arranged such that the distance between them becomes wider from the negative side to the positive side in the Y direction. Therefore, the game object B from the rear side can be guided along the rear side wall surface 331 of the convex portion 33L toward the side edge EL which is the negative edge in the X direction of the second surface S2. Similarly, the game object B from the rear side can be guided along the rear side wall surface 331 of the convex portion 33R toward the side edge ER which is the positive side peripheral edge in the X direction of the second surface S2. Further, the convex portions 33L and 33R are respectively configured such that the game object B can get over the forward movement of the pusher portion 40. Therefore, as shown in FIG. 4 described above, it is possible to maintain a state in which a large number of game objects B are spread over the second surface S2. The convex portions 33L and 33R may have an asymmetric shape in the X direction.
 図6は、図5におけるVI-VI線の断面図である。図6では、凸部33Rを代表的に図示する。なお、凸部33Lは、凸部33Rと左右逆の構成である点以外は、凸部33Rと同様である。図6に例示される通り、ガイド部33は、鉛直方向およびY方向の双方に沿う平面で切断したとき、矩形の断面を有する。したがって、壁面331は、第2面S2に対して直交する。すなわち、壁面331と第2面S2とのなす角度θ2は、90°である。また、壁面331の高さh1は、プッシャー部40の前方への移動に伴って遊技体Bが乗り越えることが可能な程度に設定される。ここで、第2面S2は、前方側(Y方向の正側)が低くなるように水平面Hに対して角度θ0で傾斜する。したがって、第2面S2上の複数の遊技体Bは重力により第2面S2における前縁E2に向かって移動しようとする。このため、ガイド部33に対して後方側に位置する遊技体Bは、ゲームの進行に伴って、壁面331に当接する。壁面331に当接した遊技体Bは、プッシャー部40から他の遊技体Bを介して伝わる前方への押圧力が所定未満である場合、壁面331に沿って移動する。これに対し、当該押圧力が所定以上である場合、壁面331に当接した遊技体Bは、壁面331を乗り越えて前方側に移動する。 FIG. 6 is a sectional view taken along the line VI-VI in FIG. In FIG. 6, the convex portion 33R is shown as a representative. The convex portion 33L is the same as the convex portion 33R except that the convex portion 33L has a left-right reversed configuration. As illustrated in FIG. 6, the guide portion 33 has a rectangular cross section when cut along a plane along both the vertical direction and the Y direction. Therefore, the wall surface 331 is orthogonal to the second surface S2. That is, the angle θ2 formed by the wall surface 331 and the second surface S2 is 90 °. Further, the height h1 of the wall surface 331 is set to such an extent that the game object B can get over the forward movement of the pusher portion 40. Here, the second surface S2 is inclined at an angle θ0 with respect to the horizontal plane H so that the front side (the positive side in the Y direction) becomes lower. Therefore, the plurality of game objects B on the second surface S2 try to move toward the front edge E2 on the second surface S2 due to gravity. Therefore, the game body B located on the rear side of the guide portion 33 comes into contact with the wall surface 331 as the game progresses. The game object B contacting the wall surface 331 moves along the wall surface 331 when the forward pressing force transmitted from the pusher portion 40 via the other game object B is less than a predetermined value. On the other hand, when the pressing force is greater than or equal to the predetermined value, the game object B that has contacted the wall surface 331 moves over the wall surface 331 and moves to the front side.
 高さh1は、角度θ0、θ1およびθ2の大きさ等にもよるが、例えば、遊技体Bの高さすなわち直径Dに対して、1/50倍以上1/5倍以下の範囲内であることが好ましく、1/30倍以上1/10倍以下の範囲内であることがより好ましく、1/20倍以上1/10倍以下の範囲内であることがさらに好ましい。この範囲内に高さh1を設定することにより、壁面331に対する遊技体Bの乗り越えやすさと、壁面331に沿う遊技体Bの移動量とのバランスを最適化しやすいという利点がある。また、高さh1は、壁面331の延在方向での全域にわたって一定でもよいし変化してもよい。壁面331の延在方向での異なる位置で高さh1を異ならせることによって、前述のバランスを第2面S2のY方向において異ならせることができる。 The height h1 depends on the size of the angles θ0, θ1 and θ2, etc., but is within the range of 1/50 times or more and 1/5 times or less the height of the game object B, that is, the diameter D, for example. It is preferably 1/30 times or more and 1/10 times or less, more preferably 1/20 times or more and 1/10 times or less. By setting the height h1 within this range, there is an advantage that it is easy to optimize the balance between the ease of getting over the game object B on the wall surface 331 and the amount of movement of the game object B along the wall surface 331. The height h1 may be constant or may change over the entire area of the wall surface 331 in the extending direction. By making the height h1 different at different positions in the extending direction of the wall surface 331, the above-mentioned balance can be made different in the Y direction of the second surface S2.
 角度θ0は、特に限定されないが、例えば、0°よりも大きく、かつ10°以下の範囲内である。角度θ1は、0°よりも大きく、かつ90°以下の範囲内であればよいが、例えば、20°以上80°以下の範囲内であることが好ましく、45°以上70°以下の範囲内であることがより好ましい。この範囲内に角度θ1を設定することにより、本実施形態のようにガイド部33が2つの凸部33Lおよび33Rで構成される場合であっても、第2面S2のX方向およびY方向の各方向での広範囲にわたってガイド部33を配置することができる。また、壁面331に対する遊技体Bの乗り越えやすさと、壁面331に沿う遊技体Bの移動量とのバランスを最適化しやすいという利点がある。これに対し、角度θ1が小さすぎると、遊技体Bが壁面331を乗り越え難くなる。一方、角度θ1が大きすぎると、壁面331に沿う遊技体Bの移動量を大きくすることが難しくなる。 The angle θ0 is not particularly limited, but is, for example, larger than 0 ° and within a range of 10 ° or less. The angle θ1 may be greater than 0 ° and within a range of 90 ° or less, but is preferably within a range of 20 ° or more and 80 ° or less, for example, within a range of 45 ° or more and 70 ° or less. More preferably. By setting the angle θ1 within this range, even in the case where the guide portion 33 is composed of the two convex portions 33L and 33R as in the present embodiment, the second surface S2 in the X direction and the Y direction can be formed. The guide portion 33 can be arranged over a wide range in each direction. Further, there is an advantage that it is easy to optimize the balance between the ease with which the game object B can get over the wall surface 331 and the amount of movement of the game object B along the wall surface 331. On the other hand, if the angle θ1 is too small, it becomes difficult for the game machine B to get over the wall surface 331. On the other hand, if the angle θ1 is too large, it becomes difficult to increase the movement amount of the game object B along the wall surface 331.
 凸部33Lおよび33Rの壁面331同士の間のX方向での最短距離である距離dx1は、例えば、第2面S2のX方向での最大幅W0に対して、0倍以上1/2倍以下の範囲内であることが好ましく、0倍以上1/3倍以下の範囲内であることがより好ましく、0倍以上1/4倍以下の範囲内であることがさらに好ましい。この範囲内に距離dx1を設定することにより、第2面S2上において壁面331の影響を受けずにY方向に移動する遊技体Bの数を低減できる。なお、凸部33Lおよび33Rの壁面331同士は、図5の例示では離間するが、離間せずに接触してもよい。 The distance dx1 which is the shortest distance in the X direction between the wall surfaces 331 of the convex portions 33L and 33R is, for example, 0 times or more and 1/2 times or less of the maximum width W0 of the second surface S2 in the X direction. Is preferably in the range of 0 times or more and 1/3 times or less, and more preferably in the range of 0 times or more and 1/4 times or less. By setting the distance dx1 within this range, it is possible to reduce the number of game objects B that move in the Y direction without being affected by the wall surface 331 on the second surface S2. Although the wall surfaces 331 of the convex portions 33L and 33R are separated from each other in the example shown in FIG. 5, they may be in contact with each other without being separated from each other.
 凸部33Lの壁面331と側縁ELとの間、または凸部33Rの壁面331と側縁ERとの間の距離dX3は、例えば、第2面S2のX方向での最大幅W0に対して、0倍以上1/3倍以下の範囲内であることが好ましく、0倍以上1/4倍以下の範囲内であることがより好ましい。この範囲内に距離dx3を設定することにより、第2面S2上において壁面331の影響を受けずにY方向に移動する遊技体Bの数を低減できる。 The distance dX3 between the wall surface 331 of the convex portion 33L and the side edge EL or between the wall surface 331 of the convex portion 33R and the side edge ER is, for example, with respect to the maximum width W0 in the X direction of the second surface S2. , 0 times or more and 1/3 times or less is preferable, and 0 times or more and 1/4 times or less is more preferable. By setting the distance dx3 within this range, it is possible to reduce the number of game objects B that move in the Y direction without being affected by the wall surface 331 on the second surface S2.
