WO2020085209A1 - Gaming device - Google Patents

Gaming device Download PDF

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Publication number
WO2020085209A1
WO2020085209A1 PCT/JP2019/040954 JP2019040954W WO2020085209A1 WO 2020085209 A1 WO2020085209 A1 WO 2020085209A1 JP 2019040954 W JP2019040954 W JP 2019040954W WO 2020085209 A1 WO2020085209 A1 WO 2020085209A1
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WO
WIPO (PCT)
Prior art keywords
game
buffer
game body
ejection
game object
Prior art date
Application number
PCT/JP2019/040954
Other languages
French (fr)
Japanese (ja)
Inventor
由矢 新畑
悦史 高橋
仁士 有澤
世大 草野
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 WO2020085209A1 publication Critical patent/WO2020085209A1/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.
  • Patent Document 1 discloses a medal game device in which a disc-shaped medal and a spherical rolling element are dropped from a table.
  • the rolling element may move to an unexpected position by colliding with the medal when it is thrown into the table. As a result, the rolling elements may fall off the table immediately after being inserted.
  • a preferred aspect of the present invention aims to reduce the possibility that the game body will fall from the peripheral edge of the table immediately after being ejected from the ejection mechanism.
  • a game device has a first game body and a second game body placed thereon, and the first game body and the second game body have a peripheral edge. It is provided with a table that drops from a table, a buffer section installed on the surface of the table, and an injection mechanism that ejects the second game body toward the buffer section.
  • FIG. 1 is an external view illustrating a game device 100 according to the first embodiment.
  • the game device 100 is installed in, for example, an entertainment facility (for example, a game center or a casino) or a commercial facility (for example, a shopping center). When used in a casino, the game device 100 may be referred to as a gaming machine.
  • an entertainment facility for example, a game center or a casino
  • a commercial facility for example, a shopping center
  • the player can play the game by the game device 100 by consuming the game value.
  • the game value is a tangible medium such as a medal (token coin), a coin (coin) or a ticket, or an intangible value such as credit or points.
  • the quantity of intangible game value is stored as data in a recording medium such as an IC card.
  • the player may select and consume any of the plurality of types of game values.
  • the consumption of game value is also referred to as the input of game value.
  • the reward given to the player is, for example, a ticket (that is, a prize).
  • a ticket is, for example, a medium that can be exchanged for various items. It does not matter whether or not the ticket has a game value (that is, a value for playing the game).
  • a tangible or intangible game value may be given to the player as a reward. Granting a reward is also referred to as paying a reward.
  • the game value consumed by the player for playing the game and the reward according to the result of the game may be the same or different.
  • a predetermined number of tickets may be given to the player as a reward according to the result of the player playing the game by consuming the intangible game value credit, or a predetermined number of credits (that is, the same kind of ticket).
  • the game value may be given to the player as a reward.
  • the game device 100 includes an operation panel 10, a display device 15, and a game mechanism 20.
  • the axis along the left-right direction of the game device 100 will be referred to as the X-axis
  • the axis along the front-rear direction will be referred to as the Y-axis.
  • the positive direction of the X axis is the right side when viewed from the player, and the negative direction of the X axis is the left side when viewed from the player.
  • the positive direction of the Y-axis is the front side (the front side as seen from the player), and the negative direction of the Y-axis is the rear side (the rear side as seen from the player).
  • the XY plane corresponds to the horizontal plane.
  • the operation panel 10 includes an operation unit 11L, an operation unit 11R, a reception unit 12, and a payout unit 13.
  • Each of the operation unit 11L and the operation unit 11R is an operation button that can be operated by the player.
  • the reception unit 12 receives the input of the game value. For example, a slot for accepting the insertion of a tangible game value such as a ticket or a token coin, or a reading circuit for acquiring an intangible game value such as a credit from a recording medium such as an IC card is used as the reception unit 12. It The payout unit 13 gives the player a reward according to the result of the game.
  • the display device 15 is configured to include a display panel such as a liquid crystal display panel or an organic EL display panel, and displays various images such as images representing lottery processing.
  • the game mechanism 20 is a mechanism that provides a game to a player. As illustrated in FIG. 1, the game mechanism 20 includes a table 21, a pusher portion 22, a support structure 23, a charging mechanism 24L, a charging mechanism 24R, and an ejection mechanism 25.
  • the table 21 is a flat plate-shaped member installed substantially horizontally.
  • the pusher portion 22 is a three-dimensional structure (pusher table) that reciprocates on the surface of the table 21. Specifically, the pusher unit 22 repeatedly reciprocates along the Y axis on the surface of the table 21, as represented by the arrow ⁇ in FIG. 1.
  • the axis along the direction in which the pusher portion 22 reciprocates may be defined as the Y axis, and the axis orthogonal to the Y axis in the horizontal plane may be defined as the X axis.
  • the support structure 23 is a structure that supports each element of the game mechanism 20, and includes a side wall portion 231L, a side wall portion 231R, a front wall portion 232, and a rear wall portion 234.
  • the side wall portion 231L and the side wall portion 231R are installed on the left and right of the game mechanism 20 so as to face each other.
  • the front wall portion 232 is a member that extends along the X axis at a position separated from a peripheral edge (hereinafter referred to as “front edge”) E of the table 21 in the positive direction of the Y axis.
  • the axis along the front edge E of the table 21 may be defined as the X axis.
  • a long opening (hereinafter referred to as “falling port”) Q is formed along the X axis between the front wall portion 232 and the front edge E of the table 21.
  • the rear wall portion 234 is a member that is long along the X axis that faces the upper surface of the pusher portion 22.
  • the charging mechanism 24L and the charging mechanism 24R are mechanisms for charging the game machine B toward the upper surface of the pusher portion 22.
  • the loading mechanism 24L loads the game object B from the left side of the pusher portion 22 in the positive direction of the X axis.
  • the loading mechanism 24R loads the game object B from the right side of the pusher portion 22 in the negative direction of the X axis.
  • the game object B of the first embodiment (exemplification of the first game object) is a sphere.
  • 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 mechanism 24L and the throwing mechanism 24R throws the game machine B is variable.
  • the player can change the throwing direction of the game body B by the throwing mechanism 24L according to the operation on the operation unit 11L, and change the throwing direction of the game body B by the throwing mechanism 24R according to the operation on the operating unit 11R. It is possible. Note that only one of the charging mechanism 24L and the charging mechanism 24R may be installed.
  • a large number of game objects B are densely placed on the upper surfaces of the table 21 and the pusher portion 22.
  • a plurality of game bodies B are placed on the upper surfaces of the table 21 and the pusher portion 22 so as to overlap each other.
  • the game object B placed on the upper surface of the pusher portion 22 is pressed by the rear wall portion 234 when the pusher portion 22 moves rearward (negative direction of the Y axis).
  • a plurality of game objects B are sequentially moved forward by being pressed by the rear wall part 234, and the excess game objects B located near the front edge of the pusher part 22 are pushed from the upper surface of the pusher part 22 to the table 21. Drop on top.
  • the plurality of game objects B on the upper surface of the table 21 are sequentially moved forward by being pressed by the pusher portion 22 moving forward (the positive direction of the Y axis), and are located in the vicinity of the front edge E of the table 21.
  • the surplus game body B drops from the front edge E to the drop port Q.
  • the player is provided with a reward (ticket) according to the number of game objects B that have fallen into the drop opening Q.
  • the installation body 27 is installed between the side wall portion 231L and the side wall portion 231R.
  • the erection body 27 is installed at a height separated from the upper surface of the table 21 by an interval exceeding the diameter of the game body B.
  • a plurality of lottery holes H are formed in the installation body 27.
  • Each lottery hole H is a substantially circular through hole having an inner diameter larger than the diameter of the game machine B.
  • a plurality of guide paths 28 corresponding to different lottery holes H are installed on the front surface (the wall surface in the positive direction of the Y axis) of the pusher portion 22 .
  • Each guide path 28 is a structure that receives the game object B dropped from the upper surface of the pusher portion 22 and guides it to the lottery hole H.
  • a detector (not shown) for detecting passage of the game object B is installed on the inner peripheral surface of each lottery hole H.
  • a predetermined lottery process is executed triggered by the detection of the game object B by the detector, and various rewards according to the result of the lottery process are given to the player.
  • the lottery process of the first embodiment is an electronic lottery in which any one of a plurality of elements (hereinafter referred to as “lottery element”) is randomly selected by a calculation process.
  • a circular lottery body G that is, a roulette wheel
  • the lottery body G rotates when the gaming body B passes through the lottery hole H, and when the lottery body G stops due to the lapse of a predetermined time, the lottery element at the specific position is selected as the lottery result.
  • Lottery element 1 Insertion of a predetermined number of game objects B
  • Lottery element 2 Granting a predetermined amount of game value
  • Lottery element 3 Implementation of special lottery
  • Lottery element 4 Input of game object C is exemplified.
  • a predetermined number of game objects B are loaded on the pusher portion 22 or the upper surface of the table 21.
  • a predetermined amount of game value is given to the player.
  • a special lottery using a physical lottery mechanism (not shown) is executed.
  • the physical lottery mechanism is, for example, a dish-shaped lottery mechanism in which a plurality of lottery holes H are formed.
  • winning / non-winning is selected according to the lottery hole H into which the game machine B has entered among the plurality of lottery holes H of the physical lottery mechanism.
  • the special lottery is won, a large number of game objects B are thrown on the surface of the table 21 or the pusher (so-called jackpot).
  • the game object C (illustration of the second game object) in the lottery element 3 is a game object of a different type from the game object B.
  • the game object B is a rollable sphere
  • the game object C is a flat card formed into a substantially rectangular planar shape. That is, the shape of the game body B and the shape of the game body C are different. The length of the long side and the short side of the game body C exceeds the diameter of the game body B.
  • various patterns such as characters are drawn.
  • the game object C of the first embodiment is equipped with a storage circuit (for example, an IC tag) in which identification information indicating the pattern of the game object C is stored.
  • a bar code or a QR code (registered trademark) representing the identification information may be printed on the surface of the game machine C.
  • the identification information may be magnetically stored in the game body C.
  • the ejection mechanism 25 of FIG. 1 ejects the game object C toward the table 21. Specifically, the ejection mechanism 25 ejects one game object C onto the surface of the table 21 every time the lottery element 3 is selected in the above-described lottery process. As illustrated in FIG. 1, the game object C is thrown into the space on the front side (the positive direction of the Y axis) when viewed from the erection body 27. In the first embodiment, the game machine C is loaded onto the surface of the table 21 from the injection mechanism 25 (that is, the positive direction of the X axis) installed above the side wall portion 231R. That is, the game object C is loaded from the right side of the table 21 toward the negative direction of the X axis.
  • the injection mechanism 25 may be installed on the side wall portion 231L side, or may be installed on both the side wall portion 231R and the side wall portion 231L.
  • the ejection mechanism 25 of the first embodiment includes a container 251 for accommodating a plurality of game objects C, and an ejection path 252 for sequentially ejecting the game objects C accommodated in the container 251.
  • the ejection path 252 includes an inclined surface S on which the game body C slides down. Any of the plurality of game objects C having different patterns is thrown in by the ejection mechanism 25.
  • the game body C thrown in by the injection mechanism 25 is placed on the plurality of game bodies B on the surface of the table 21. Therefore, the gaming body C sequentially moves forward on the surface of the table 21 together with the plurality of gaming bodies B, and finally falls from the front edge E to the drop port Q.
  • FIG. 2 is a schematic diagram illustrating the paths of the game objects B and C.
  • the game body B and the game body C that have fallen from the front edge E of the table 21 to the common drop opening Q are respectively sorted and supplied to separate paths.
  • the game object B is supplied to the path Pb
  • the game object C is supplied to the path Pc.
  • the gaming body C is discharged from the discharge port 14 of FIG. 1 via the path Pc.
  • the player obtains the game object C discharged from the discharge port 14 as a prize.
  • the gaming machine B is supplied to the carrier device 33 after being counted by a counter 32 (counter hopper) installed on the path Pb.
  • the player is provided with a reward in a quantity corresponding to the number counted by the counter 32.
  • the transport device 33 is a mechanism that transports the game body B upward in the vertical direction.
  • the game object B transported by the transport device 33 is supplied to the loading mechanism 24L or the loading mechanism 24R.
  • the game machine B is a loading mechanism 24L or a loading mechanism 24R ⁇ an upper surface of the pusher portion 22 ⁇ an upper surface of the table 21 ⁇ a drop port Q ⁇ a path Pb (counter 32) ⁇ a transport device 33 ⁇ a loading mechanism 24L or a loading mechanism 24R, It circulates by the route.
  • the game machine C is discharged through a route of the injection mechanism 25-> the upper surface of the table 21-> falling port Q-> path Pc-> discharge port 14.
  • the game mechanism 20 includes a buffer section 26 installed on the surface of the table 21.
  • the ejection mechanism 25 ejects the game object C toward the buffer section 26.
  • the game object C ejected from the ejection mechanism 25 collides with the buffer portion 26, and then is placed on the plurality of game objects B on the surface of the table 21.
  • the buffer unit 26 is installed at a position where the game object C ejected from the ejection mechanism 25 can collide. Therefore, the injection mechanism 25 is installed on the surface of the table 21 in the positive direction of the X axis with respect to the center line extending along the Y axis.
  • the buffer section 26 is a long member extending along the Y-axis direction (that is, the direction in which the pusher section 22 reciprocates).
  • the buffer section 26 is connected to the erection body 27.
  • One end of the cushioning portion 26 is fixed to the side surface of the installation body 27 opposite to the pusher portion 22.