 図1から図3に例示される通り、テーブル30には第1規制部31が設置される。第1規制部31は、テーブル30の前縁E2に沿って第2面S2から突出する部材である。具体的には、第1規制部31は、前縁E2の全体にわたりX方向(すなわちプッシャー部40が往復するY方向に交差する方向)に沿って直線状に延在する。ここで、第1規制部31は、Y方向の正側が高くなるように水平面Hに対して傾斜する。このため、第2面S2における前縁E2から落下口Qに多数の遊技体Bが自由に落下することが第1規制部31により抑制される。したがって、転動可能な球状の遊技体Bを利用した構成にも関わらず、遊技体Bを徐々に移動させてテーブル30から落下させることができる。 As illustrated in FIGS. 1 to 3, the table 30 is provided with a first regulation unit 31. The first restricting portion 31 is a member protruding from the second surface S2 along the front edge E2 of the table 30. Specifically, the first restricting portion 31 extends linearly along the X direction (that is, the direction intersecting the Y direction in which the pusher portion 40 reciprocates) over the entire front edge E2. Here, the 1st control part 31 inclines with respect to the horizontal surface H so that the positive side of a Y direction may become high. Therefore, the first restricting portion 31 suppresses a large number of game objects B from freely dropping from the front edge E2 on the second surface S2 to the drop opening Q. Therefore, it is possible to gradually move the game object B and drop it from the table 30 regardless of the configuration using the rollable spherical game object B.
 図1に例示される通り、側壁部21Lには、テーブル30におけるX方向の負側の周縁である側縁ELに沿う長尺状の開口部26Lが形成される。同様に、側壁部21Rには、テーブル30におけるX方向の正側の周縁である側縁ERに沿う長尺状の開口部26Rが形成される。第2面S2上の複数の遊技体Bがプッシャー部40により押圧されると、側縁ELの近傍に位置する余剰の遊技体Bは、X方向の負側に移動することで開口部26Lを通過してテーブル30から落下する(いわゆる親落ち(アウトゾーン))。同様に、側縁ERの近傍に位置する余剰の遊技体Bは、X方向の正側に移動することで開口部26Rを通過してテーブル30から落下する。開口部26Lまたは開口部26Rを通過してテーブル30から落下した遊技体Bは、ゲーム装置1の内部に貯留される。すなわち、遊技体Bが落下口Qに落下した場合には遊技者に報酬が付与されるのに対し、開口部26Lまたは開口部26Rを通過して遊技体Bが落下してもプレイヤに報酬は付与されない。なお、図4に例示される通り、開口部26Lおよび開口部26Rの近傍は、実際には遮蔽板27で被覆され、遊技者は視認できない。なお、側縁ELおよび側縁ERに沿ってテーブル30に形成された切欠部から遊技体Bを落下(親落ち)させてもよい。切欠部は、遊技体Bの直径を上回る横幅の開口である。切欠部を形成した構成では、開口部26Lおよび開口部26Rを省略してもよい。 As illustrated in FIG. 1, the side wall 21L has a long opening 26L formed along the side edge EL which is the negative edge of the table 30 in the X direction. Similarly, in the side wall portion 21R, a long opening 26R is formed along the side edge ER which is the positive side edge of the table 30 in the X direction. When the plurality of game objects B on the second surface S2 are pressed by the pusher portion 40, the excess game objects B located in the vicinity of the side edge EL move to the negative side in the X direction to open the opening 26L. It passes and falls from the table 30 (so-called parent drop (out zone)). Similarly, the surplus game body B located near the side edge ER passes through the opening 26R and drops from the table 30 by moving to the positive side in the X direction. The game object B that has passed through the opening 26L or the opening 26R and dropped from the table 30 is stored inside the game apparatus 1. That is, when the game object B falls into the drop opening Q, the player is rewarded, whereas the player is rewarded even if the game object B falls through the opening 26L or the opening 26R. Not granted. Note that, as illustrated in FIG. 4, the vicinity of the opening 26L and the opening 26R is actually covered with the shielding plate 27 and is not visible to the player. In addition, you may make the game body B fall (parent drop) from the notch formed in the table 30 along side edge EL and side edge ER. The notch is an opening having a width that exceeds the diameter of the game body B. In the configuration in which the cutout is formed, the opening 26L and the opening 26R may be omitted.
 図1および図2に例示される通り、側壁部21Lには、開口部26Lの開口面積を調整可能な調整機構28Lが設置される。同様に、側壁部21Rには、開口部26Rの開口面積を調整可能な調整機構28Rが設置される。 As illustrated in FIGS. 1 and 2, the sidewall 21L is provided with an adjusting mechanism 28L capable of adjusting the opening area of the opening 26L. Similarly, the side wall 21R is provided with an adjusting mechanism 28R capable of adjusting the opening area of the opening 26R.
 図7は、開口部26Lの開口面積を調整可能な調整機構28Lの一例を前方からみた図である。図8は、図7に示す機構の側面図である。図7および図8では、調整機構28Lを代表的に図示する。なお、調整機構28Rは、調整機構28Lと左右逆の構成である点以外は、調整機構28Lと同様である。図7および図8に例示される通り、調整機構28Lは、レール281と、スライダー282と、調整部材283と、を有する。レール281は、側壁部21Lに取り付けられる。レール281は、長尺状をなし、Y方向または側縁ELに沿って配置される。スライダー282は、レール281に沿って移動可能に設けられる。また、レール281上におけるスライダー282の位置は、図示しないネジ等によって固定される。調整部材283は、スライダー282にネジ止め等により固定される。ここで、調整部材283は、第2面S2に直交するように配置される板状の部材であり、レール281上におけるスライダー282の位置に応じて、開口部26Lの全部または一部を塞ぐ。調整部材283は、スライダー282とともにY方向または側縁ELに沿って移動可能である。図8に例示される通り、調整部材283は、この移動により開口部26Lの開口面積を調整する。ここで、調整部材283の位置が後方に向かうに従い、開口部26Lの開口面積が大きくなる。開口部26Lの開口面積を大きくすると、遊技体Bが開口部26Lを通過して落下する可能性が高まる。なお、調整機構28Lの構成は、開口部26Lの開口面積を調節することができればよく、図7および図8に示す構成に限定されない。例えば、調整部材283を大きさの異なる部材に交換することにより、当該開口面積を調節してもよい。また、開口部26Lおよび26Rは、テーブル30の上面に設けられる開口を含んで構成してもよく、この場合、当該開口の面積を調整してもよい。 FIG. 7 is a diagram of an example of the adjustment mechanism 28L capable of adjusting the opening area of the opening 26L as seen from the front. FIG. 8 is a side view of the mechanism shown in FIG. 7 and 8, the adjusting mechanism 28L is illustrated as a representative. The adjusting mechanism 28R is the same as the adjusting mechanism 28L, except that the adjusting mechanism 28L has a configuration that is laterally reversed from the adjusting mechanism 28L. As illustrated in FIGS. 7 and 8, the adjustment mechanism 28L includes a rail 281, a slider 282, and an adjustment member 283. The rail 281 is attached to the side wall portion 21L. The rail 281 has an elongated shape and is arranged in the Y direction or along the side edge EL. The slider 282 is provided so as to be movable along the rail 281. The position of the slider 282 on the rail 281 is fixed by a screw or the like (not shown). The adjusting member 283 is fixed to the slider 282 by screwing or the like. Here, the adjusting member 283 is a plate-shaped member arranged so as to be orthogonal to the second surface S2, and closes all or part of the opening 26L according to the position of the slider 282 on the rail 281. The adjusting member 283 is movable along with the slider 282 in the Y direction or along the side edge EL. As illustrated in FIG. 8, the adjustment member 283 adjusts the opening area of the opening 26L by this movement. Here, as the position of the adjusting member 283 moves rearward, the opening area of the opening 26L increases. When the opening area of the opening 26L is increased, the possibility that the game machine B will pass through the opening 26L and fall. The configuration of the adjusting mechanism 28L is not limited to the configuration shown in FIGS. 7 and 8 as long as the opening area of the opening 26L can be adjusted. For example, the opening area may be adjusted by replacing the adjusting member 283 with a member having a different size. The openings 26L and 26R may include an opening provided on the upper surface of the table 30, and in this case, the area of the opening may be adjusted.
 図1および図2に例示される通り、側縁ELに沿って第2面S2から突出する第2規制部32Lがテーブル30に設置される。第2規制部32Lは、開口部26Lの全長にわたり延在する長尺状の部材である。第2規制部32Lは、X方向の負側ほど高くなるように水平面Hに対して傾斜する。このため、第2面S2の側縁ELから多数の遊技体Bが開口部26Lを通過して落下すること(親落ち)が第2規制部32Lにより抑制される。 As illustrated in FIGS. 1 and 2, the second restricting portion 32L protruding from the second surface S2 along the side edge EL is installed on the table 30. The second restricting portion 32L is a long member that extends over the entire length of the opening 26L. The second restricting portion 32L is inclined with respect to the horizontal plane H such that the second restricting portion 32L becomes higher on the negative side in the X direction. For this reason, the second restricting portion 32L suppresses a large number of game objects B from passing through the opening 26L and falling (parent drop) from the side edge EL of the second surface S2.
 同様に、側縁ERに沿って第2面S2から突出する第2規制部32Rがテーブル30に設置される。第2規制部32Rは、開口部26Rの全長にわたり延在する長尺状の部材である。第2規制部32Rは、X方向の正側ほど高くなるように水平面Hに対して傾斜する。このため、第2面S2の側縁ERから多数の遊技体Bが開口部26Rを通過して落下することが第2規制部32Rにより抑制される。 Similarly, the second restricting portion 32R protruding from the second surface S2 along the side edge ER is installed on the table 30. The second restricting portion 32R is a long member that extends over the entire length of the opening 26R. The second restricting portion 32R is inclined with respect to the horizontal plane H such that the second restricting portion 32R becomes higher on the positive side in the X direction. For this reason, the second restricting portion 32R prevents a large number of game objects B from passing through the opening 26R and dropping from the side edge ER of the second surface S2.
 図2および図3に例示される通り、本実施形態におけるプッシャー部40には第3規制部41が設置される。第3規制部41は、プッシャー部40の前縁E1に沿って第1面S1から突出する部材である。具体的には、第3規制部41は、前縁E1の全体にわたりX方向(すなわちプッシャー部40が往復するY方向に交差する方向)に沿って延在する。第3規制部41は、Y方向の正側が高くなるように水平面Hに対して傾斜する。このため、第1面S1の前縁E1から多数の遊技体Bが自由に落下することが第3規制部41により抑制される。 As illustrated in FIG. 2 and FIG. 3, the pusher unit 40 in the present embodiment is provided with a third restriction unit 41. The third restricting portion 41 is a member that projects from the first surface S1 along the front edge E1 of the pusher portion 40. Specifically, the third restricting portion 41 extends along the X direction (that is, the direction intersecting the Y direction in which the pusher portion 40 reciprocates) over the entire front edge E1. The 3rd control part 41 inclines with respect to the horizontal surface H so that the positive side of a Y direction may become high. Therefore, the third restricting portion 41 suppresses a large number of game objects B from freely dropping from the front edge E1 of the first surface S1.
 図2に例示される通り、プッシャー部40の第1面S1には、Y方向(すなわちプッシャー部40の往復の方向)に沿う複数の溝部42が形成される。このため、投入部50Lまたは投入部50RからX方向に投入される遊技体Bがプッシャー部40の反対側の端部まで自由に到達することが抑制される。複数の溝部42は、略等間隔でX方向に配列する。X方向に隣合う2本の溝部42の間隔は遊技体Bの直径を下回り、各溝部42の深さは遊技体Bの直径を下回る。なお、溝部42の形状は適宜に変更される。例えば、曲面状(断面波状)または複数の平面を組合わせた形状(例えば蛇腹状)の溝部42を第1面S1に形成してもよい。また、各溝部42の間隔を、X方向の位置に応じて相違させてもよい。 As illustrated in FIG. 2, a plurality of groove portions 42 are formed on the first surface S1 of the pusher portion 40 along the Y direction (that is, the reciprocating direction of the pusher portion 40). Therefore, it is possible to prevent the game object B inserted in the X direction from the insertion portion 50L or the insertion portion 50R from freely reaching the end portion on the opposite side of the pusher portion 40. The plurality of groove portions 42 are arranged in the X direction at substantially equal intervals. The distance between the two groove portions 42 adjacent to each other in the X direction is smaller than the diameter of the game body B, and the depth of each groove portion 42 is smaller than the diameter of the game body B. The shape of the groove portion 42 is changed appropriately. For example, the groove portion 42 having a curved surface shape (wave shape in cross section) or a shape combining a plurality of flat surfaces (for example, a bellows shape) may be formed on the first surface S1. Further, the interval between the groove portions 42 may be different depending on the position in the X direction.
 プッシャー部40は、図3に例示される通り、以上に説明した第1面S1のほか、傾斜面Saと押圧面Sbとを含んで構成される。押圧面Sbは、テーブル30の往復面S0に対して略垂直に起立した壁面である。第2面S2上の遊技体Bは、プッシャー部40の往復とともに押圧面SbによりY方向に押圧される。なお、押圧面Sbが往復面S0に対して傾斜してもよい。 As illustrated in FIG. 3, the pusher section 40 is configured to include the inclined surface Sa and the pressing surface Sb in addition to the first surface S1 described above. The pressing surface Sb is a wall surface that stands substantially perpendicular to the reciprocating surface S0 of the table 30. The game object B on the second surface S2 is pressed in the Y direction by the pressing surface Sb as the pusher portion 40 reciprocates. The pressing surface Sb may be inclined with respect to the reciprocating surface S0.
 傾斜面Saは、プッシャー部40の第1面S1に対して前方側に傾斜する外装面である。具体的には、傾斜面Saは、Y方向の正側ほど低くなるように第1面S1に対して傾斜する。図2および図3に例示される通り、プッシャー部40の傾斜面Saには、当該傾斜面Saから突出する複数の突起部43が形成される。各突起部43は、例えば円柱または角柱等の柱体、あるいは円錐または角錐等の錐体(または錐台)である。複数の突起部43は、相互に間隔をあけて傾斜面Saに分散的に配置される。相互に隣合う2個の突起部43は遊技体Bの直径を上回る。したがって、第1面S1から第3規制部41を乗り越えて傾斜面Saに落下した遊技体Bは、各突起部43に衝突しながら各突起部43の間を不規則に移動し、傾斜面Saの最下端(すなわち傾斜面Saと押圧面Sbとの境界)からテーブル30の第2面S2に落下する。すなわち、複数の突起部43は、傾斜面Sa上における遊技体Bの直線的な移動を抑制する。 The inclined surface Sa is an exterior surface inclined forward with respect to the first surface S1 of the pusher portion 40. Specifically, the inclined surface Sa is inclined with respect to the first surface S1 so as to be lower on the positive side in the Y direction. As illustrated in FIGS. 2 and 3, the inclined surface Sa of the pusher portion 40 is provided with a plurality of protrusions 43 protruding from the inclined surface Sa. Each protrusion 43 is, for example, a column body such as a column or a prism, or a cone (or a truncated cone) such as a cone or a pyramid. The plurality of protrusions 43 are arranged dispersively on the inclined surface Sa with an interval therebetween. The two protrusions 43 adjacent to each other exceed the diameter of the game machine B. Therefore, the game object B that has passed over the third restricting portion 41 from the first surface S1 and dropped onto the inclined surface Sa moves irregularly between the protruding portions 43 while colliding with the protruding portions 43, and the inclined surface Sa From the lowermost end (that is, the boundary between the inclined surface Sa and the pressing surface Sb) to the second surface S2 of the table 30. That is, the plurality of protrusions 43 suppress the linear movement of the game object B on the inclined surface Sa.