  • FIG. 3 is a plan view of the buffer portion 26 as viewed from above in the vertical direction.
  • the cushioning portion 26 is installed so as to extend in parallel to the front side peripheral edge (that is, the peripheral edge in the negative direction of the X axis) of the game body C sliding down the ejection path 252 in the traveling direction. .
  • the buffer unit 26 is installed so as to extend parallel to the peripheral edge (the peripheral edge in the negative direction of the X-axis) of the ejection path 252 of the ejection mechanism 25.
  • the overall length of the buffer portion 26 is set to a dimension, for example, that exceeds the width WV of the ejection passage 252 (the length of the peripheral edge V on the tip side of the ejection passage 252). That is, the total length of the buffer portion 26 is set to a dimension that exceeds the peripheral edge of the game body C on the front side in the traveling direction.
  • FIG. 4 is a side view of the injection mechanism 25 and the buffer unit 26 as seen from the positive direction of the Y axis.
  • the cushioning portion 26 of the first embodiment is installed so as to face the surface of the table 21 with a space D that exceeds the outer diameter of the game body B.
  • the distance from the surface of the table 21 to the lower surface of the buffer portion 26 (that is, the distance D) is at least twice the outer diameter of the game machine B. Therefore, the movement of the game body B on the table 21 is not hindered by the buffer unit 26.
  • the buffer portion 26 is formed of a transparent member. Therefore, the player can visually recognize the game object B on the table 21 without being blocked by the buffer portion 26.
  • the injection mechanism 25 is installed at a position higher than the buffer unit 26 when viewed from the table 21. That is, the game object C is ejected from above the buffer unit 26 to the buffer unit 26. Specifically, the ejection mechanism 25 ejects the game object C along a direction inclined with respect to the surface of the table 21. Therefore, the game object C ejected toward the buffer portion 26 collides with the upper surface F of the buffer portion 26.
  • the upper surface F of the buffer portion 26 is a surface opposite to the surface (that is, the lower surface) facing the surface of the table 21. As illustrated in FIG. 3, the upper surface F is also referred to as a surface that can be seen when the buffer portion 26 is viewed from the upper side in the vertical direction.
  • the upper surface F of the buffer portion 26 of the first embodiment includes a first surface F1 (an example of the first inclined surface) and a second surface F2.
  • the first surface F1 and the second surface F2 are formed in the direction in which the buffer portion 26 extends.
  • the first surface F1 is located on the ejection mechanism 25 side of the upper surface F.
  • the first surface F1 is located between the second surface F2 and the ejection mechanism 25 in a plan view from the vertical direction. That is, the first surface F1 is closer to the ejection mechanism 25 than the second surface F2.
  • the first surface F1 is an inclined surface that inclines so as to become lower at a position closer to the injection mechanism 25 (the positive direction of the X axis).
  • the first surface F1 includes a first end K1 and a second end K2 lower than the first end K1.
  • the second end K2 is closer to the ejection mechanism 25 than the first end K1.
  • the surface inclined so that the normal line faces the ejection mechanism 25 is the first surface F1.
  • the second surface F2 is a surface parallel to the horizontal plane.
  • the game object C ejected from the ejection mechanism 25 collides with either the first surface F1 or the second surface F2 due to various factors such as the surface condition of the ejection path 252 and the air resistance to the game object C.
  • the direction in which the ejection mechanism 25 ejects the game object C is adjusted so that the game object C collides with either the first surface F1 or the second surface F2.
  • the game object C that has collided with the buffer portion 26 falls near the buffer portion 26. Specifically, the game object C falls in the positive direction of the X axis or the negative direction of the X axis as viewed from the buffer section 26.
  • the game object C ejected from the ejection mechanism 25 collides with the first surface F1
  • the game object C ejected from the injection mechanism 25 collides with the second surface F2
  • the collision occurs depending on the position where the game object C collides in the buffer portion 26.
  • the position where the later game body C falls changes. That is, it is possible to arrange the game objects C over a wide range of the table 21 without changing the emitting direction of the game objects C by the injection mechanism 25.
  • the game object C bounces when it collides with the game object B.
  • the higher the speed at which the game body C collides with the game body B (for example, the higher the position at which the game body C is ejected), the more the game body C bounces to a point away from the point where the game body B collides. Therefore, in contrast, the game object C may bounce up to the peripheral edge (front edge E) of the table 21 to reach the front edge E of the table 21 due to a collision with the game object B, and may drop from the drop opening Q.
  • the game object C may fall into the drop opening Q immediately after the ejection by the ejection mechanism 25.
  • the game body C ejected from the ejection mechanism 25 hits the game body B on the table 21 after colliding with the buffer portion 26. That is, the game body C ejected from the ejection mechanism 25 does not directly collide with the game body B.
  • the speed of the game object C emitted from the injection mechanism 25 is reduced by colliding with the buffer portion 26, and then the speed is moved to above the game object B on the table 21. That is, the distance that the game body C bounces off the game body B is shorter than the proportional distance.
  • the buffer unit 26 buffers the collision of the game object C.
  • the surface of the game body C in contact with the game body B at the time of collision is small (that is, in contact with dots), so the angle of the game object C after the collision
  • the direction of bounce changes in various ways.
  • the front edge of the game body C after ejection (the peripheral edge of the game body C on the front side in the traveling direction) easily comes into contact with the game body B in a dot shape. From, it bounces in the direction according to the position of the collision point.
  • the possibility that the game body C will fall from the drop opening Q also increases.
  • the game object C collides with the buffer section 26. That is, the front edge of the game object C ejected from the ejection mechanism 25 collides with the buffer portion 26 whose angle is fixed at a substantially constant angle. Therefore, the range in which the game object C after the collision bounces is reduced.
  • the configuration of the first embodiment in which the cushioning portion 26 is provided is particularly effective when the game body B is a rollable sphere and the game body C has a flat plate shape. .
  • the game object C is ejected along the direction inclined with respect to the surface of the table 21, and the first surface F1 that inclines so as to become lower at a position closer to the ejection mechanism 25 is provided in the buffer portion 26. Since the upper surface F is included, there is an advantage that the game object C after the collision with the first surface F1 can be positioned on the ejection mechanism 25 side.
  • the cushioning portion 26 extends along the direction in which the pusher portion 22 reciprocates, the game body C after the collision extends on both sides (when viewed from the cushioning portion 26, the front edge E of the table 21 extends across the cushioning portion 26. On one side or the other side in the direction). Therefore, the effect that the possibility that the gaming body C after the collision will fall from the front edge E of the table 21 can be reduced is remarkable. Further, since the buffer portion 26 faces the surface of the table 21 with a space larger than the outer diameter of the game body B, there is an advantage that the movement of the game body B on the table 21 is not hindered by the buffer portion 26.
  • FIG. 5 is a block diagram illustrating a functional configuration of the game device 100 according to the first embodiment.
  • the game device 100 includes a control device 81, a storage device 82, a display device 15, an operation panel 10, and an exchange device 83.
  • the configurations and functions of the display device 15 and the operation panel 10 are as described above.
  • the control device 81 is configured by a processing circuit such as a CPU (Central Processing Unit) and controls each element of the game device 100 in a centralized manner.
  • the storage device 82 stores a program executed by the control device 81 and various data used by the control device 81.
  • a known recording medium such as a semiconductor recording medium and a magnetic recording medium, or a combination of a plurality of types of recording media is arbitrarily adopted as the storage device 82.
  • the player can acquire the game object C by playing the game with the game device 100 according to the first embodiment.
  • the player can use the exchange device 83 mounted on the game device 100 to exchange the game object C acquired by himself / herself for a ticket (that is, a reward).
  • the exchange device 83 includes an insertion port 831, a reading mechanism 832, a discharge port 833, and a discharge mechanism 834.
  • the insertion port 831 and the ejection port 833 are installed on the front surface of the game device 100, as illustrated in FIG.
  • the exchange device 83 may be installed as a device separate from the game device 100. Further, the exchange device 83 may exchange the game object C for a tangible or intangible game value.
  • a player who desires to obtain a ticket inserts one or more game objects C acquired by himself / herself into the insertion slot 831.
  • the reading mechanism 832 acquires the identification information indicating the pattern of the game object C from the game object C inserted into the insertion opening 831.
  • a reading circuit that acquires identification information from a storage circuit mounted on the game machine C is suitable as the reading mechanism 832.
  • the ejection mechanism 834 ejects from the ejection port 833 the number of tickets corresponding to the one or more game objects C inserted in the insertion port 831.
  • the ticket after the exchange by the exchange device 83 may be discharged from the payout unit 13.
  • the number of tickets according to the result of counting by the counter 32 may be discharged from the discharging mechanism 834.
  • the exchange device 83 executes the process of ejecting the ticket corresponding to the gaming body C inserted by the player (hereinafter referred to as “exchange process”).
  • FIG. 6 is a block diagram illustrating a functional configuration of the control device 81.
  • the control device 81 realizes a plurality of functions (lottery processing unit 811, reward management unit 812, and display control unit 813) by executing a program stored in the storage device 82.
  • a part of the functions of the control device 81 may be realized by a dedicated electronic circuit.
  • the function of the control device 81 may be installed in a plurality of devices.
  • the control device 81 provides various functions for controlling each part of the game device 100 (for example, the loading mechanism 24L, the loading mechanism 24R, the ejection mechanism 25, or the transport device 33). Will be realized.
  • the lottery processing unit 811 executes the above-described lottery processing for randomly selecting any of the plurality of lottery elements.
  • the reward management unit 812 determines the number of tickets to be discharged from the discharge port 833 (hereinafter, referred to as the “discharge number”) according to the combination (so-called combination) of the patterns of the one or more game objects C inserted in the insertion port 831. To set. The design of each game object C is specified by the identification information acquired by the reading mechanism 832 of the exchange device 83.
  • the storage device 82 of the first embodiment stores in advance the discharge number for each combination of the patterns of the game object C.
  • the reward management unit 812 refers to the storage content of the storage device 82 to set the number of discharges according to the combination of the patterns of the one or more game objects C inserted into the insertion port 831.
  • the number of discharges differs not only for each pattern of the game C, but also for each combination of the patterns of the game C. For example, when a combination of specific patterns is established, the number of discharges that exceeds the total value of the number of discharges when one game object C of each pattern forming the combination is replaced is set.
  • the display control unit 813 causes the display device 15 to display an image.
  • the display control unit 813 of the first embodiment causes the display device 15 to display an image regarding the lottery process and an image regarding the exchange process.
  • the image related to the lottery process is, for example, the image of the lottery body G in which a plurality of lottery elements are arranged, as described above with reference to FIG. 1.
  • the image relating to the exchange process is an image showing a combination established for the game object C inserted by the player into the insertion port 831 and the number of discharges corresponding to the combination, as illustrated in FIG. 7, for example.
  • FIG. 7 the image showing a combination established for the game object C inserted by the player into the insertion port 831 and the number of discharges corresponding to the combination.
  • the display control unit 813 displays an image showing the pattern of the game body C that is insufficient for establishing a specific combination and the establishment of the combination by inserting the game body C, It is displayed on the display device 15.
  • the display device 15 of the first embodiment is used both for displaying an image related to the lottery process and for displaying an image related to the exchange process.
  • the display device 15 that displays an image related to the lottery process and the display device 15 that displays an image related to the exchange process are separately installed, a problem such as a complicated configuration or an increase in size of the game device 100 occurs.
  • the display device 15 is used both for displaying the image related to the lottery process and the image related to the exchange process. Therefore, the display device 15 for displaying the image for the lottery process and the image for the exchange process are displayed. It is possible to realize simplification and miniaturization of the configuration of the game device 100, as compared with a configuration in which the display device 15 for displaying is installed separately.
  • the position (first surface F1 or second surface F2) at which the game object C collides with the buffer portion 26 is set due to various factors such as the surface condition of the ejection path 252 and the air resistance to the game object C.
  • the position at which the game object C collides with the buffer section 26 is changed by intentionally changing the ejection angle of the game object C by control.
  • FIG. 9 is a side view (a side view corresponding to FIG. 4) of the injection mechanism 25 and the buffer section 26 according to the second embodiment.
  • the injection mechanism 25 according to the second embodiment includes an angle control unit 253 in addition to the container 251 and the injection path 252 similar to those in the first embodiment.
  • the angle controller 253 controls the angle ⁇ of the ejection path 252 with respect to the horizontal plane A.
  • the angle ⁇ is an angle at which the game body C ejects with respect to the buffer unit 26.
  • the angle ⁇ is larger as the inclined surface S of the injection path 252 is closer to the state perpendicular to the horizontal plane A, and the angle ⁇ is smaller as the inclined surface S is closer to the state parallel to the horizontal plane A.
  • the angle control unit 253 of the first embodiment adjusts the angle ⁇ by rotating the ejection path 252 with the connecting portion M with the housing 251 as a fulcrum, for example.
  • the angle ⁇ changes dynamically during the execution of the game by the game mechanism 20.
  • the angle ⁇ increases and decreases periodically within a predetermined range.
  • the position at which the game body C ejected from the ejection mechanism 25 collides with the buffer portion 26 changes according to the angle ⁇ .
  • the larger the angle ⁇ the more collision with the buffer section 26 at a position closer to the ejection mechanism 25 (that is, the first surface F1).
  • the smaller the angle ⁇ the more collision with the buffer portion 26 at a position distant from the ejection mechanism 25 (that is, the second surface F2).
  • the ejection mechanism 25 of the second embodiment can adjust the angle ⁇ at which the game body C ejects with respect to the buffer portion 26.