 プッシャー部40の押圧面Sb(すなわち前面)には複数の滞留部材44が設置される。図2に例示される通り、各滞留部材44は、凹部441と案内路442とが上面に形成された構造体である。凹部441は、遊技体Bが円滑に移動可能な曲面状(例えば球面状または円筒状)の窪みである。案内路442は、凹部441の前方側に形成されて当該凹部441に連通する窪み(具体的にはY方向に沿う溝状の経路)である。 A plurality of retention members 44 are installed on the pressing surface Sb (that is, the front surface) of the pusher section 40. As illustrated in FIG. 2, each retention member 44 is a structure having a recess 441 and a guide path 442 formed on the upper surface. The recessed portion 441 is a curved surface-shaped (for example, spherical or cylindrical) recess that allows the game object B to move smoothly. The guide path 442 is a recess (specifically, a groove-shaped path along the Y direction) formed on the front side of the recess 441 and communicating with the recess 441.
 傾斜面Saのうち各滞留部材44の直上以外の位置から落下した遊技体Bは、滞留部材44に接触することなくテーブル30の第2面S2に直接的に落下する。他方、傾斜面Saのうち各滞留部材44の直上から落下した遊技体Bは、第2面S2に直接的に落下する前に滞留部材44の凹部441に受止められる。滞留部材44の凹部441に落下した遊技体Bは、図2に破線で図示される通り、凹部441の曲面に沿って反復的に左右に揺動しながら前方側(案内路442側)に徐々に移動し、凹部441の端部から案内路442を通過して滞留部材44から落下する。以上の説明から理解される通り、滞留部材44は、プッシャー部40の第1面S1および傾斜面Saから落下した遊技体Bを滞留させる。 The game object B dropped from a position other than directly above each stay member 44 on the inclined surface Sa directly drops onto the second surface S2 of the table 30 without contacting the stay member 44. On the other hand, the game object B that has fallen from directly above each staying member 44 on the inclined surface Sa is received by the recess 441 of the staying member 44 before directly falling onto the second surface S2. The game object B that has fallen into the recess 441 of the retaining member 44 gradually swings to the left and right along the curved surface of the recess 441 as shown by the broken line in FIG. 2, and gradually moves to the front side (the guide path 442 side). To pass through the guide path 442 from the end of the recess 441 and fall from the staying member 44. As can be understood from the above description, the retention member 44 retains the game object B dropped from the first surface S1 and the inclined surface Sa of the pusher portion 40.
 図2および図3に例示される通り、側壁部21Lと側壁部21Rとの間には架設体70が設置される。架設体70は、側壁部21Lから側壁部21RまでX方向に直線状に延在する長尺状の板状部材である。架設体70は、遊技体Bの直径を上回る間隔だけテーブル30の第2面S2から離間した高さに設置される。具体的には、架設体70は、Y方向からみてプッシャー部40の押圧面Sbに重なる。 As illustrated in FIGS. 2 and 3, a erection body 70 is installed between the side wall portion 21L and the side wall portion 21R. The erection body 70 is a long plate-shaped member that extends linearly in the X direction from the side wall portion 21L to the side wall portion 21R. The erection body 70 is installed at a height separated from the second surface S2 of the table 30 by an interval exceeding the diameter of the game body B. Specifically, the installation body 70 overlaps the pressing surface Sb of the pusher portion 40 when viewed from the Y direction.
 図1から図3に例示される通り、相異なる滞留部材44に対応する複数(3個)の通過孔71が架設体70に形成される。各通過孔71は、遊技体Bの直径を上回る内径に形成された略円形の貫通孔である。したがって、遊技体Bは、通過孔71を通過可能である。任意の1個の滞留部材44に対応する通過孔71は、当該滞留部材44に対応するX方向の位置に設置される。具体的には、滞留部材44における案内路442のX方向の位置と、当該滞留部材44に対応する通過孔71の中心のX方向の位置とは略一致する。 As illustrated in FIGS. 1 to 3, a plurality of (three) passage holes 71 corresponding to different retention members 44 are formed in the installation body 70. Each passage hole 71 is a substantially circular through hole formed with an inner diameter larger than the diameter of the game body B. Therefore, the game machine B can pass through the passage hole 71. The passage hole 71 corresponding to any one retaining member 44 is installed at a position in the X direction corresponding to the retaining member 44. Specifically, the position in the X direction of the guide path 442 in the stay member 44 and the position in the X direction at the center of the passage hole 71 corresponding to the stay member 44 substantially match.
 複数の滞留部材44はプッシャー部40と一体でY方向に往復するのに対し、架設体70のY方向の位置は固定である。すなわち、各滞留部材44は架設体70に対して反復的に接近および離間する。プッシャー部40が往復の範囲内の最も前方側に移動した状態(すなわち、滞留部材44が架設体70に最接近した状態)では、図3に例示される通り、各滞留部材44の案内路442の直下に通過孔71が位置する。したがって、プッシャー部40が架設体70に充分に接近した時点(すなわち往復範囲の前端の近傍に位置する時点)で滞留部材44の案内路442から遊技体Bが落下した場合には、当該遊技体Bは通過孔71を通過してからテーブル30の第2面S2に落下する。他方、プッシャー部40が架設体70から離間した時点で滞留部材44の案内路442から落下した遊技体Bは、通過孔71を通過することなくテーブル30の第2面S2に落下する。すなわち、滞留部材44から遊技体Bが落下した時点におけるプッシャー部40のY方向の位置に応じて、遊技体Bが通過孔71を通過するか否かが変化する。 The plurality of retention members 44 reciprocate in the Y direction integrally with the pusher section 40, while the position of the installation body 70 in the Y direction is fixed. That is, each retention member 44 repeatedly approaches and separates from the erected body 70. In the state where the pusher portion 40 moves to the most front side within the reciprocating range (that is, the state where the staying member 44 is closest to the installation body 70), as illustrated in FIG. 3, the guide path 442 of each staying member 44 is used. The passage hole 71 is located immediately below. Therefore, when the game machine B falls from the guide path 442 of the staying member 44 at the time when the pusher section 40 is sufficiently close to the erection body 70 (that is, when it is located near the front end of the reciprocating range), the game machine B passes through the passage hole 71 and then falls on the second surface S2 of the table 30. On the other hand, the game object B dropped from the guide path 442 of the staying member 44 when the pusher section 40 separates from the erection body 70, and falls on the second surface S2 of the table 30 without passing through the passage hole 71. That is, whether or not the game object B passes through the passage hole 71 changes depending on the position of the pusher portion 40 in the Y direction when the game object B is dropped from the staying member 44.
 各通過孔71の内周面には、遊技体Bの通過を検出するための検出器(図示略)が設置される。検出器(チェッカー)が遊技体Bの通過を検出すると、スロットゲーム等の抽選処理が実行され、当該抽選処理での当選を条件として遊技者に報酬が付与される。抽選処理の結果に応じて、第1面S1または第2面S2に所定数の遊技体Bを投入してもよい。また、抽選処理での当選を条件として、通常の遊技体Bよりも大径の遊技体(大玉)を第1面S1または第2面S2に投入してもよい。以上の説明から理解される通り、第1面S1から落下した遊技体Bが通過孔71を通過することを目標として遊技者が遊技体Bの投入(操作子の操作)の時点を調整するという興趣性が実現される。 A detector (not shown) for detecting the passage of the game B is installed on the inner peripheral surface of each passage hole 71. When the detector (checker) detects the passage of the game object B, a lottery process such as a slot game is executed, and a reward is given to the player on condition that the lottery process is won. Depending on the result of the lottery process, a predetermined number of game objects B may be loaded on the first surface S1 or the second surface S2. Further, a game object (larger ball) having a diameter larger than that of the normal game object B may be thrown into the first surface S1 or the second surface S2 on condition that the player wins in the lottery process. As can be understood from the above description, the player adjusts the time when the game machine B is dropped (operation of the operator) with the goal that the game machine B dropped from the first surface S1 passes through the passage hole 71. Amusement is realized.