  • the position of the game object C after the collision changes due to the first surface F1 and the second surface F2 of the buffer portion 26, so that the upper surface F of the buffer portion 26 has a single surface.
  • the range in which the direction of the injection by the injection mechanism 25 is changed can be reduced as compared with the configuration of the surface.
  • the same effect as in the first embodiment can be realized.
  • the angle ⁇ at which the game object C is ejected with respect to the buffer part 26 can be adjusted, the position where the game object C collides with the buffer part 26 (and thus the position of the game object C after the collision) is set. It is possible to adjust according to the angle ⁇ .
  • FIG. 10 is a side view (a side view corresponding to FIG. 4) of the injection mechanism 25 and the buffer section 26 according to the third embodiment.
  • the game device 100 according to the third embodiment includes a plurality of buffers 26.
  • FIG. 10 exemplifies a configuration in which the two buffer portions 26 are installed on the surface of the table 21.
  • the number of buffers 26 is arbitrary.
  • the plurality of buffer portions 26 have a common shape. However, the shapes of the plurality of buffer portions 26 may be different.
  • the plurality of cushioning portions 26 are arranged in parallel on the surface of the table 21 at intervals in the X-axis direction. The distance between the two buffer portions 26 adjacent to each other in the X-axis direction is set to a dimension longer than the long side of the game object C.
  • the ejection mechanism 25 of the third embodiment ejects the game object C to any one of the plurality of buffer portions 26. Specifically, by adjusting the angle ⁇ of the ejection path 252, the game object C is caused to collide with any of the plurality of buffer portions 26.
  • the angle ⁇ is adjusted by the angle control unit 253 as in the second embodiment. The larger the angle ⁇ , the more the game object C collides with the buffer portion 26 located closer to the ejection mechanism 25, and the smaller the angle ⁇ the collision with the buffer portion 26 located farther from the ejection mechanism 25.
  • the game object C that has collided with the buffer section 26 falls near the buffer section 26 (typically, on both sides of the buffer section 26 in between).
  • the game object C falls near the buffer portion 26. That is, as compared with the configuration in which one buffer unit 26 is installed, the game object C can be arranged over a wide area on the table 21.
  • the game object C is ejected from the ejection mechanism 25 to any of the plurality of buffer portions 26, for example, as compared with a configuration in which the ejection mechanism 25 is installed for each of the plurality of buffer portions 26, the game device. 100 downsizing is possible.
  • the game body B and the game body C have different shapes, but the game body B and the game body C may have a common shape.
  • the game object B is a sphere, but the shape of the game object B may not be a sphere as long as it can be rolled regardless of the posture or the direction. That is, the shape of the game object B may be a substantially spherical shape in addition to a perfect spherical shape (that is, a spherical shape).
  • a typical example of the game object B is a sphere, but a game object B having an arbitrary shape such as an ellipsoid or a polyhedron that can be rolled is adopted.
  • the shape of the game object B is not limited to the spherical shape.
  • a disc-shaped game object B for example, a medal or a coin
  • a polyhedron game object B may be adopted.
  • the plate-shaped game body C is exemplified, but the shape of the game body C is not limited to the above examples.
  • a spherical or disc-shaped game object C or a polyhedron game object C may be adopted.
  • the buffer portion 26 is installed on the surface of the table 21 by connecting the buffer portion 26 to the erection body 27, but the buffer portion 26 is directly connected to the surface of the table 21. You may. As long as the buffer section 26 is installed so that the table 21 and the buffer section 26 overlap each other when viewed from above the table 21, the method of installing the buffer section 26 is arbitrary. As will be understood from the above description, the buffer section 26 may be directly connected to the table 21 or may be connected to a member (for example, the erection body 27) different from the table 21. That is, it is not essential in the present invention to install the buffer portion 26 so as to face the surface of the table 21 with a space D that exceeds the outer diameter of the game body B.
  • the first surface F1 is the inclined surface that inclines so that the lower the position is closer to the injection mechanism 25, and the second surface F2 is the horizontal surface, the first surface F1 and the second surface F2.
  • the shape of is not limited to the above examples.
  • 11 and 12 are side views of the injection mechanism 25 and the buffer section 26 according to the modification.
  • a horizontal surface may be the first surface F1 and an inclined surface (an example of the second inclined surface) that is inclined so that it becomes lower at a position farther from the ejection mechanism 25 may be the second surface F2.
  • the second surface F2 includes a third end K3 and a fourth end K4 lower than the third end K3. The fourth end K4 is farther from the ejection mechanism 25 than the third end K3.
  • the inclined surface inclined so as to become lower at a position closer to the injection mechanism 25 is a first surface F1
  • the inclined surface inclined so as to become lower at a position farther from the injection mechanism 25 is a second surface F2.
  • the upper surface F includes the second surface F2 that is inclined so as to become lower at a position farther from the injection mechanism 25 as illustrated in FIG. 11 or FIG. 12
  • the game object C after the collision with the second surface F2 is buffered. It can be located on the opposite side of the injection mechanism 25 with the part 26 interposed therebetween.
  • the upper surface F includes one of the first surface F1 and the second surface F2, or is different from the first surface F1 and the second surface F2 in addition to the first surface F1 and the second surface F2.
  • a configuration in which the upper surface F includes the surface can also be adopted.
  • the upper surface F of the buffer portion 26 may be a curved surface (for example, an arc surface).
  • the shape of the upper surface F of the buffer portion 26 is arbitrary.
  • the elongated buffer portion 26 extending along the direction in which the pusher portion 22 reciprocates has been exemplified, but the game object C ejected from the ejection passage 252 is formed so as to be able to collide. If so, the shape or direction of the buffer portion 26 is arbitrary.
  • the game apparatus 100 includes one ejection mechanism 25, but the game apparatus 100 may include a plurality of ejection mechanisms 25. Further, the buffer section 26 may be installed at a position corresponding to each of the plurality of injection mechanisms 25. For example, the game machine C is thrown in by selectively operating any of the plurality of ejection mechanisms 25.
  • the game body C is loaded from the side wall portion 231 side, but the position at which the game body C is loaded is not limited to the above example.
  • the gaming body C may be loaded from the pusher portion 22 side, or the gaming body C may be loaded from the upper surface of the table 21.
  • the position where the buffer unit 26 is installed is appropriately changed according to the position where the game machine C is loaded.
  • the angle ⁇ is adjusted by rotating the ejection path 252 with the connecting portion M with the housing 251 as a fulcrum, but the method of adjusting the angle ⁇ is the above example. Not limited to.
  • the angle ⁇ may be adjusted by inclining the injection mechanism 25 as a whole.
  • the position at which the ejection mechanism 25 ejects the game object C with respect to the buffer portion 26 may be adjusted in the horizontal direction. For example, when the ejection mechanism 25 moves in the X-axis direction and the Y-axis direction, the ejection position of the game object C in the horizontal direction changes. Further, the height at which the ejection mechanism 25 ejects the game object C may be adjusted. For example, by moving the ejection mechanism 25 toward or away from the surface of the table 21, the height at which the game object C is ejected changes. The position at which the game object C collides with the buffer section 26 may be changed by adjusting the injection speed of the game object C by a motor or the like.
  • a game device (100) according to a preferred aspect (Supplementary Note 1) of the present invention has a first game body (B) and a second game body (C) placed thereon, and the first game body (B) and A table (21) where the second game body (C) falls from the peripheral edge (E), a buffer section (26) installed on the surface of the table (21), and the second game body (C).
  • the first game body (C) bounces by colliding with B).
  • the second game body (C) ejected from the ejection mechanism (25) collides with the buffer section (26) and then the first game body (B) on the table (21). Placed. That is, the second game body (C) ejected from the ejection mechanism (25) does not directly collide with the first game body (B).
  • the speed of the second game body (C) injected from the injection mechanism (25) is reduced by colliding with the buffer section (26). Move to. That is, the distance that the second game body (C) bounces off the first game body (B) is short. Therefore, as compared with the case of the proportionality, it is possible to reduce the possibility that the second game body (C) will fall from the peripheral edge (E) of the table (21) immediately after the ejection by the ejection mechanism (25).
  • the first game body (B) and the “second game body (C)” are three-dimensional objects of any shape.
  • the first game body (B) and the second game body (C) may have a common shape or different shapes.
  • “Installed on the surface of the table (21)” means that the buffer section (26) is installed on the surface of the table (21).
  • the table (21) may be installed such that there is a gap between the surface of the table (21) and the buffer portion (26), or the surface of the table (21) and the buffer portion (26) may be in contact with each other.
  • the buffer portion (26) may be installed on the surface of the table (21) by being directly connected to the table (21), or the buffer portion (26) may be provided on a member different from the table (21). ) May be connected and installed on the surface of the table (21).
  • the first game body (B) and the second game body (C) have different shapes.
  • the first gaming body (B) is spherical, and the second gaming body (C) is flat.
  • the surface contacting the second game body (C) at the time of collision with the first game body (B) becomes small (that is, dot-like contact). Therefore, the angle of the second game body (C) after the collision is not fixed, and the bounce direction is variously changed.
  • the front edge of the second game body (C) after injection (the peripheral edge of the second game body (C) on the front side in the traveling direction) is Since it is easy to make point contact with the first game body (B), it bounces in a direction corresponding to the position of the collision point.
  • the angle at which the play second game body (C) rebounds after the collision with the first game body (B) is not determined, there is a high possibility that the second game body (C) will drop from the table (21).
  • the buffer portion (26) is provided is particularly effective when the first game body (B) is spherical and the second game body (C) is flat.
  • the shape of the "first game body (B)" includes not only a perfect spherical shape but also a substantially spherical shape.
  • the substantially spherical shape includes any shape capable of rolling regardless of the posture or the direction. Therefore, a typical example of the first game object (B) is a sphere, but any rollable solid such as an ellipsoid or a polyhedron is included in the concept of the “first game object (B)”.
  • the "second game body (C)” is a flat article. For example, a card or ticket presented as a prize (prize) to a player is a good example of the second game body (C). A card or ticket that can be exchanged for various prizes may be used as the second gaming body (C).
  • the first game body (B) is spherical.
  • the surface contacting the second game body (C) at the time of collision with the first game body (B) becomes small (that is, dot-like contact). Therefore, the angle of the second game body (C) after the collision is not fixed, and the bounce direction is variously changed. That is, the possibility that the second game body (C) bounces off the peripheral edge (E) of the table (21) and the second game body (C) falls from the table (21) also increases.
  • the buffer portion (26) is provided is particularly effective when the first game body (B) is spherical.
  • the injection mechanism (25) moves the second game body (C) along a direction inclined with respect to the surface of the table (21).
  • the upper surface (F) of the buffer part (26) is ejected and includes a first end (K1) and a second end (K2) closer to the injection mechanism (25) than the first end (K1).
  • the second end (K2) is lower than the first end (K1) including the first inclined surface (F1).
  • the second game body (C) is ejected along the direction inclined with respect to the surface of the table (21), and the first game device is inclined so that the position closer to the ejection mechanism (25) becomes lower. Since the upper surface (F) of the buffer portion (26) includes the inclined surface (F1), the second game body (C) after the collision with the first inclined surface (F1) should be positioned on the ejection mechanism (25) side. You can
  • the upper surface (F) of the buffer portion (26) has a third end (K3) and a third end (K3) rather than the injection mechanism ( 25) and a second inclined surface (F2) including a fourth end (K4) farther from the fourth end (K4), the fourth end (K4) being lower than the third end (K3).
  • the upper surface (F) of the buffer section (26) includes the second inclined surface (F2) that inclines so as to become lower at a position farther from the injection mechanism (25), the second inclined surface (F2)
  • the second game body (C) after the collision with F2) can be located on the opposite side of the injection mechanism (25) with the buffer section (26) interposed therebetween.
  • a pusher portion (22) that reciprocates on the surface of the table (21) is provided.
  • the pusher portion (22) reciprocates on the surface of the table (21) since the pusher portion (22) reciprocates on the surface of the table (21), the first game body (B) and the second game body (C) are the peripheral edge (E) of the table (21). Gradually falls from.
  • the buffer section (26) extends along the direction in which the pusher section (22) reciprocates.
  • the cushioning portion (26) extends along the direction in which the pusher portion (22) reciprocates, the second game body (C) after the collision has both sides sandwiching the cushioning portion (26). It is located on one side or the other side in the direction in which the peripheral edge (E) of the table (21) extends, as viewed from the buffer section (26). Therefore, the effect of being able to reduce the possibility that the second game body (C) after the collision will fall from the peripheral edge (E) of the table (21) is remarkable.
  • the buffer section (26) is provided on the surface of the table (21) with an interval larger than the outer diameter of the first game body (B). opposite. According to the above aspect, since the buffer portion (26) faces the surface of the table (21) at an interval larger than the outer diameter of the first game body (B), the first game body on the table (21). The movement of (B) is not hindered by the buffer section (26).
  • the injection mechanism (25) sets an angle ( ⁇ ) at which the second game body (C) ejects with respect to the buffer section (26). It is adjustable. According to the above aspect, since the angle ( ⁇ ) at which the second game body (C) is ejected with respect to the buffer section (26) can be adjusted, the second game body (C) serves as the buffer section (26). It is possible to adjust the collision position (and thus the position of the second game body (C) after the collision) according to the angle ( ⁇ ).
  • a plurality of buffer sections (26) including the buffer section (26) are provided.
  • the second game body (C) falls near each of the plurality of buffer portions (26). That is, the second game body (C) can be arranged over a wide area on the table (21) as compared with the configuration in which one buffer section (26) is installed.