 図9は、実施形態のゲーム装置1の制御系を示すブロック図である。図9に例示される通り、ゲーム装置1は、プロセッサー81と記憶装置82と検出装置83と表示装置84と管理装置85と駆動装置86とを含む。記憶装置82は、例えば、各種情報およびプログラムPGを記録するハードディスクドライブおよびRAM(Random Access Memory)等を含んで構成される。プロセッサー81は、例えば、CPU(Central Processing Unit)を含んで構成され、ゲーム装置1の各部を制御する。プロセッサー81は、記憶装置82に記憶されるプログラムPGを実行することにより、カウント部811および算出部812を含む各種機能を実現する。検出装置83は、ゲーム装置1の各部における遊技体Bの通過を検出する複数の検出器を含んで構成される。ここで、検出装置83は、前述の検出器60を含む。表示装置84は、図示しないが、前述のゲームフィールドFに設置される液晶表示パネルまたは有機EL(Electro-Luminescence)表示パネル等を含んで構成される。管理装置85は、前述のクレジットの管理に関する処理を実行する装置である。駆動装置86は、ゲーム装置1の各部を駆動するアクチュエーターを含んで構成される。 FIG. 9 is a block diagram showing a control system of the game device 1 of the embodiment. As illustrated in FIG. 9, the game device 1 includes a processor 81, a storage device 82, a detection device 83, a display device 84, a management device 85, and a drive device 86. The storage device 82 is configured to include, for example, a hard disk drive that records various information and programs PG, a RAM (Random Access Memory), and the like. The processor 81 is configured to include, for example, a CPU (Central Processing Unit), and controls each unit of the game device 1. The processor 81 realizes various functions including the counting unit 811 and the calculating unit 812 by executing the program PG stored in the storage device 82. The detection device 83 is configured to include a plurality of detectors that detect passage of the game object B in each part of the game device 1. Here, the detection device 83 includes the detector 60 described above. Although not shown, the display device 84 is configured to include a liquid crystal display panel or an organic EL (Electro-Luminescence) display panel installed in the game field F described above. The management device 85 is a device that executes the above-described processing related to credit management. The drive device 86 is configured to include an actuator that drives each part of the game apparatus 1.
 以上の制御系を有するゲーム装置1において、カウント部811は、検出器60の検出結果に基づいて、第2面S2の前縁E2から落下する遊技体Bの数をカウントする。算出部812は、投入部50Lおよび50Rからの遊技体Bの投入数に対するカウント部811のカウント数の比率(以下、「ペイアウト率」ともいう)を算出する。ペイアウト率は、例えば、遊技体Bの磨耗により経時的に上昇する。このため、ペイアウト率が所定値以上である場合、管理者にペイアウト率の調整が必要であることを報知する必要がある。そこで、プロセッサー81は、算出部812で算出されるペイアウト率が所定値以上である場合、その旨を表示装置84に報知させる。ここで、表示装置84は、算出部812で算出されるペイアウト率が所定値以上である場合、その旨を報知する報知部841として機能する。なお、この報知の表示形態は、特に限定されず、任意である。また、この報知は、表示装置84による表示に限定されず、例えば、音声等でもよい。また、調整機構28Lおよび28Rを駆動するアクチュエーターをプロセッサー81により制御してもよい。この場合、プロセッサー81は、算出部812で算出されるペイアウト率が所定値以上である場合、この報知に加えて、または、この報知に代えて、調整機構28Lおよび28Rを用いてペイアウト率を調整してもよい。 In the game device 1 having the above control system, the counting unit 811 counts the number of game objects B falling from the front edge E2 of the second surface S2 based on the detection result of the detector 60. The calculation unit 812 calculates the ratio of the number of counts of the counting unit 811 to the number of insertions of the game object B from the insertion units 50L and 50R (hereinafter, also referred to as “payout rate”). The payout rate increases with time due to wear of the game machine B, for example. Therefore, when the payout rate is equal to or higher than a predetermined value, it is necessary to notify the administrator that the payout rate needs to be adjusted. Therefore, when the payout rate calculated by the calculation unit 812 is equal to or higher than a predetermined value, the processor 81 causes the display device 84 to notify that effect. Here, when the payout rate calculated by the calculation unit 812 is equal to or higher than a predetermined value, the display device 84 functions as a notification unit 841 that notifies that fact. The display form of this notification is not particularly limited and is arbitrary. Further, this notification is not limited to the display by the display device 84, and may be, for example, a voice or the like. Further, the actuators that drive the adjusting mechanisms 28L and 28R may be controlled by the processor 81. In this case, when the payout rate calculated by the calculation unit 812 is equal to or higher than a predetermined value, the processor 81 adjusts the payout rate using the adjusting mechanisms 28L and 28R in addition to or instead of this notification. You may.
 図10は、実施形態のゲーム装置1の報知処理を示すフローチャートである。ゲーム装置1が起動されるか、または、本処理のリセット操作を受け付けると、まず、プロセッサー81は、カウント部811によるカウントを開始する(S101)。このとき、投入部50Lおよび50Rからの遊技体Bの投入数のカウントも開始する。次に、プロセッサー81は、前述のペイアウト率が所定値以上であるか否かを判断する(S102)。当該判断は、ペイアウト率が所定値以上であると判断するまで繰り返される(S102:NO)。ペイアウト率が所定値以上であると判断する場合(S102:YES)、プロセッサー81は、その旨を表示装置84に報知させる(S103)。この報知により、ゲーム装置1の管理者は、ペイアウト率の調整が必要であることを知ることができる。そして、当該管理者は、例えば、前述の調整機構28Lおよび28Rを用いてペイアウト率を調整する。具体的には、開口部26Lおよび26Rの開口面積を増加させることにより、遊技体Bが開口部26Lを通過して落下する可能性を高めて、ペイアウト率を低下させる。この調整後、管理者は、本処理のリセット操作を行う。 FIG. 10 is a flowchart showing the notification process of the game device 1 of the embodiment. When the game apparatus 1 is activated or a reset operation of this process is accepted, the processor 81 first starts counting by the counting unit 811 (S101). At this time, counting of the number of inserted game objects B from the insertion units 50L and 50R is also started. Next, the processor 81 determines whether or not the above-mentioned payout rate is equal to or higher than a predetermined value (S102). The determination is repeated until it is determined that the payout rate is equal to or higher than the predetermined value (S102: NO). When it is determined that the payout rate is equal to or higher than the predetermined value (S102: YES), the processor 81 causes the display device 84 to notify that effect (S103). By this notification, the manager of the game device 1 can know that the payout rate needs to be adjusted. Then, the administrator adjusts the payout rate using, for example, the adjustment mechanisms 28L and 28R described above. Specifically, by increasing the opening areas of the openings 26L and 26R, the possibility that the game machine B will pass through the openings 26L and fall will be increased, and the payout rate will be reduced. After this adjustment, the administrator performs a reset operation of this process.
<変形例>
 以上に例示した形態は多様に変形される。前述の形態に適用され得る具体的な変形の態様を以下に例示する。以下の例示から任意に選択された2以上の態様を、相互に矛盾しない範囲で適宜に併合してもよい。
<Modification>
The form illustrated above is variously modified. A specific mode of modification that can be applied to the above-described mode is illustrated below. Two or more aspects arbitrarily selected from the following exemplifications may be appropriately merged as long as they do not conflict with each other.
(1)前述の形態では、テーブル30の上面に沿って直線的に延在する壁面331を含むガイド部33を例示したが、ガイド部33の具体的な形態は以上の例示に限定されない。例えば、図11に例示される通り、後方側を凸とするように屈曲する壁面332を含むガイド部33Aをテーブル30の上面に設けてもよい。ガイド部33Aによれば、壁面331に対する遊技体Bの乗り越えやすさと、壁面332に沿う遊技体Bの移動量とのバランスをガイド部33Aの長手方向での位置によって異ならせることができる。また、例えば、図12に例示される通り、後方側を凹とするように屈曲する壁面333を含むガイド部33Bをテーブル30の上面に設けてもよい。ガイド部33Bによれば、前述のバランスをガイド部33Bの長手方向での位置によって図11に示す形態とは逆に異ならせることができる。なお、壁面332および333は、屈曲する形状に限定されず、湾曲する形状でもよい。 (1) In the above-described embodiment, the guide portion 33 including the wall surface 331 linearly extending along the upper surface of the table 30 is illustrated, but the specific form of the guide portion 33 is not limited to the above example. For example, as illustrated in FIG. 11, a guide portion 33A including a wall surface 332 that is bent so that the rear side is convex may be provided on the upper surface of the table 30. According to the guide portion 33A, it is possible to make the balance between the ease of the game body B over the wall surface 331 and the amount of movement of the game body B along the wall surface 332 different depending on the position of the guide portion 33A in the longitudinal direction. Further, for example, as illustrated in FIG. 12, a guide portion 33B including a wall surface 333 that is bent so that the rear side is concave may be provided on the upper surface of the table 30. According to the guide portion 33B, the above-described balance can be made different from the form shown in FIG. 11 depending on the position of the guide portion 33B in the longitudinal direction. In addition, the wall surfaces 332 and 333 are not limited to the curved shape, and may have a curved shape.