  • the ejection mechanism (25) ejects the second game body (C) to any one of the plurality of buffer portions (26). Since the second game body (C) is ejected from the ejection mechanism (25) to any of the plurality of buffer portions (26), for example, the ejection mechanism (25) is provided for each of the plurality of buffer portions (26).
  • the size of the game device (100) can be reduced as compared with the configuration in which it is installed.
  • Conveying device 81 ... Control device, 811 ... Lottery processing section, 812 ... Compensation management unit, 813 ... Display control unit, 82 ... Storage device, 83 ... Exchange device, 831 ... Inserting port, 832 ... Reading mechanism, 833 ... Discharging port, 834 ... Discharging mechanism, E ... Table leading edge, G ... Lottery Body, H ... Lottery hole, Q ... Drop port, B Game body (first game element), C ... game body (second game element).

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Abstract

This gaming device comprises a table on which a first game body and a second game body are placed and from the peripheral edge of which the first game body and the second game body fall, a cushioning part installed on the surface of the table, and an ejection mechanism that ejects the second game body toward the cushioning part.

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.
 形状が相違する複数種の遊技体を利用した各種のゲームが従来から提案されている。例えば特許文献1には、円板状のメダルと球体状の転動体とをテーブルから落下させるメダルゲーム装置が開示されている。 Various games using multiple types of game objects with different shapes have been proposed in the past. For example, Patent Document 1 discloses a medal game device in which a disc-shaped medal and a spherical rolling element are dropped from a table.
特開2009-45289号公報JP, 2009-45289, A
 しかし、特許文献1の技術では、転動体がテーブルに投入される際にメダルに衝突することで、予期せぬ位置に移動する場合がある。その結果、転動体が投入直後にテーブルから落下してしまう可能性がある。以上の事情を考慮して、本発明の好適な態様は、遊技体が射出機構から射出された直後にテーブルの周縁から落下する可能性を低減することを目的とする。 However, in the technique of Patent Document 1, the rolling element may move to an unexpected position by colliding with the medal when it is thrown into the table. As a result, the rolling elements may fall off the table immediately after being inserted. In consideration of the above circumstances, a preferred aspect of the present invention aims to reduce the possibility that the game body will fall from the peripheral edge of the table immediately after being ejected from the ejection mechanism.
 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、第1遊技体と第2遊技体とが載置され、当該第1遊技体と当該第2遊技体とが周縁から落下するテーブルと、前記テーブルの面上に設置された緩衝部と、前記第2遊技体を前記緩衝部に向けて射出する射出機構とを具備する。 In order to solve the above-mentioned problems, a game device according to a preferred aspect of the present invention has a first game body and a second game body placed thereon, and the first game body and the second game body have a peripheral edge. It is provided with a table that drops from a table, a buffer section installed on the surface of the table, and an injection mechanism that ejects the second game body toward the buffer section.
第1実施形態に係るゲーム装置の外観を例示する斜視図である。It is a perspective view which illustrates the external appearance of the game device which concerns on 1st Embodiment. 遊技体の経路を例示する説明図である。It is explanatory drawing which illustrates the path | route of a game body. 緩衝部および射出路の平面図である。It is a top view of a buffer part and an ejection path. 射出機構および緩衝部の側面図である。It is a side view of an injection mechanism and a buffer. ゲーム装置の機能的な構成を例示するブロック図である。It is a block diagram which illustrates the functional composition of a game device. 制御装置の機能的な構成を例示するブロック図である。It is a block diagram which illustrates the functional composition of a control device. 交換処理に関する画像の表示例である。It is an example of a display of the image regarding exchange processing. 交換処理に関する画像の表示例である。It is an example of a display of the image regarding exchange processing. 第2実施形態に係る射出機構および緩衝部の側面図である。It is a side view of an injection mechanism and a buffer part concerning a 2nd embodiment. 第3実施形態に係る射出機構および緩衝部の側面図である。It is a side view of an injection mechanism and a buffer part concerning a 3rd embodiment. 変形例に係る緩衝部の側面図である。It is a side view of the buffer part which concerns on a modification. 変形例に係る緩衝部の側面図である。It is a side view of the buffer part which concerns on a modification. 変形例に係る緩衝部の側面図である。It is a side view of the buffer part which concerns on a modification.
 図面を参照しながら本発明の実施の形態を説明する。図面における各部の寸法および縮尺は、実際の構成の寸法および縮尺とは適宜に相違する。以下に記載する実施の形態は、技術的に好適な種々の限定を含む。本発明の範囲は、以下に例示する実施形態には限定されない。 Embodiments of the present invention will be described with reference to the drawings. The dimensions and scale of each part in the drawings differ from the dimensions and scale of the actual configuration as appropriate. The embodiments described below include various technically suitable limitations. The scope of the present invention is not limited to the embodiments exemplified below.
[第1実施形態]
 図1は、第1実施形態に係るゲーム装置100を例示する外観図である。ゲーム装置100は、例えば娯楽施設(例えばゲームセンターまたはカジノ等)または商業施設(例えばショッピングセンター等)に設置される。カジノにおいて利用される場合、ゲーム装置100は、ゲーミングマシンと称呼されることもある。
[First Embodiment]
FIG. 1 is an external view illustrating a game device 100 according to the first embodiment. The game device 100 is installed in, for example, an entertainment facility (for example, a game center or a casino) or a commercial facility (for example, a shopping center). When used in a casino, the game device 100 may be referred to as a gaming machine.
 遊技者は、遊技価値を消費することでゲーム装置100によるゲームをプレイすることができる。遊技価値は、例えばメダル(トークンコイン)、コイン(貨幣)もしくはチケット等の有体の媒体、または、クレジットもしくはポイント等の無体の価値である。無体の遊技価値の数量は、例えばICカード等の記録媒体にデータとして記憶される。複数種の遊技価値の何れかを遊技者が選択して消費してもよい。遊技価値の消費は、遊技価値の投入とも換言される。 The player can play the game by the game device 100 by consuming the game value. The game value is a tangible medium such as a medal (token coin), a coin (coin) or a ticket, or an intangible value such as credit or points. The quantity of intangible game value is stored as data in a recording medium such as an IC card. The player may select and consume any of the plurality of types of game values. The consumption of game value is also referred to as the input of game value.
 遊技者は、ゲームの結果に応じた報酬(特典)を獲得する。すなわち、報酬の獲得がゲームの目的のひとつである。遊技者に付与される報酬は、例えばチケット(すなわち景品)である。チケットは、例えば各種の物品と交換可能な媒体である。なお、チケットが遊技価値(すなわちゲームをプレイするための価値)を有するか否かは不問である。なお、有体または無体の遊技価値を報酬として遊技者に付与してもよい。報酬の付与は、報酬の払出とも換言される。なお、ゲームのプレイのために遊技者が消費する遊技価値とゲームの結果に応じた報酬とは、同種および異種の何れでもよい。例えば、無体の遊技価値であるクレジットの消費により遊技者がゲームをプレイした結果に応じて、所定数のチケットを報酬として遊技者に付与してもよいし、所定の数量のクレジット(すなわち同種の遊技価値)を報酬として遊技者に付与してもよい。 Players get rewards (privileges) according to the game results. In other words, earning a reward is one of the purposes of the game. The reward given to the player is, for example, a ticket (that is, a prize). A ticket is, for example, a medium that can be exchanged for various items. It does not matter whether or not the ticket has a game value (that is, a value for playing the game). A tangible or intangible game value may be given to the player as a reward. Granting a reward is also referred to as paying a reward. The game value consumed by the player for playing the game and the reward according to the result of the game may be the same or different. For example, a predetermined number of tickets may be given to the player as a reward according to the result of the player playing the game by consuming the intangible game value credit, or a predetermined number of credits (that is, the same kind of ticket). The game value) may be given to the player as a reward.
 図1に例示される通り、第1実施形態のゲーム装置100は、操作パネル10と表示装置15とゲーム機構20とを具備する。以下の説明では、ゲーム装置100の左右方向に沿った軸をX軸と表記し、前後方向に沿った軸をY軸と表記する。X軸の正方向が遊技者からみて右側であり、X軸の負方向が遊技者からみて左側である。また、Y軸の正方向が前方(遊技者からみて手前側)であり、Y軸の負方向が後方(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。 As illustrated in FIG. 1, the game device 100 according to the first embodiment includes an operation panel 10, a display device 15, and a game mechanism 20. In the following description, the axis along the left-right direction of the game device 100 will be referred to as the X-axis, and the axis along the front-rear direction will be referred to as the Y-axis. The positive direction of the X axis is the right side when viewed from the player, and the negative direction of the X axis is the left side when viewed from the player. Further, the positive direction of the Y-axis is the front side (the front side as seen from the player), and the negative direction of the Y-axis is the rear side (the rear side as seen from the player). The XY plane corresponds to the horizontal plane.
 操作パネル10は、操作部11Lと操作部11Rと受付部12と払出部13とを具備する。操作部11Lおよび操作部11Rの各々は、遊技者が操作可能な操作ボタンである。受付部12は、遊技価値の投入を受付ける。例えば、チケットまたはトークンコイン等の有体の遊技価値の投入を受付ける投入口、または、クレジット等の無体の遊技価値を例えばICカード等の記録媒体から取得する読出回路が、受付部12として利用される。払出部13は、ゲームの結果に応じた報酬を遊技者に付与する。例えばチケットを報酬として放出する払出口、または、クレジット等の無体の遊技価値を記録媒体に書込む書込回路が、払出部13として利用される。表示装置15は、例えば液晶表示パネルまたは有機EL表示パネル等の表示パネルを含んで構成され、抽選処理を表す画像等の各種の画像を表示する。 The operation panel 10 includes an operation unit 11L, an operation unit 11R, a reception unit 12, and a payout unit 13. Each of the operation unit 11L and the operation unit 11R is an operation button that can be operated by the player. The reception unit 12 receives the input of the game value. For example, a slot for accepting the insertion of a tangible game value such as a ticket or a token coin, or a reading circuit for acquiring an intangible game value such as a credit from a recording medium such as an IC card is used as the reception unit 12. It The payout unit 13 gives the player a reward according to the result of the game. For example, a payout port that releases a ticket as a reward, or a writing circuit that writes an intangible game value such as a credit on a recording medium is used as the payout unit 13. The display device 15 is configured to include a display panel such as a liquid crystal display panel or an organic EL display panel, and displays various images such as images representing lottery processing.
 ゲーム機構20は、遊技者にゲームを提供する機構である。図1に例示される通り、ゲーム機構20は、テーブル21とプッシャー部22と支持構造体23と投入機構24Lと投入機構24Rと射出機構25とを具備する。テーブル21は、略水平に設置された平板状の部材である。プッシャー部22は、テーブル21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。具体的には、プッシャー部22は、図1に矢印αで表現される通り、テーブル21の面上でY軸に沿って反復的に往復する。プッシャー部22が往復する方向に沿った軸をY軸と定義し、水平面内でY軸に直交する軸をX軸と定義してもよい。 The game mechanism 20 is a mechanism that provides a game to a player. As illustrated in FIG. 1, the game mechanism 20 includes a table 21, a pusher portion 22, a support structure 23, a charging mechanism 24L, a charging mechanism 24R, and an ejection mechanism 25. The table 21 is a flat plate-shaped member installed substantially horizontally. The pusher portion 22 is a three-dimensional structure (pusher table) that reciprocates on the surface of the table 21. Specifically, the pusher unit 22 repeatedly reciprocates along the Y axis on the surface of the table 21, as represented by the arrow α in FIG. 1. The axis along the direction in which the pusher portion 22 reciprocates may be defined as the Y axis, and the axis orthogonal to the Y axis in the horizontal plane may be defined as the X axis.
 支持構造体23は、ゲーム機構20の各要素を支持する構造体であり、側壁部231Lと側壁部231Rと前壁部232と後壁部234とを含んで構成される。側壁部231Lおよび側壁部231Rは、相互に対向するようにゲーム機構20の左右に設置される。前壁部232は、テーブル21におけるY軸の正方向の周縁(以下「前縁」という)Eから離間した位置でX軸に沿って延在する部材である。テーブル21の前縁Eに沿う軸をX軸と定義してもよい。前壁部232とテーブル21の前縁Eとの間にはX軸に沿って長尺な開口(以下「落下口」という)Qが形成される。後壁部234は、プッシャー部22の上面に対向するX軸に沿って長尺な部材である。 The support structure 23 is a structure that supports each element of the game mechanism 20, and includes a side wall portion 231L, a side wall portion 231R, a front wall portion 232, and a rear wall portion 234. The side wall portion 231L and the side wall portion 231R are installed on the left and right of the game mechanism 20 so as to face each other. The front wall portion 232 is a member that extends along the X axis at a position separated from a peripheral edge (hereinafter referred to as “front edge”) E of the table 21 in the positive direction of the Y axis. The axis along the front edge E of the table 21 may be defined as the X axis. A long opening (hereinafter referred to as “falling port”) Q is formed along the X axis between the front wall portion 232 and the front edge E of the table 21. The rear wall portion 234 is a member that is long along the X axis that faces the upper surface of the pusher portion 22.
 図1に例示される通り、投入機構24Lおよび投入機構24Rは、プッシャー部22の上面に向けて遊技体Bを投入する機構である。投入機構24Lは、図1に例示される通り、プッシャー部22の左側からX軸の正方向に向けて遊技体Bを投入する。投入機構24Rは、プッシャー部22の右側からX軸の負方向に向けて遊技体Bを投入する。第1実施形態の遊技体B(第1遊技体の例示)は球体である。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。 As illustrated in FIG. 1, the charging mechanism 24L and the charging mechanism 24R are mechanisms for charging the game machine B toward the upper surface of the pusher portion 22. As illustrated in FIG. 1, the loading mechanism 24L loads the game object B from the left side of the pusher portion 22 in the positive direction of the X axis. The loading mechanism 24R loads the game object B from the right side of the pusher portion 22 in the negative direction of the X axis. The game object B of the first embodiment (exemplification of the first game object) is a sphere. The game body B is formed of a light transmissive material such as acrylic resin or glass.