(2)前述の形態では、ガイド部33が含む壁面331の数が2つである場合を例示したが、これに限定されず、3つ以上であってもよい。例えば、図13に例示される通り、第2面S2の中心を基準としてX方向の負側および正側の領域のそれぞれに2つの壁面334を含むガイド部33Cをテーブル30の上面に設けてもよい。当該2つの壁面334は、X方向における範囲が重複せずに、互いに間隔を隔てて配置される。また、図14に例示される通り、第2面S2の中心を基準としてX方向の負側および正側の領域のそれぞれに2つの壁面335を含むガイド部33Dをテーブル30の上面に設けてもよい。当該2つの壁面335は、X方向における範囲が重複し、互いに間隔を隔てて配置される。なお、複数の壁面334または複数の壁面335のY方向に対する傾斜角度は、互いに異なってもよい。また、図13または図14の例示では、2つの壁面334または2つの壁面335の集合体がY方向に対して傾斜して延在する状態であれば、2つの壁面334または2つの壁面335の一方または両方がY方向に対して垂直な方向に延在してもよい。 (2) In the above-described embodiment, the case where the number of the wall surfaces 331 included in the guide portion 33 is two is illustrated, but the number is not limited to this and may be three or more. For example, as illustrated in FIG. 13, a guide portion 33C including two wall surfaces 334 may be provided on the upper surface of the table 30 in each of the negative side area and the positive side area in the X direction with respect to the center of the second surface S2. Good. The two wall surfaces 334 are arranged so as to be spaced from each other without overlapping the ranges in the X direction. Further, as illustrated in FIG. 14, a guide portion 33D including two wall surfaces 335 may be provided on the upper surface of the table 30 in each of the negative side and positive side regions in the X direction with respect to the center of the second surface S2. Good. The two wall surfaces 335 have overlapping ranges in the X direction and are spaced from each other. The inclination angles of the plurality of wall surfaces 334 or the plurality of wall surfaces 335 with respect to the Y direction may be different from each other. In addition, in the example of FIG. 13 or FIG. 14, in the state where the two wall surfaces 334 or the assembly of the two wall surfaces 335 extends in an inclined manner with respect to the Y direction, the two wall surfaces 334 or the two wall surfaces 335 are not formed. One or both may extend in a direction perpendicular to the Y direction.
(3)前述の形態では、ガイド部33の凸部33Lおよび33Rの断面形状が矩形である場合を例示したが、当該断面形状は、矩形に限定されない。したがって、壁面331と第2面S2とのなす角度θ2は、90°に限定されない。例えば、図15に例示される通り、角度θ2が90°よりも大きい壁面337を含むガイド部33Eをテーブル30の上面に設けてもよい。ここで、角度θ2は、例えば、90°よりも大きく、かつ135°以下である。また、図16に例示される通り、壁面337の前方側が平坦面となるガイド部33Fをテーブル30の上面に設けてもよい。ここで、ガイド部33Fはテーブル30と一体である。また、前述の壁面331、332、333、334、335、336、337または338は、平面に限定されず、例えば、凹状または凸状に湾曲した面でもよい。 (3) In the above-described embodiment, the case where the cross-sectional shape of the convex portions 33L and 33R of the guide portion 33 is rectangular is illustrated, but the cross-sectional shape is not limited to rectangular. Therefore, the angle θ2 formed by the wall surface 331 and the second surface S2 is not limited to 90 °. For example, as illustrated in FIG. 15, a guide portion 33E including a wall surface 337 having an angle θ2 larger than 90 ° may be provided on the upper surface of the table 30. Here, the angle θ2 is, for example, larger than 90 ° and not larger than 135 °. Further, as illustrated in FIG. 16, a guide portion 33F in which the front side of the wall surface 337 is a flat surface may be provided on the upper surface of the table 30. Here, the guide portion 33F is integral with the table 30. Further, the wall surfaces 331, 332, 333, 334, 335, 336, 337 or 338 described above are not limited to flat surfaces, and may be, for example, concave or convex curved surfaces.
(4)前述の形態では、ガイド部33が凸部33Lおよび33Rの後方側の壁面331を有する場合を例示したが、これに限定されない。例えば、図17に例示される通り、凹部の前方側の壁面338を含むガイド部33Gをテーブル30に設けてもよい。 (4) In the above-described embodiment, the case where the guide portion 33 has the wall surface 331 on the rear side of the convex portions 33L and 33R is illustrated, but the present invention is not limited to this. For example, as illustrated in FIG. 17, the guide portion 33G including the wall surface 338 on the front side of the recess may be provided on the table 30.
(5)前述の各形態では、遊技体Bとして球体を例示したが、遊技体Bの形態は以上の例示に限定されない。例えば多面体(典型的には正多面体または半正多面体)状の遊技体B、または多面体の角部を丸めた立体形状の遊技体Bを利用してもよい。以上の説明から理解される通り、遊技体Bは、姿勢(方向)によらず転動可能な立体である。トークンコイン(例えばメダルまたは硬貨)等の円板は、円弧状の周面が接地した姿勢では転動するが、平面状の表面または裏面が接地した姿勢では転動しないから、「姿勢によらず転動可能な立体」には該当しない。「姿勢によらず転動可能な立体」の典型例は、全周面が曲面である立体(典型的には球体)であるが、部分的に平面である立体も「姿勢によらず転動可能な立体」に該当し得る。 (5) In each of the above-described embodiments, a sphere is illustrated as the game object B, but the form of the game object B is not limited to the above example. For example, a polyhedron (typically a regular polyhedron or a semi-regular polyhedron) -shaped game object B, or a three-dimensional game object B with rounded corners of the polyhedron may be used. As can be understood from the above description, the game object B is a solid that can roll regardless of the posture (direction). Discs such as token coins (for example, medals or coins) roll when the arc-shaped peripheral surface is in contact with the ground, but do not roll when the planar front or back surface is in contact with the ground. It does not correspond to the “rollable solid”. A typical example of "a solid that can roll regardless of posture" is a solid whose entire circumference is a curved surface (typically a sphere), but a solid that is partially flat also "rolls regardless of the posture. It can be a "possible solid".
(6)前述の形態で例示した第1規制部31,第2規制部32(32L,32R),第3規制部41,溝部42,突起部43および滞留部材44は、遊技体Bの移動量(または運動量)を抑制するための要素(抑制部)として包括的に表現される。抑制部として以上に例示した複数の要素のうち任意の1以上の要素は省略され得る。また、抑制部の具体的な態様は、前述の各形態での例示に限定されない。例えば、テーブル30の表面(第2面S2)に設置された凹凸部を抑制部として利用してもよい。凹凸部は、テーブル30の第2面S2から突起する凸部、および第2面S2に対して窪んだ凹部の少なくとも一方を含んで構成される。なお、テーブル30の表面(第2面S2)のうち所定の範囲に凹凸部を限定的に設置することで、遊技体Bの移動量を抑制する範囲を制限してもよい。例えば、テーブル30の前縁E2から所定の範囲内に凹凸部を設置してもよい。 (6) The first restricting portion 31, the second restricting portion 32 (32L, 32R), the third restricting portion 41, the groove portion 42, the protruding portion 43, and the staying member 44, which are exemplified in the above-described embodiment, are the movement amounts of the game object B. (Or a momentum) is comprehensively expressed as an element (suppression part) for suppressing. Any one or more of the plurality of elements exemplified above as the suppressing unit may be omitted. Further, the specific mode of the suppressing unit is not limited to the above-described examples. For example, the concavo-convex portion installed on the surface (second surface S2) of the table 30 may be used as the suppressing portion. The uneven portion includes at least one of a convex portion protruding from the second surface S2 of the table 30 and a concave portion recessed with respect to the second surface S2. The range in which the movement amount of the game object B is suppressed may be limited by limiting the uneven portion to a predetermined range on the surface (second surface S2) of the table 30. For example, the uneven portion may be installed within a predetermined range from the front edge E2 of the table 30.
[付記]
 以上に例示した形態から、例えば以下の構成が把握される。なお、各態様の理解を容易にするために、以下では、図面の参照符号を便宜的に括弧書で付記するが、本発明を図示の態様に限定する趣旨ではない。
[Appendix]
From the above-exemplified embodiments, the following configurations are understood, for example. In order to facilitate understanding of each mode, reference numerals in the drawings are added in parentheses for convenience below, but the present invention is not limited to the illustrated modes.