 投入機構24Lおよび投入機構24R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、投入機構24Lによる遊技体Bの投入の方向を操作部11Lに対する操作に応じて変更可能であり、投入機構24Rによる遊技体Bの投入の方向を操作部11Rに対する操作に応じて変更可能である。なお、投入機構24Lおよび投入機構24Rの一方のみを設置してもよい。 The direction and time when each of the throwing mechanism 24L and the throwing mechanism 24R throws the game machine B is variable. The player can change the throwing direction of the game body B by the throwing mechanism 24L according to the operation on the operation unit 11L, and change the throwing direction of the game body B by the throwing mechanism 24R according to the operation on the operating unit 11R. It is possible. Note that only one of the charging mechanism 24L and the charging mechanism 24R may be installed.
 図1に例示される通り、テーブル21およびプッシャー部22の上面には多数の遊技体Bが稠密に載置される。複数の遊技体Bが相互に重なり合ってテーブル21およびプッシャー部22の上面に載置される場合もある。プッシャー部22の上面に載置された遊技体Bは、プッシャー部22が後方(Y軸の負方向)に移動するときに後壁部234により押圧される。後壁部234により押圧されることで複数の遊技体Bが順次に前方に移動し、プッシャー部22の前縁の近傍に位置する余剰の遊技体Bが、プッシャー部22の上面からテーブル21の上面に落下する。テーブル21の上面の複数の遊技体Bは、前方(Y軸の正方向)に移動するプッシャー部22により押圧されることで順次に前方に移動し、テーブル21の前縁Eの近傍に位置する余剰の遊技体Bが当該前縁Eから落下口Qに落下する。落下口Qに落下した遊技体Bの個数に応じた報酬(チケット)が遊技者に付与される。 As illustrated in FIG. 1, a large number of game objects B are densely placed on the upper surfaces of the table 21 and the pusher portion 22. There is a case where a plurality of game bodies B are placed on the upper surfaces of the table 21 and the pusher portion 22 so as to overlap each other. The game object B placed on the upper surface of the pusher portion 22 is pressed by the rear wall portion 234 when the pusher portion 22 moves rearward (negative direction of the Y axis). A plurality of game objects B are sequentially moved forward by being pressed by the rear wall part 234, and the excess game objects B located near the front edge of the pusher part 22 are pushed from the upper surface of the pusher part 22 to the table 21. Drop on top. The plurality of game objects B on the upper surface of the table 21 are sequentially moved forward by being pressed by the pusher portion 22 moving forward (the positive direction of the Y axis), and are located in the vicinity of the front edge E of the table 21. The surplus game body B drops from the front edge E to the drop port Q. The player is provided with a reward (ticket) according to the number of game objects B that have fallen into the drop opening Q.
 図1に例示される通り、側壁部231Lと側壁部231Rとの間には架設体27が設置される。架設体27は、遊技体Bの直径を上回る間隔だけテーブル21の上面から離間した高さに設置される。架設体27には複数の抽選孔Hが形成される。各抽選孔H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。他方、プッシャー部22の前面(Y軸の正方向の壁面)には、相異なる抽選孔Hに対応する複数の誘導路28が設置される。各誘導路28は、プッシャー部22の上面から落下した遊技体Bを受容して抽選孔Hに誘導する構造体である。プッシャー部22が架設体27に充分に接近した時点で誘導路28から落下した遊技体Bは、抽選孔Hを通過してからテーブル21の表面に落下する。他方、プッシャー部22が架設体27から離間した時点で誘導路28から落下した遊技体Bは、抽選孔Hを通過することなくテーブル21の表面に落下する。各抽選孔H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。検出器による遊技体Bの検出を契機として所定の抽選処理が実行され、抽選処理の結果に応じた各種の報酬が遊技者に付与される。 As illustrated in FIG. 1, the installation body 27 is installed between the side wall portion 231L and the side wall portion 231R. The erection body 27 is installed at a height separated from the upper surface of the table 21 by an interval exceeding the diameter of the game body B. A plurality of lottery holes H are formed in the installation body 27. Each lottery hole H is a substantially circular through hole having an inner diameter larger than the diameter of the game machine B. On the other hand, on the front surface (the wall surface in the positive direction of the Y axis) of the pusher portion 22, a plurality of guide paths 28 corresponding to different lottery holes H are installed. Each guide path 28 is a structure that receives the game object B dropped from the upper surface of the pusher portion 22 and guides it to the lottery hole H. The game object B dropped from the guide path 28 when the pusher portion 22 is sufficiently close to the erected body 27, passes through the lottery hole H, and then falls onto the surface of the table 21. On the other hand, the game machine B dropped from the guide path 28 when the pusher section 22 separates from the erection body 27, and falls on the surface of the table 21 without passing through the lottery hole H. A detector (not shown) for detecting passage of the game object B is installed on the inner peripheral surface of each lottery hole H. A predetermined lottery process is executed triggered by the detection of the game object B by the detector, and various rewards according to the result of the lottery process are given to the player.
 第1実施形態の抽選処理は、複数の要素(以下「抽選要素」という)の何れかを演算処理により無作為に選択する電子抽選である。具体的には、抽選処理においては、図1に例示される通り、複数の抽選要素が円周方向に配置された円形状の抽選体G(すなわちルーレット)が表示装置15に表示される。遊技体Bが抽選孔Hを通過することを契機として抽選体Gが回転し、所定の時間の経過により抽選体Gが停止した時点で特定の位置にある抽選要素が抽選結果として選択される。抽選処理により選択される抽選要素としては、
 抽選要素1:所定個の遊技体Bの投入
 抽選要素2:所定量の遊技価値の付与
 抽選要素3:特別抽選の実施
 抽選要素4:遊技体Cの投入
 が例示される。抽選要素1が選択された場合、所定個の遊技体Bがプッシャー部22またはテーブル21の上面に投入される。抽選要素2が選択された場合、所定量の遊技価値が遊技者に付与される。抽選要素3が選択された場合、物理抽選機構(図示略)を利用した特別抽選が実行される。物理抽選機構は、例えば複数の抽選孔Hが形成された皿状の抽選機構である。特別抽選では、物理抽選機構の複数の抽選孔Hのうち遊技体Bが進入した抽選孔Hに応じて当選/非当選が選択される。特別抽選で当選した場合には、多数の遊技体Bがテーブル21またはプッシャーの面上に投入される(いわゆるジャックポット)。
The lottery process of the first embodiment is an electronic lottery in which any one of a plurality of elements (hereinafter referred to as “lottery element”) is randomly selected by a calculation process. Specifically, in the lottery process, as illustrated in FIG. 1, a circular lottery body G (that is, a roulette wheel) in which a plurality of lottery elements are arranged in the circumferential direction is displayed on the display device 15. The lottery body G rotates when the gaming body B passes through the lottery hole H, and when the lottery body G stops due to the lapse of a predetermined time, the lottery element at the specific position is selected as the lottery result. As the lottery elements selected by the lottery process,
Lottery element 1: Insertion of a predetermined number of game objects B Lottery element 2: Granting a predetermined amount of game value Lottery element 3: Implementation of special lottery Lottery element 4: Input of game object C is exemplified. When the lottery element 1 is selected, a predetermined number of game objects B are loaded on the pusher portion 22 or the upper surface of the table 21. When the lottery element 2 is selected, a predetermined amount of game value is given to the player. When the lottery element 3 is selected, a special lottery using a physical lottery mechanism (not shown) is executed. The physical lottery mechanism is, for example, a dish-shaped lottery mechanism in which a plurality of lottery holes H are formed. In the special lottery, winning / non-winning is selected according to the lottery hole H into which the game machine B has entered among the plurality of lottery holes H of the physical lottery mechanism. When the special lottery is won, a large number of game objects B are thrown on the surface of the table 21 or the pusher (so-called jackpot).
 抽選要素3における遊技体C(第2遊技体の例示)は、遊技体Bとは別種の遊技体である。具体的には、図1に例示される通り、遊技体Bが転動可能な球体であるのに対し、遊技体Cは、略矩形状の平面形状に成形された平板状のカードである。すなわち、遊技体Bの形状と遊技体Cの形状とは相違する。遊技体Cの長辺および短辺の長さは遊技体Bの直径を上回る。遊技体Cには、例えばキャラクタ等の各種の絵柄が描画される。第1実施形態の遊技体Cは、当該遊技体Cの絵柄を示す識別情報が記憶された記憶回路(例えばICタグ)を搭載する。識別情報を表すバーコードまたはQRコード(登録商標)を遊技体Cの表面に印刷してもよい。識別情報を磁気的に遊技体Cに記憶してもよい。 The game object C (illustration of the second game object) in the lottery element 3 is a game object of a different type from the game object B. Specifically, as illustrated in FIG. 1, the game object B is a rollable sphere, whereas the game object C is a flat card formed into a substantially rectangular planar shape. That is, the shape of the game body B and the shape of the game body C are different. The length of the long side and the short side of the game body C exceeds the diameter of the game body B. On the game object C, various patterns such as characters are drawn. The game object C of the first embodiment is equipped with a storage circuit (for example, an IC tag) in which identification information indicating the pattern of the game object C is stored. A bar code or a QR code (registered trademark) representing the identification information may be printed on the surface of the game machine C. The identification information may be magnetically stored in the game body C.
 図1の射出機構25は、テーブル21に向けて遊技体Cを射出する。具体的には、射出機構25は、前述の抽選処理において抽選要素3が選択されるたびに1枚の遊技体Cをテーブル21の面上に射出する。図1に例示される通り、遊技体Cは、架設体27からみて前方側(Y軸の正方向)の空間に投入される。第1実施形態では、側壁部231Rの上方に設置された射出機構25(すなわちX軸の正方向)からテーブル21の面上に遊技体Cが投入される。すなわち、テーブル21の右側からX軸の負方向に向けて遊技体Cが投入される。なお、射出機構25は、側壁部231L側に設置してもよいし、側壁部231Rおよび側壁部231Lの双方に設置してもよい。 The ejection mechanism 25 of FIG. 1 ejects the game object C toward the table 21. Specifically, the ejection mechanism 25 ejects one game object C onto the surface of the table 21 every time the lottery element 3 is selected in the above-described lottery process. As illustrated in FIG. 1, the game object C is thrown into the space on the front side (the positive direction of the Y axis) when viewed from the erection body 27. In the first embodiment, the game machine C is loaded onto the surface of the table 21 from the injection mechanism 25 (that is, the positive direction of the X axis) installed above the side wall portion 231R. That is, the game object C is loaded from the right side of the table 21 toward the negative direction of the X axis. The injection mechanism 25 may be installed on the side wall portion 231L side, or may be installed on both the side wall portion 231R and the side wall portion 231L.
 第1実施形態の射出機構25は、複数の遊技体Cを収容する収容体251と、収容体251に収容された遊技体Cを順次に射出するための射出路252とを具備する。射出路252は、遊技体Cが滑落する傾斜面Sを具備する。絵柄が相違する複数の遊技体Cの何れかが射出機構25により投入される。射出機構25が投入した遊技体Cは、テーブル21の面上の複数の遊技体Bに載置される。したがって、遊技体Cは、複数の遊技体Bとともにテーブル21の面上で前方に順次に移動し、最終的には前縁Eから落下口Qに落下する。 The ejection mechanism 25 of the first embodiment includes a container 251 for accommodating a plurality of game objects C, and an ejection path 252 for sequentially ejecting the game objects C accommodated in the container 251. The ejection path 252 includes an inclined surface S on which the game body C slides down. Any of the plurality of game objects C having different patterns is thrown in by the ejection mechanism 25. The game body C thrown in by the injection mechanism 25 is placed on the plurality of game bodies B on the surface of the table 21. Therefore, the gaming body C sequentially moves forward on the surface of the table 21 together with the plurality of gaming bodies B, and finally falls from the front edge E to the drop port Q.
 図2は、遊技体Bおよび遊技体Cの経路を例示する模式図である。図2に例示される通り、テーブル21の前縁Eから共通の落下口Qに落下した遊技体Bと遊技体Cとは、各々が選別されたうえで別個の経路に供給される。具体的には、遊技体Bは経路Pbに供給され、遊技体Cは経路Pcに供給される。遊技体Cは、経路Pcを経由して図1の排出口14から排出される。遊技者は、排出口14から排出された遊技体Cを景品として獲得する。 FIG. 2 is a schematic diagram illustrating the paths of the game objects B and C. As illustrated in FIG. 2, the game body B and the game body C that have fallen from the front edge E of the table 21 to the common drop opening Q are respectively sorted and supplied to separate paths. Specifically, the game object B is supplied to the path Pb, and the game object C is supplied to the path Pc. The gaming body C is discharged from the discharge port 14 of FIG. 1 via the path Pc. The player obtains the game object C discharged from the discharge port 14 as a prize.
 遊技体Bは、経路Pbに設置された計数器32(計数ホッパー)により個数が計数されたうえで搬送装置33に供給される。計数器32により計数された個数に応じた数量の報酬が遊技者に付与される。搬送装置33は、遊技体Bを鉛直方向の上方に搬送する機構である。搬送装置33により搬送された遊技体Bは投入機構24Lまたは投入機構24Rに供給される。すなわち、遊技体Bは、投入機構24Lまたは投入機構24R→プッシャー部22の上面→テーブル21の上面→落下口Q→経路Pb(計数器32)→搬送装置33→投入機構24Lまたは投入機構24R、という経路により循環する。他方、遊技体Cは、射出機構25→テーブル21の上面→落下口Q→経路Pc→排出口14、という経路で排出される。 The gaming machine B is supplied to the carrier device 33 after being counted by a counter 32 (counter hopper) installed on the path Pb. The player is provided with a reward in a quantity corresponding to the number counted by the counter 32. The transport device 33 is a mechanism that transports the game body B upward in the vertical direction. The game object B transported by the transport device 33 is supplied to the loading mechanism 24L or the loading mechanism 24R. That is, the game machine B is a loading mechanism 24L or a loading mechanism 24R → an upper surface of the pusher portion 22 → an upper surface of the table 21 → a drop port Q → a path Pb (counter 32) → a transport device 33 → a loading mechanism 24L or a loading mechanism 24R, It circulates by the route. On the other hand, the game machine C is discharged through a route of the injection mechanism 25-> the upper surface of the table 21-> falling port Q-> path Pc-> discharge port 14.
 以下、射出機構25から射出された遊技体Cをテーブル21に載置するための構成について説明する。図1に例示される通り、ゲーム機構20は、テーブル21の面上に設置される緩衝部26を具備する。射出機構25は、遊技体Cを緩衝部26に向けて射出する。射出機構25から射出された遊技体Cは、緩衝部26に衝突した後に、テーブル21の面上の複数の遊技体Bの上に載置される。射出機構25から射出された遊技体Cが衝突可能な位置に緩衝部26が設置される。したがって、テーブル21の面上においてY軸に沿って延在する中心線よりもX軸の正方向に射出機構25が設置される。 Hereinafter, a configuration for mounting the gaming body C ejected from the ejection mechanism 25 on the table 21 will be described. As illustrated in FIG. 1, the game mechanism 20 includes a buffer section 26 installed on the surface of the table 21. The ejection mechanism 25 ejects the game object C toward the buffer section 26. The game object C ejected from the ejection mechanism 25 collides with the buffer portion 26, and then is placed on the plurality of game objects B on the surface of the table 21. The buffer unit 26 is installed at a position where the game object C ejected from the ejection mechanism 25 can collide. Therefore, the injection mechanism 25 is installed on the surface of the table 21 in the positive direction of the X axis with respect to the center line extending along the Y axis.
 図1に例示される通り、緩衝部26は、Y軸の方向(すなわちプッシャー部22が往復する方向)に沿って延在する長尺状の部材である。第1実施形態では、架設体27に緩衝部26が連結される。架設体27のうちプッシャー部22とは反対側の側面に緩衝部26の一方の端部が固定される。図3は、鉛直方向の上方からみた緩衝部26の平面図である。図3に例示される通り、射出路252を滑落する遊技体Cのうち進行方向における前側の周縁(すなわちX軸の負方向の周縁)に平行に延在するように緩衝部26が設置される。射出機構25の射出路252における先端側の周縁(X軸の負方向の周縁)に平行に延在するように緩衝部26が設置された構成とも換言される。緩衝部26の全長は、例えば射出路252の幅WV(当該射出路252の先端側の周縁Vの長さ)を上回る寸法に設定される。すなわち、進行方向の前側における遊技体Cの周縁を上回る寸法に緩衝部26の全長が設定される。 As illustrated in FIG. 1, the buffer section 26 is a long member extending along the Y-axis direction (that is, the direction in which the pusher section 22 reciprocates). In the first embodiment, the buffer section 26 is connected to the erection body 27. One end of the cushioning portion 26 is fixed to the side surface of the installation body 27 opposite to the pusher portion 22. FIG. 3 is a plan view of the buffer portion 26 as viewed from above in the vertical direction. As illustrated in FIG. 3, the cushioning portion 26 is installed so as to extend in parallel to the front side peripheral edge (that is, the peripheral edge in the negative direction of the X axis) of the game body C sliding down the ejection path 252 in the traveling direction. . In other words, the buffer unit 26 is installed so as to extend parallel to the peripheral edge (the peripheral edge in the negative direction of the X-axis) of the ejection path 252 of the ejection mechanism 25. The overall length of the buffer portion 26 is set to a dimension, for example, that exceeds the width WV of the ejection passage 252 (the length of the peripheral edge V on the tip side of the ejection passage 252). That is, the total length of the buffer portion 26 is set to a dimension that exceeds the peripheral edge of the game body C on the front side in the traveling direction.
 図4は、Y軸の正方向からみた射出機構25および緩衝部26の側面図である。図4に例示される通り、第1実施形態の緩衝部26は、遊技体Bの外径を上回る間隔Dをあけてテーブル21の表面に対向するように設置される。例えば、テーブル21の表面から緩衝部26の下面までの距離(すなわち間隔D)は遊技体Bの外径の2倍以上である。したがって、テーブル21上の遊技体Bの移動は緩衝部26により阻害されない。例えば、透明な部材により緩衝部26は形成される。したがって、緩衝部26により遮られることなく、遊技者はテーブル21上の遊技体Bを視認できる。 FIG. 4 is a side view of the injection mechanism 25 and the buffer unit 26 as seen from the positive direction of the Y axis. As illustrated in FIG. 4, the cushioning portion 26 of the first embodiment is installed so as to face the surface of the table 21 with a space D that exceeds the outer diameter of the game body B. For example, the distance from the surface of the table 21 to the lower surface of the buffer portion 26 (that is, the distance D) is at least twice the outer diameter of the game machine B. Therefore, the movement of the game body B on the table 21 is not hindered by the buffer unit 26. For example, the buffer portion 26 is formed of a transparent member. Therefore, the player can visually recognize the game object B on the table 21 without being blocked by the buffer portion 26.
 図4に例示される通り、テーブル21からみて緩衝部26よりも高い位置に射出機構25が設置される。すなわち、緩衝部26の上方から遊技体Cが緩衝部26に対して射出される。具体的には、射出機構25は、テーブル21の表面に対して傾斜した方向に沿って遊技体Cを射出する。したがって、緩衝部26に向けて射出された遊技体Cは、緩衝部26の上面Fに衝突する。緩衝部26の上面Fは、テーブル21の表面に対向する面(すなわち下面)とは反対側の面である。図3に例示される通り、上面Fは、緩衝部26を鉛直方向の上側からみた場合に見える面とも換言される。 As illustrated in FIG. 4, the injection mechanism 25 is installed at a position higher than the buffer unit 26 when viewed from the table 21. That is, the game object C is ejected from above the buffer unit 26 to the buffer unit 26. Specifically, the ejection mechanism 25 ejects the game object C along a direction inclined with respect to the surface of the table 21. Therefore, the game object C ejected toward the buffer portion 26 collides with the upper surface F of the buffer portion 26. The upper surface F of the buffer portion 26 is a surface opposite to the surface (that is, the lower surface) facing the surface of the table 21. As illustrated in FIG. 3, the upper surface F is also referred to as a surface that can be seen when the buffer portion 26 is viewed from the upper side in the vertical direction.
 第1実施形態の緩衝部26の上面Fは、第1面F1(第1傾斜面の例示)と第2面F2とを含む。第1面F1と第2面F2とは、緩衝部26が延在する方向にわたり形成される。第1面F1は、上面Fのうち射出機構25側に位置する。鉛直方向からの平面視において第2面F2と射出機構25との間に第1面F1が位置する。すなわち、第2面F2よりも第1面F1の方が射出機構25に近い。 The upper surface F of the buffer portion 26 of the first embodiment includes a first surface F1 (an example of the first inclined surface) and a second surface F2. The first surface F1 and the second surface F2 are formed in the direction in which the buffer portion 26 extends. The first surface F1 is located on the ejection mechanism 25 side of the upper surface F. The first surface F1 is located between the second surface F2 and the ejection mechanism 25 in a plan view from the vertical direction. That is, the first surface F1 is closer to the ejection mechanism 25 than the second surface F2.
 図4に例示される通り、第1面F1は、射出機構25に近い位置(X軸の正方向)ほど低くなるように傾斜する傾斜面である。具体的には、第1面F1は、第1端K1と第1端K1よりも低い第2端K2とを含む。第2端K2は第1端K1よりも射出機構25に近い。法線が射出機構25側を向くように傾斜する面が第1面F1であるとも換言される。他方、第2面F2は、水平面に平行な面である。射出機構25から射出された遊技体Cは、射出路252の表面状態や当該遊技体Cに対する空気抵抗等の様々な要因により、第1面F1および第2面F2の何れかに衝突する。換言すると、第1面F1および第2面F2の何れかに遊技体Cが衝突するように、射出機構25が遊技体Cを射出する方向が調整されている。緩衝部26に衝突した遊技体Cは、緩衝部26の近傍に落下する。具体的には、緩衝部26からみてX軸の正方向またはX軸の負方向に遊技体Cが落下する。例えば、射出機構25から射出された遊技体Cが第1面F1に衝突した場合、緩衝部26からみて射出機構25に近い位置に衝突後の遊技体Cが落下する可能性が高い。他方、射出機構25から射出された遊技体Cが第2面F2に衝突した場合、緩衝部26からみて射出機構25とは反対側の位置に衝突後の遊技体Cが落下する可能性が高い。以上の説明から理解される通り、角度が相違する第1面F1と第2面F2とを緩衝部26の上面Fが含むから、緩衝部26のうち遊技体Cが衝突する位置に応じて衝突後の遊技体Cが落下する位置が変化する。すなわち、射出機構25による遊技体Cの射出方向を変化させることなく、テーブル21の広範囲にわたり遊技体Cを配置することが可能になる。 As illustrated in FIG. 4, the first surface F1 is an inclined surface that inclines so as to become lower at a position closer to the injection mechanism 25 (the positive direction of the X axis). Specifically, the first surface F1 includes a first end K1 and a second end K2 lower than the first end K1. The second end K2 is closer to the ejection mechanism 25 than the first end K1. In other words, the surface inclined so that the normal line faces the ejection mechanism 25 is the first surface F1. On the other hand, the second surface F2 is a surface parallel to the horizontal plane. The game object C ejected from the ejection mechanism 25 collides with either the first surface F1 or the second surface F2 due to various factors such as the surface condition of the ejection path 252 and the air resistance to the game object C. In other words, the direction in which the ejection mechanism 25 ejects the game object C is adjusted so that the game object C collides with either the first surface F1 or the second surface F2. The game object C that has collided with the buffer portion 26 falls near the buffer portion 26. Specifically, the game object C falls in the positive direction of the X axis or the negative direction of the X axis as viewed from the buffer section 26. For example, when the game object C ejected from the ejection mechanism 25 collides with the first surface F1, it is highly possible that the game object C after the collision falls to a position close to the ejection mechanism 25 as viewed from the buffer section 26. On the other hand, when the game object C ejected from the injection mechanism 25 collides with the second surface F2, there is a high possibility that the game object C after the collision will drop to a position opposite to the ejection mechanism 25 as viewed from the buffer section 26. . As can be understood from the above description, since the upper surface F of the buffer portion 26 includes the first surface F1 and the second surface F2 having different angles, the collision occurs depending on the position where the game object C collides in the buffer portion 26. The position where the later game body C falls changes. That is, it is possible to arrange the game objects C over a wide range of the table 21 without changing the emitting direction of the game objects C by the injection mechanism 25.
 ここで、射出機構25から射出された遊技体Cがテーブル21上の遊技体Bに直接衝突する構成(以下「対比例」という)では、遊技体Bに衝突することで遊技体Cが跳ね返る。遊技体Bに遊技体Cが衝突する速度が速いほど(例えば遊技体Cが射出される位置が高いほど)、遊技体Bに衝突した地点から離れた地点に遊技体Cが跳ね返る。したがって、対比例では、遊技体Bに対する衝突により遊技体Cがテーブル21の周縁(前縁E)まで跳ね返ってテーブル21の前縁Eに到達し、落下口Qから落下する可能性がある。すなわち、射出機構25による射出の直後に遊技体Cが落下口Qに落下する場合がある。それに対して、第1実施形態では、射出機構25から射出された遊技体Cは緩衝部26に衝突した後にテーブル21上の遊技体Bに着地する。すなわち、射出機構25から射出した遊技体Cは、遊技体Bに直接衝突しない。射出機構25から射出された遊技体Cの速度が緩衝部26に衝突することで減殺されたうえで、テーブル21上の遊技体Bの上に移動する。すなわち、遊技体Cが遊技体Bにより跳ね返る距離が対比例よりも短い。したがって、対比例と比較して、射出機構25による射出の直後に遊技体Cがテーブル21の前縁Eから落下する可能性を低減できる。以上の説明から理解される通り、緩衝部26は、遊技体Cの衝突を緩衝する。 Here, in a configuration in which the game object C ejected from the injection mechanism 25 directly collides with the game object B on the table 21 (hereinafter referred to as “comparative ratio”), the game object C bounces when it collides with the game object B. The higher the speed at which the game body C collides with the game body B (for example, the higher the position at which the game body C is ejected), the more the game body C bounces to a point away from the point where the game body B collides. Therefore, in contrast, the game object C may bounce up to the peripheral edge (front edge E) of the table 21 to reach the front edge E of the table 21 due to a collision with the game object B, and may drop from the drop opening Q. That is, the game object C may fall into the drop opening Q immediately after the ejection by the ejection mechanism 25. On the other hand, in the first embodiment, the game body C ejected from the ejection mechanism 25 hits the game body B on the table 21 after colliding with the buffer portion 26. That is, the game body C ejected from the ejection mechanism 25 does not directly collide with the game body B. The speed of the game object C emitted from the injection mechanism 25 is reduced by colliding with the buffer portion 26, and then the speed is moved to above the game object B on the table 21. That is, the distance that the game body C bounces off the game body B is shorter than the proportional distance. Therefore, as compared with the case of the proportionality, it is possible to reduce the possibility that the game body C falls from the front edge E of the table 21 immediately after the ejection by the ejection mechanism 25. As understood from the above description, the buffer unit 26 buffers the collision of the game object C.