[付記1]
 本発明の好適な態様に係るゲーム装置(1)は、姿勢によらず転動可能な遊技体(B)が供給される上面を有するテーブル(30)と、前記テーブル(30)の面上で往復するプッシャー部(40)と、前記テーブル(40)の上面に設けられ、前記プッシャー部(40)の往復に伴って前記遊技体(B)に乗り越えられる1以上の壁面(331)を含んで構成され、前記1以上の壁面(331、332,333,334,335,336,337,338)が前記遊技体(B)を前記テーブル(30)の上面における前縁以外の周縁(EL,ER)に向けて導くように前記往復の方向に対して傾斜して延在するガイド部(33,33A、33B,33C,33D,33E,33F,33G)とを具備する。以上の構成によれば、遊技体(B)が経時的な劣化等により転動し難くなっても、テーブル(30)の前方以外の周縁(EL,ER)から遊技体(B)が落下し難くなることを緩和することができる。また、プッシャー部(40)の往復に伴って遊技体(B)がガイド部(33,33A、33B,33C,33D,33E,33F,33G)の1以上の壁面(331、332,333,334,335,336,337,338)を乗り越えるため、多数の遊技体(B)をテーブル(30)の上面に敷き詰めて配置することができる。以上から、任意の方向に転動可能な遊技体(B)を利用した構成でも、プッシャーゲームの興趣性を維持できる。
[Appendix 1]
A game device (1) according to a preferred aspect of the present invention comprises a table (30) having an upper surface to which a game object (B) rollable regardless of a posture is supplied, and a table (30) on the surface. It includes a reciprocating pusher portion (40) and one or more wall surfaces (331) provided on the upper surface of the table (40) and capable of getting over the game object (B) as the pusher portion (40) reciprocates. The one or more wall surfaces (331, 332, 333, 334, 335, 336, 337, 338) are configured to move the game object (B) to a peripheral edge (EL, ER) other than the front edge on the upper surface of the table (30). ) And a guide portion (33, 33A, 33B, 33C, 33D, 33E, 33F, 33G) that extends obliquely with respect to the reciprocating direction. According to the above configuration, even if the game body (B) becomes difficult to roll due to deterioration over time, the game body (B) falls from the peripheral edges (EL, ER) other than the front of the table (30). It is possible to reduce the difficulty. Moreover, the game body (B) is accompanied by the reciprocation of the pusher part (40), and one or more wall surfaces (331, 332, 333, 334) of the guide parts (33, 33A, 33B, 33C, 33D, 33E, 33F, 33G). , 335, 336, 337, 338), a large number of game objects (B) can be arranged on the upper surface of the table (30). As described above, the interest of the pusher game can be maintained even with the configuration using the game body (B) that can roll in any direction.
 「遊技体(B)をテーブル(30)の前方以外の周縁(EL,ER)に向けて導くように」とは、ガイド部が無い場合に比べて、遊技体がテーブルの前方以外の周縁から落下しやすくなることを意味する。また、「前記往復の方向に対して傾斜して延在する」とは、前記往復の方向に対して傾斜して延在する1または複数の壁面(331、332,333,334,335,336,337,338)を有する場合だけでなく、前記往復の方向に対して垂直な方向に延在する複数の壁面の集合体が前記往復の方向に対して傾斜して延在する場合も含む。また、「壁面(331、332,333,334,335,336,337,338)」は、プッシャー部(40)側を向く面である。 "To guide the game body (B) toward the peripheral edge (EL, ER) other than the front of the table (30)" means that the game body is moved from the peripheral edge other than the front of the table as compared with the case where there is no guide portion. It means that it easily falls. Further, “extending at an angle with respect to the reciprocating direction” means one or a plurality of wall surfaces (331, 332, 333, 334, 335, 336) extending at an angle with respect to the reciprocating direction. , 337, 338), and also includes a case in which an aggregate of a plurality of wall surfaces extending in a direction perpendicular to the reciprocating direction extends obliquely with respect to the reciprocating direction. The "wall surface (331, 332, 333, 334, 335, 336, 337, 338)" is a surface facing the pusher portion (40) side.
[付記2]
 付記1の好適例において、前記ガイド部(33,33A、33B,33C,33D,33E)は、前記1以上の壁面(331、332,333,334,335,336)を有する1以上の凸部(33L,33R)を含んで構成される。以上の構成によれば、凸部(33L,33R)がテーブル(30)と別体の部材である場合、既存のゲーム装置にガイド部(33,33A、33B,33C,33D,33E)を容易に設置できる。
[Appendix 2]
In the preferred example of appendix 1, the guide portion (33, 33A, 33B, 33C, 33D, 33E) has one or more convex portions having the one or more wall surfaces (331, 332, 333, 334, 335, 336). (33L, 33R) is included. According to the above configuration, when the convex portions (33L, 33R) are separate members from the table (30), the guide portions (33, 33A, 33B, 33C, 33D, 33E) can be easily added to the existing game device. Can be installed in
[付記3]
 付記2の好適例において、前記1以上の壁面(336)は、前記プッシャー部(40)側が低くなるように前記テーブル(30)の上面に対して傾斜する。以上の構成によれば、プッシャー部(40)が前方に移動するとき、遊技体(B)がガイド部(33E)を乗り越えやすい。一方、プッシャー部(40)が後方に移動するとき、遊技体(B)同士の間に生じる反力等の間接的な力により遊技体(B)をガイド部(33E)の壁面(336)に沿って移動させることができる。
[Appendix 3]
In the preferred example of appendix 2, the one or more wall surfaces (336) are inclined with respect to the upper surface of the table (30) so that the pusher portion (40) side becomes lower. According to the above configuration, when the pusher portion (40) moves forward, the game body (B) easily gets over the guide portion (33E). On the other hand, when the pusher part (40) moves backward, the game object (B) is made to face the wall surface (336) of the guide part (33E) by an indirect force such as a reaction force generated between the game objects (B). Can be moved along.
[付記4]
 付記2または付記3の好適例において、前記1以上の凸部(33L,33R)は、前記テーブル(30)の前方に向かうに従い互いの間隔が広がって配置される1対の凸部を含んで構成される。以上の構成によれば、ガイド部(33,33A、33B,33C,33D,33E)をテーブル(3)の左右方向(X方向)に対称に配置できる。このため、テーブル(30)の上面に配置される複数の遊技体(B)が不均一になることが抑制される。
[Appendix 4]
In the preferable example of Supplementary Note 2 or Supplementary Note 3, the one or more convex portions (33L, 33R) include a pair of convex portions that are arranged such that the distance between them widens toward the front of the table (30). Composed. According to the above configuration, the guide portions (33, 33A, 33B, 33C, 33D, 33E) can be arranged symmetrically in the left-right direction (X direction) of the table (3). Therefore, it is possible to prevent the plurality of game bodies (B) arranged on the upper surface of the table (30) from becoming non-uniform.
[付記5]
 付記1から付記4の何れかの好適例において、前記テーブル(30)の下方に設置される光源(61)を具備し、前記テーブル(30)および前記ガイド部(33,33A、33B,33C,33D,33E,33F,33G)は、それぞれ、光透過性を有する。以上の構成によれば、光源(61)からの光がテーブル(30)およびガイド部(33,33A、33B,33C,33D,33E,33F,33G)を介して視認されるため、ゲーム装置(1)の意匠性が高まる。
[Appendix 5]
The preferable example of any one of supplementary notes 1 to 4, further comprising a light source (61) installed below the table (30), the table (30) and the guide portions (33, 33A, 33B, 33C, 33D, 33E, 33F, 33G) each have a light transmissive property. According to the above configuration, the light from the light source (61) is visually recognized through the table (30) and the guide portions (33, 33A, 33B, 33C, 33D, 33E, 33F, 33G), so that the game device ( The designability of 1) is enhanced.
[付記6]
 付記1から付記5の何れかの好適例において、前記遊技体(B)を、前記プッシャー部(30)の上面に投入可能な投入部(50L,50R)を具備する。以上の構成によれば、遊技体(B)がプッシャー部(40)の上面を経由してテーブル(30)の上面に供給される。このため、テーブル(30)の上面だけでなく、プッシャー部(40)の上面も利用してゲーム性を高めることができる。
[Appendix 6]
In a preferred example of any one of supplementary notes 1 to 5, the game machine (B) is provided with a throw-in portion (50L, 50R) capable of being thrown onto the upper surface of the pusher portion (30). According to the above configuration, the game body (B) is supplied to the upper surface of the table (30) via the upper surface of the pusher portion (40). Therefore, not only the upper surface of the table (30) but also the upper surface of the pusher portion (40) can be used to enhance the game.
[付記7]
 付記6の好適例において、前記テーブル(30)の上面における前方から落下する前記遊技体(B)の数をカウントするカウント部(811)と、前記投入部(50L,50R)からの前記遊技体(B)の投入数に対する前記カウント部(811)のカウント数の比率を算出する算出部(812)と、前記算出部(812)で算出される比率が所定値以上である場合、その旨を報知する報知部(841)とを具備する。以上の構成によれば、当該報知により、投入部(50L,50R)からの遊技体(B)の投入数に対するカウント部(811)のカウント数の比率を調整するよう管理者に促すことができる。
[Appendix 7]
In a preferred example of Supplementary Note 6, a counting unit (811) that counts the number of the game objects (B) falling from the front on the upper surface of the table (30), and the game objects from the insertion units (50L, 50R). (B) A calculation unit (812) that calculates the ratio of the count number of the count unit (811) to the input number, and if the ratio calculated by the calculation unit (812) is greater than or equal to a predetermined value, that effect is indicated. And a notification unit (841) for notification. According to the above configuration, the notification can prompt the administrator to adjust the ratio of the number of counts of the counting unit (811) to the number of insertions of the game object (B) from the insertion unit (50L, 50R). .
[付記8]
 付記1から付記7の何れかの好適例において、前記テーブル(30)の上面における前方以外の周縁(EL,ER)に沿って設けられ、開口面積を調整可能な開口部(26L,26R)を具備する。以上の構成によれば、投入部(50L,50R)からの遊技体(B)の投入数に対するカウント部(811)のカウント数の比率を調整できる。
[Appendix 8]
In any one of Supplementary Notes 1 to 7, there is provided an opening (26L, 26R) which is provided along the peripheral edge (EL, ER) of the upper surface of the table (30) other than the front, and whose opening area is adjustable. To have. According to the above configuration, it is possible to adjust the ratio of the number of counts of the counting unit (811) to the number of game objects (B) input from the input units (50L, 50R).
[付記9]
 付記1から付記8の何れかの好適例において、前記テーブル(30)の上面における前方側以外の周縁(EL,ER)から鉛直方向上方に向けて突出する規制部(32L,32R)を具備する。以上の構成によれば、周縁(EL,ER)への遊技体(B)の過剰な落下を抑制できる。このため、プッシャーゲームの興趣性を維持できる。
[Appendix 9]
In any one of the supplementary examples 1 to 8, there is provided a restricting portion (32L, 32R) projecting vertically upward from a peripheral edge (EL, ER) of the upper surface of the table (30) other than the front side. . According to the above configuration, it is possible to prevent the game body (B) from excessively dropping to the peripheral edge (EL, ER). Therefore, the interest of the pusher game can be maintained.
1…ゲーム装置、11L…操作部、11R…操作部、26L…開口部、26R…開口部、30…テーブル、32L…第2規制部、32R…第2規制部、33…ガイド部、33A…ガイド部、33B…ガイド部、33C…ガイド部、33D…ガイド部、33E…ガイド部、33F…ガイド部、33G…ガイド部、33L…凸部、33R…凸部、40…プッシャー部、50L…投入部、50R…投入部、61…発光部、811…カウント部、812…算出部、841…報知部、B…遊技体、E1…前縁、E2…前縁、EL…側縁、ER…側縁、G…遊技体。 DESCRIPTION OF SYMBOLS 1 ... Game device, 11L ... Operation part, 11R ... Operation part, 26L ... Opening part, 26R ... Opening part, 30 ... Table, 32L ... 2nd restricting part, 32R ... 2nd restricting part, 33 ... Guide part, 33A ... Guide part, 33B ... Guide part, 33C ... Guide part, 33D ... Guide part, 33E ... Guide part, 33F ... Guide part, 33G ... Guide part, 33L ... Convex part, 33R ... Convex part, 40 ... Pusher part, 50L ... Input unit, 50R ... Input unit, 61 ... Light emitting unit, 811 ... Count unit, 812 ... Calculation unit, 841 ... Notification unit, B ... Game object, E1 ... Leading edge, E2 ... Leading edge, EL ... Side edge, ER ... Side edge, G ... Game object.

Claims (9)

  1.  姿勢によらず転動可能な遊技体が供給される上面を有するテーブルと、
     前記テーブルの面上で往復するプッシャー部と、
     前記テーブルの上面に設けられ、前記プッシャー部の往復に伴って前記遊技体に乗り越えられる1以上の壁面を含んで構成され、前記1以上の壁面が前記遊技体を前記テーブルの上面における前縁以外の周縁に向けて導くように前記往復の方向に対して傾斜して延在するガイド部と
     を具備するゲーム装置。
    A table having an upper surface to which a game object that can roll regardless of the posture is supplied,
    A pusher portion that reciprocates on the surface of the table,
    It is provided on the upper surface of the table, and is configured to include one or more wall surfaces that can ride over the game body as the pusher section reciprocates, and the one or more wall surfaces except the front edge of the game body on the upper surface of the table. A guide portion that extends so as to be inclined toward the reciprocating direction so as to be guided toward the peripheral edge of the game device.
  2.  前記ガイド部は、前記1以上の壁面を有する1以上の凸部を含んで構成される
     請求項1に記載のゲーム装置。
    The game apparatus according to claim 1, wherein the guide portion includes one or more convex portions having the one or more wall surfaces.
  3.  前記1以上の壁面は、前記プッシャー部側が低くなるように前記テーブルの上面に対して傾斜する
     請求項2に記載のゲーム装置。
    The game device according to claim 2, wherein the one or more wall surfaces are inclined with respect to the upper surface of the table so that the pusher portion side is lower.
  4.  前記1以上の凸部は、前記テーブルの前方に向かうに従い互いの間隔が広がって配置される1対の凸部を含んで構成される
     請求項2または3に記載のゲーム装置。
    The game device according to claim 2 or 3, wherein the one or more convex portions includes a pair of convex portions that are arranged such that the distance between them increases as they move toward the front of the table.
  5.  前記テーブルの下方に設置される光源を具備し、
     前記テーブルおよび前記ガイド部は、それぞれ、光透過性を有する
     請求項1から請求項4の何れかに記載のゲーム装置。
    A light source installed below the table,
    The game device according to claim 1, wherein the table and the guide portion each have a light-transmitting property.
  6.  前記遊技体を、前記プッシャー部の上面に投入可能な投入部を具備する、
     請求項1から請求項5の何れかに記載のゲーム装置。
    The game machine is provided with a throw-in section capable of being thrown onto the upper surface of the pusher section.
    The game device according to claim 1.
  7.  前記テーブルの上面における前方から落下する前記遊技体の数をカウントするカウント部と、
     前記投入部からの前記遊技体の投入数に対する前記カウント部のカウント数の比率を算出する算出部と、
     前記算出部で算出される比率が所定値以上である場合、その旨を報知する報知部と
     を具備する
     請求項6に記載のゲーム装置。
    A counting unit that counts the number of game objects falling from the front on the upper surface of the table,
    A calculating unit that calculates a ratio of the count number of the counting unit to the number of the game objects inserted from the input unit,
    The game device according to claim 6, further comprising: an informing unit that informs that the ratio calculated by the calculating unit is equal to or more than a predetermined value.
  8.  前記テーブルの上面における前方以外の周縁に沿って設けられ、開口面積を調整可能な開口部を具備する
     請求項1から請求項7の何れかに記載のゲーム装置。
    The game apparatus according to claim 1, further comprising: an opening provided along a peripheral edge of the upper surface of the table other than the front, the opening area being adjustable.
  9.  前記テーブルの上面における前方側以外の周縁から鉛直方向上方に向けて突出する規制部を具備する
     請求項1から請求項8の何れかに記載のゲーム装置。
    The game apparatus according to claim 1, further comprising: a restricting portion that protrudes vertically upward from a peripheral edge of the upper surface of the table other than the front side.
PCT/JP2019/002925 2018-10-12 2019-01-29 Game device WO2020075314A1 (en)

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TWI809810B (en) * 2022-04-08 2023-07-21 寶凱電子企業股份有限公司 coin pusher

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