 特に、対比例において遊技体Bが球体である構成では、遊技体Bへの衝突時に遊技体Cが接触する面が小さくなる(すなわち点状に接触する)ため、衝突後の遊技体Cの角度が定まらず跳ね返る方向が多様に変化する。さらに、対比例において遊技体Cが平板状である構成では、射出後の遊技体Cの前縁(進行方向の前側における遊技体Cの周縁)が遊技体Bに対して点状に接触しやすいから、衝突点の位置に応じた方向に跳ね返る。以上のように、遊技体Bに対する衝突後に遊技体Cが跳ね返る角度が定まらないため、落下口Qから遊技体Cが落下する可能性も高くなる。それに対して、第1実施形態では、遊技体Cが緩衝部26に衝突する。すなわち、射出機構25から射出された遊技体Cの前縁は、角度が固定された緩衝部26に対して略一定の角度で衝突する。したがって、衝突後の遊技体Cが跳ね返る範囲が縮小される。以上の説明から理解される通り、緩衝部26を設ける第1実施形態の構成は、遊技体Bが転動可能な球体であり、かつ、遊技体Cが平板状である場合に特に有効である。 In particular, in a configuration in which the game body B is a sphere in a proportional manner, the surface of the game body C in contact with the game body B at the time of collision is small (that is, in contact with dots), so the angle of the game object C after the collision The direction of bounce changes in various ways. Further, in the configuration in which the game body C is flat in comparison, the front edge of the game body C after ejection (the peripheral edge of the game body C on the front side in the traveling direction) easily comes into contact with the game body B in a dot shape. From, it bounces in the direction according to the position of the collision point. As described above, since the angle at which the game body C rebounds after the collision with the game body B is not determined, the possibility that the game body C will fall from the drop opening Q also increases. On the other hand, in the first embodiment, the game object C collides with the buffer section 26. That is, the front edge of the game object C ejected from the ejection mechanism 25 collides with the buffer portion 26 whose angle is fixed at a substantially constant angle. Therefore, the range in which the game object C after the collision bounces is reduced. As can be understood from the above description, the configuration of the first embodiment in which the cushioning portion 26 is provided is particularly effective when the game body B is a rollable sphere and the game body C has a flat plate shape. .
 また、第1実施形態では、テーブル21の表面に対して傾斜した方向に沿って遊技体Cが射出され、射出機構25に近い位置ほど低くなるように傾斜する第1面F1を緩衝部26の上面Fが含むから、当該第1面F1に対する衝突後の遊技体Cを射出機構25側に位置させることができるという利点がある。 In addition, in the first embodiment, the game object C is ejected along the direction inclined with respect to the surface of the table 21, and the first surface F1 that inclines so as to become lower at a position closer to the ejection mechanism 25 is provided in the buffer portion 26. Since the upper surface F is included, there is an advantage that the game object C after the collision with the first surface F1 can be positioned on the ejection mechanism 25 side.
 プッシャー部22が往復する方向に沿って緩衝部26が延在するから、衝突後の遊技体Cが緩衝部26を挟んで両側(緩衝部26からみて、テーブル21の前縁Eが延在する方向における一方側または他方側)に位置する。したがって、衝突後の遊技体Cがテーブル21の前縁Eから落下する可能性を低減できるという効果が顕著である。また、遊技体Bの外径を上回る間隔をあけてテーブル21の表面に緩衝部26が対向するから、テーブル21上の遊技体Bの移動が緩衝部26により阻害されないという利点がある。 Since the cushioning portion 26 extends along the direction in which the pusher portion 22 reciprocates, the game body C after the collision extends on both sides (when viewed from the cushioning portion 26, the front edge E of the table 21 extends across the cushioning portion 26. On one side or the other side in the direction). Therefore, the effect that the possibility that the gaming body C after the collision will fall from the front edge E of the table 21 can be reduced is remarkable. Further, since the buffer portion 26 faces the surface of the table 21 with a space larger than the outer diameter of the game body B, there is an advantage that the movement of the game body B on the table 21 is not hindered by the buffer portion 26.
<機能的な構成>
 図5は、第1実施形態のゲーム装置100の機能的な構成を例示するブロック図である。図5に例示される通り、ゲーム装置100は、制御装置81と記憶装置82と表示装置15と操作パネル10と交換装置83とを具備する。表示装置15および操作パネル10の構成および機能は前述の通りである。
<Functional configuration>
FIG. 5 is a block diagram illustrating a functional configuration of the game device 100 according to the first embodiment. As illustrated in FIG. 5, the game device 100 includes a control device 81, a storage device 82, a display device 15, an operation panel 10, and an exchange device 83. The configurations and functions of the display device 15 and the operation panel 10 are as described above.
 制御装置81は、例えばCPU(Central Processing Unit)等の処理回路で構成され、ゲーム装置100の各要素を統括的に制御する。記憶装置82は、制御装置81が実行するプログラムと制御装置81が使用する各種のデータとを記憶する。例えば半導体記録媒体および磁気記録媒体等の公知の記録媒体、または複数種の記録媒体の組合せが、記憶装置82として任意に採用される。 The control device 81 is configured by a processing circuit such as a CPU (Central Processing Unit) and controls each element of the game device 100 in a centralized manner. The storage device 82 stores a program executed by the control device 81 and various data used by the control device 81. For example, a known recording medium such as a semiconductor recording medium and a magnetic recording medium, or a combination of a plurality of types of recording media is arbitrarily adopted as the storage device 82.
 前述の通り、第1実施形態に係るゲーム装置100によりゲームをプレイすることで、遊技者は遊技体Cを獲得することが可能である。遊技者は、ゲーム装置100に搭載された交換装置83を利用して、自身が獲得した遊技体Cをチケット(すなわち報酬)に交換することが可能である。交換装置83は、挿入口831と読取機構832と排出口833と排出機構834とを具備する。挿入口831および排出口833は、図1に例示される通り、ゲーム装置100の前面に設置される。なお、交換装置83をゲーム装置100とは別体の装置として設置してもよい。また、交換装置83が遊技体Cを有体または無体の遊技価値に交換してもよい。 As described above, the player can acquire the game object C by playing the game with the game device 100 according to the first embodiment. The player can use the exchange device 83 mounted on the game device 100 to exchange the game object C acquired by himself / herself for a ticket (that is, a reward). The exchange device 83 includes an insertion port 831, a reading mechanism 832, a discharge port 833, and a discharge mechanism 834. The insertion port 831 and the ejection port 833 are installed on the front surface of the game device 100, as illustrated in FIG. The exchange device 83 may be installed as a device separate from the game device 100. Further, the exchange device 83 may exchange the game object C for a tangible or intangible game value.
 チケットの取得を希望する遊技者は、自身が獲得した1枚以上の遊技体Cを挿入口831に挿入する。読取機構832は、挿入口831に挿入された遊技体Cから、当該遊技体Cの絵柄を示す識別情報を取得する。例えば遊技体Cに搭載された記憶回路から識別情報を取得する読出回路が、読取機構832として好適である。排出機構834は、挿入口831に挿入された1枚以上の遊技体Cに応じた枚数のチケットを排出口833から排出する。なお、交換装置83による交換後のチケットを払出部13から排出してもよい。計数器32による計数の結果に応じた枚数のチケットを排出機構834から排出してもよい。以上に説明した通り、交換装置83は、遊技者が挿入した遊技体Cに応じたチケットを排出する処理(以下「交換処理」という)を実行する。 A player who desires to obtain a ticket inserts one or more game objects C acquired by himself / herself into the insertion slot 831. The reading mechanism 832 acquires the identification information indicating the pattern of the game object C from the game object C inserted into the insertion opening 831. For example, a reading circuit that acquires identification information from a storage circuit mounted on the game machine C is suitable as the reading mechanism 832. The ejection mechanism 834 ejects from the ejection port 833 the number of tickets corresponding to the one or more game objects C inserted in the insertion port 831. The ticket after the exchange by the exchange device 83 may be discharged from the payout unit 13. The number of tickets according to the result of counting by the counter 32 may be discharged from the discharging mechanism 834. As described above, the exchange device 83 executes the process of ejecting the ticket corresponding to the gaming body C inserted by the player (hereinafter referred to as “exchange process”).
 図6は、制御装置81の機能的な構成を例示するブロック図である。図6に例示される通り、制御装置81は、記憶装置82に記憶されたプログラムを実行することで複数の機能(抽選処理部811,報酬管理部812および表示制御部813)を実現する。なお、制御装置81の一部の機能を専用の電子回路で実現してもよい。また、制御装置81の機能を複数の装置に搭載してもよい。また、図6に例示された機能以外にも、ゲーム装置100の各部(例えば投入機構24L、投入機構24R、射出機構25、または搬送装置33)を制御するための各種の機能が制御装置81により実現される。抽選処理部811は、複数の抽選要素の何れかを無作為に選択する前述の抽選処理を実行する。 FIG. 6 is a block diagram illustrating a functional configuration of the control device 81. As illustrated in FIG. 6, the control device 81 realizes a plurality of functions (lottery processing unit 811, reward management unit 812, and display control unit 813) by executing a program stored in the storage device 82. Note that a part of the functions of the control device 81 may be realized by a dedicated electronic circuit. Further, the function of the control device 81 may be installed in a plurality of devices. In addition to the functions illustrated in FIG. 6, the control device 81 provides various functions for controlling each part of the game device 100 (for example, the loading mechanism 24L, the loading mechanism 24R, the ejection mechanism 25, or the transport device 33). Will be realized. The lottery processing unit 811 executes the above-described lottery processing for randomly selecting any of the plurality of lottery elements.
 報酬管理部812は、挿入口831に挿入された1枚以上の遊技体Cの絵柄の組合せ(いわゆる役)に応じて、排出口833から排出すべきチケットの枚数(以下「排出数」という)を設定する。各遊技体Cの絵柄は、交換装置83の読取機構832が取得した識別情報により特定される。第1実施形態の記憶装置82は、遊技体Cの絵柄の組合せ毎に排出数を事前に記憶する。報酬管理部812は、記憶装置82の記憶内容を参照することで、挿入口831に挿入された1枚以上の遊技体Cの絵柄の組合せに応じた排出数を設定する。排出数は、遊技体Cの絵柄毎に相違するほか、遊技体Cの絵柄の組合せ毎にも相違する。例えば、特定の絵柄の組合せが成立した場合には、当該組合せを構成する各絵柄の遊技体Cを1枚ずつ交換した場合の排出数の合計値を上回る排出数が設定される。 The reward management unit 812 determines the number of tickets to be discharged from the discharge port 833 (hereinafter, referred to as the “discharge number”) according to the combination (so-called combination) of the patterns of the one or more game objects C inserted in the insertion port 831. To set. The design of each game object C is specified by the identification information acquired by the reading mechanism 832 of the exchange device 83. The storage device 82 of the first embodiment stores in advance the discharge number for each combination of the patterns of the game object C. The reward management unit 812 refers to the storage content of the storage device 82 to set the number of discharges according to the combination of the patterns of the one or more game objects C inserted into the insertion port 831. The number of discharges differs not only for each pattern of the game C, but also for each combination of the patterns of the game C. For example, when a combination of specific patterns is established, the number of discharges that exceeds the total value of the number of discharges when one game object C of each pattern forming the combination is replaced is set.
 表示制御部813は、表示装置15に画像を表示させる。第1実施形態の表示制御部813は、抽選処理に関する画像と交換処理に関する画像とを表示装置15に表示させる。抽選処理に関する画像は、図1を参照して前述した通り、例えば複数の抽選要素が配置された抽選体Gの画像である。他方、交換処理に関する画像は、例えば図7に例示される通り、遊技者が挿入口831に挿入した遊技体Cについて成立した組合せと当該組合せに対応する排出数とを表す画像である。また、表示制御部813は、図8に例示される通り、特定の組合せの成立のために不足している遊技体Cの絵柄と当該遊技体Cの挿入による組合せの成立とを表す画像を、表示装置15に表示させる。以上の説明から理解される通り、第1実施形態の表示装置15は、抽選処理に関する画像の表示と、交換処理に関する画像の表示とに兼用される。 The display control unit 813 causes the display device 15 to display an image. The display control unit 813 of the first embodiment causes the display device 15 to display an image regarding the lottery process and an image regarding the exchange process. The image related to the lottery process is, for example, the image of the lottery body G in which a plurality of lottery elements are arranged, as described above with reference to FIG. 1. On the other hand, the image relating to the exchange process is an image showing a combination established for the game object C inserted by the player into the insertion port 831 and the number of discharges corresponding to the combination, as illustrated in FIG. 7, for example. In addition, as illustrated in FIG. 8, the display control unit 813 displays an image showing the pattern of the game body C that is insufficient for establishing a specific combination and the establishment of the combination by inserting the game body C, It is displayed on the display device 15. As can be understood from the above description, the display device 15 of the first embodiment is used both for displaying an image related to the lottery process and for displaying an image related to the exchange process.
 抽選処理に関する画像を表示する表示装置15と交換処理に関する画像を表示する表示装置15とを別個に設置した構成では、ゲーム装置100の構成の煩雑化または大型化等の問題が発生する。第1実施形態では、前述の通り、抽選処理に関する画像の表示と交換処理に関する画像の表示とに表示装置15が兼用されるから、抽選処理の画像を表示する表示装置15と交換処理の画像を表示する表示装置15とを別個に設置した構成と比較して、ゲーム装置100の構成の簡素化および小型化を実現することが可能である。 In a configuration in which the display device 15 that displays an image related to the lottery process and the display device 15 that displays an image related to the exchange process are separately installed, a problem such as a complicated configuration or an increase in size of the game device 100 occurs. In the first embodiment, as described above, the display device 15 is used both for displaying the image related to the lottery process and the image related to the exchange process. Therefore, the display device 15 for displaying the image for the lottery process and the image for the exchange process are displayed. It is possible to realize simplification and miniaturization of the configuration of the game device 100, as compared with a configuration in which the display device 15 for displaying is installed separately.
[第2実施形態]
 本発明の第2実施形態を説明する。なお、以下の各例示において機能が第1実施形態と同様である要素については、第1実施形態の説明で使用した符号を流用して各々の詳細な説明を適宜に省略する。
[Second Embodiment]
A second embodiment of the present invention will be described. Note that, in each of the following examples, elements having the same functions as those in the first embodiment will be assigned the same reference numerals as those used in the description of the first embodiment, and detailed description thereof will be appropriately omitted.
 第1実施形態では、射出路252の表面状態や当該遊技体Cに対する空気抵抗等の様々な要因により、遊技体Cが緩衝部26に衝突する位置(第1面F1または第2面F2)を変化させたが、第2実施形態では、遊技体Cの射出角度を制御により意図的に変化させることで、遊技体Cが緩衝部26に衝突する位置を変化させる。 In the first embodiment, the position (first surface F1 or second surface F2) at which the game object C collides with the buffer portion 26 is set due to various factors such as the surface condition of the ejection path 252 and the air resistance to the game object C. Although changed, in the second embodiment, the position at which the game object C collides with the buffer section 26 is changed by intentionally changing the ejection angle of the game object C by control.
 図9は、第2実施形態に係る射出機構25および緩衝部26の側面図(図4に対応する側面図)である。図9に例示される通り、第2実施形態に係る射出機構25は、第1実施形態と同様の収容体251および射出路252の他に、角度制御部253を具備する。角度制御部253は、水平面Aに対する射出路252の角度θを制御する。角度θは、緩衝部26に対して遊技体Cが射出する角度である。射出路252の傾斜面Sが水平面Aに対して垂直な状態に近いほど角度θは大きく、傾斜面Sが水平面Aに対して平行な状態に近いほど角度θは小さい。例えば、モーター等の発動機が角度制御部253として利用される。第1実施形態の角度制御部253は、例えば収容体251との連結部分Mを支点として射出路252を回転させることで角度θを調整する。例えば、角度θは、ゲーム機構20によるゲームの実行中に動的に変化する。例えば所定の範囲内で周期的に角度θが増減する。 FIG. 9 is a side view (a side view corresponding to FIG. 4) of the injection mechanism 25 and the buffer section 26 according to the second embodiment. As illustrated in FIG. 9, the injection mechanism 25 according to the second embodiment includes an angle control unit 253 in addition to the container 251 and the injection path 252 similar to those in the first embodiment. The angle controller 253 controls the angle θ of the ejection path 252 with respect to the horizontal plane A. The angle θ is an angle at which the game body C ejects with respect to the buffer unit 26. The angle θ is larger as the inclined surface S of the injection path 252 is closer to the state perpendicular to the horizontal plane A, and the angle θ is smaller as the inclined surface S is closer to the state parallel to the horizontal plane A. For example, a motor such as a motor is used as the angle control unit 253. The angle control unit 253 of the first embodiment adjusts the angle θ by rotating the ejection path 252 with the connecting portion M with the housing 251 as a fulcrum, for example. For example, the angle θ changes dynamically during the execution of the game by the game mechanism 20. For example, the angle θ increases and decreases periodically within a predetermined range.
 図9に例示される通り、射出機構25から射出した遊技体Cが緩衝部26に衝突する位置は、角度θに応じて変化する。具体的には、角度θが大きいほど、射出機構25に近い位置(すなわち第1面F1)で緩衝部26に衝突する。他方、角度θが小さいほど、射出機構25から離れた位置(すなわち第2面F2)で緩衝部26に衝突する。以上の説明から理解される通り、第2実施形態の射出機構25は、緩衝部26に対して遊技体Cが射出する角度θを調整可能である。以上のように、第2実施形態では、緩衝部26の第1面F1と第2面F2とにより、衝突後の遊技体Cの位置が変化するから、緩衝部26の上面Fが単一の面である構成と比較して、射出機構25による射出の方向を変化させる範囲を縮小できる。 As illustrated in FIG. 9, the position at which the game body C ejected from the ejection mechanism 25 collides with the buffer portion 26 changes according to the angle θ. Specifically, the larger the angle θ, the more collision with the buffer section 26 at a position closer to the ejection mechanism 25 (that is, the first surface F1). On the other hand, the smaller the angle θ, the more collision with the buffer portion 26 at a position distant from the ejection mechanism 25 (that is, the second surface F2). As understood from the above description, the ejection mechanism 25 of the second embodiment can adjust the angle θ at which the game body C ejects with respect to the buffer portion 26. As described above, in the second embodiment, the position of the game object C after the collision changes due to the first surface F1 and the second surface F2 of the buffer portion 26, so that the upper surface F of the buffer portion 26 has a single surface. The range in which the direction of the injection by the injection mechanism 25 is changed can be reduced as compared with the configuration of the surface.
 第2実施形態においても第1実施形態と同様の効果が実現される。第2実施形態では、緩衝部26に対して遊技体Cが射出する角度θが調整可能であるから、遊技体Cが緩衝部26に衝突する位置(ひいては衝突後の遊技体Cの位置)を当該角度θに応じて調整することが可能である。 In the second embodiment, the same effect as in the first embodiment can be realized. In the second embodiment, since the angle θ at which the game object C is ejected with respect to the buffer part 26 can be adjusted, the position where the game object C collides with the buffer part 26 (and thus the position of the game object C after the collision) is set. It is possible to adjust according to the angle θ.
[第3実施形態]
 図10は、第3実施形態に係る射出機構25および緩衝部26の側面図(図4に対応する側面図)である。図10に例示される通り、第3実施形態のゲーム装置100は、複数の緩衝部26を具備する。図10では、2個の緩衝部26がテーブル21の面上に設置される構成を例示する。なお、緩衝部26の個数は任意である。複数の緩衝部26の形状は、共通である。ただし、複数の緩衝部26の各々の形状を相違させてもよい。複数の緩衝部26は、テーブル21の面上においてX軸の方向に相互に間隔をあけて並列する。X軸の方向に隣合う2個の緩衝部26の間隔は、遊技体Cの長辺よりも長い寸法に設定される。
[Third Embodiment]
FIG. 10 is a side view (a side view corresponding to FIG. 4) of the injection mechanism 25 and the buffer section 26 according to the third embodiment. As illustrated in FIG. 10, the game device 100 according to the third embodiment includes a plurality of buffers 26. FIG. 10 exemplifies a configuration in which the two buffer portions 26 are installed on the surface of the table 21. The number of buffers 26 is arbitrary. The plurality of buffer portions 26 have a common shape. However, the shapes of the plurality of buffer portions 26 may be different. The plurality of cushioning portions 26 are arranged in parallel on the surface of the table 21 at intervals in the X-axis direction. The distance between the two buffer portions 26 adjacent to each other in the X-axis direction is set to a dimension longer than the long side of the game object C.
 第3実施形態の射出機構25は、複数の緩衝部26のうち何れかに対して遊技体Cを射出する。具体的には、射出路252の角度θを調整することで、複数の緩衝部26のうち何れかに対して遊技体Cを衝突させる。第2実施形態と同様に、角度制御部253により角度θが調整される。遊技体Cは、角度θが大きいほど射出機構25に近い位置の緩衝部26に衝突し、角度θが小さいほど射出機構25から離れた位置の緩衝部26に衝突する。 The ejection mechanism 25 of the third embodiment ejects the game object C to any one of the plurality of buffer portions 26. Specifically, by adjusting the angle θ of the ejection path 252, the game object C is caused to collide with any of the plurality of buffer portions 26. The angle θ is adjusted by the angle control unit 253 as in the second embodiment. The larger the angle θ, the more the game object C collides with the buffer portion 26 located closer to the ejection mechanism 25, and the smaller the angle θ the collision with the buffer portion 26 located farther from the ejection mechanism 25.
 上述した通り、緩衝部26に衝突した遊技体Cは、当該緩衝部26の近傍(典型的には緩衝部26を挟んで両側)に落下する。第3実施形態では、複数の緩衝部26の各々について当該緩衝部26の近傍に遊技体Cが落下する。すなわち、1個の緩衝部26が設置される構成と比較して、テーブル21上の広範囲にわたり遊技体Cを配置できる。 As described above, the game object C that has collided with the buffer section 26 falls near the buffer section 26 (typically, on both sides of the buffer section 26 in between). In the third embodiment, with respect to each of the plurality of buffer portions 26, the game object C falls near the buffer portion 26. That is, as compared with the configuration in which one buffer unit 26 is installed, the game object C can be arranged over a wide area on the table 21.
 また、複数の緩衝部26の何れかに対して遊技体Cが射出機構25から射出されるから、例えば、複数の緩衝部26の各々について射出機構25を設置する構成と比較して、ゲーム装置100の小型化が可能である。 Further, since the game object C is ejected from the ejection mechanism 25 to any of the plurality of buffer portions 26, for example, as compared with a configuration in which the ejection mechanism 25 is installed for each of the plurality of buffer portions 26, the game device. 100 downsizing is possible.
[変形例]
 以上に例示した各態様に付加され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個以上の態様を、相互に矛盾しない範囲で適宜に併合してもよい。
[Modification]
The specific modes of modification added to the above-described modes will be illustrated below. Two or more aspects arbitrarily selected from the following exemplifications may be appropriately merged within a range not inconsistent with each other.
(1)前述の各形態では、遊技体Bと遊技体Cとで形状を相違させたが、遊技体Bと遊技体Cとが共通の形状でもよい。 (1) In each of the above-mentioned embodiments, the game body B and the game body C have different shapes, but the game body B and the game body C may have a common shape.
(2)前述の各形態では、球体の遊技体Bを例示したが、遊技体Bの形状は、姿勢または方向によらず転動可能な球状であれば球体でなくてもよい。すなわち、遊技体Bの形状は、完全な球状(つまり球体)の他に、実質的な球状でもよい。以上の説明から理解される通り、遊技体Bの典型例は球体であるが、楕円体または多面体等の転動可能な任意の形状の遊技体Bが採用される。もっとも、遊技体Bの形状は、球状に限定されない。例えば円板状の遊技体B(例えばメダルやコイン)や、多面体である遊技体Bを採用してもよい。 (2) In each of the above-described embodiments, the game object B is a sphere, but the shape of the game object B may not be a sphere as long as it can be rolled regardless of the posture or the direction. That is, the shape of the game object B may be a substantially spherical shape in addition to a perfect spherical shape (that is, a spherical shape). As can be understood from the above description, a typical example of the game object B is a sphere, but a game object B having an arbitrary shape such as an ellipsoid or a polyhedron that can be rolled is adopted. However, the shape of the game object B is not limited to the spherical shape. For example, a disc-shaped game object B (for example, a medal or a coin) or a polyhedron game object B may be adopted.
(3)前述の各形態では、平板状の遊技体Cを例示したが、遊技体Cの形状は以上の例示に限定されない。例えば球状または円板状の遊技体Cや、多面体である遊技体Cを採用してもよい。 (3) In each of the above-described embodiments, the plate-shaped game body C is exemplified, but the shape of the game body C is not limited to the above examples. For example, a spherical or disc-shaped game object C or a polyhedron game object C may be adopted.
(4)前述の各形態では、架設体27に緩衝部26を連結することで、緩衝部26をテーブル21の面上に設置したが、テーブル21の面上に直接的に緩衝部26を連結してもよい。テーブル21の上方からみたときに当該テーブル21と緩衝部26とが重なるように緩衝部26が設置されれば、緩衝部26を設置する方法は任意である。以上の説明から理解される通り、緩衝部26は、テーブル21に直接的に連結されてもよいし、テーブル21とは異なる部材(例えば架設体27)に連結されてもよい。すなわち、遊技体Bの外径を上回る間隔Dをあけてテーブル21の表面に対向するように緩衝部26を設置することは、本発明において必須ではない。 (4) In each of the above-described embodiments, the buffer portion 26 is installed on the surface of the table 21 by connecting the buffer portion 26 to the erection body 27, but the buffer portion 26 is directly connected to the surface of the table 21. You may. As long as the buffer section 26 is installed so that the table 21 and the buffer section 26 overlap each other when viewed from above the table 21, the method of installing the buffer section 26 is arbitrary. As will be understood from the above description, the buffer section 26 may be directly connected to the table 21 or may be connected to a member (for example, the erection body 27) different from the table 21. That is, it is not essential in the present invention to install the buffer portion 26 so as to face the surface of the table 21 with a space D that exceeds the outer diameter of the game body B.
(5)前述の各形態では、射出機構25に近い位置ほど低くなるように傾斜する傾斜面を第1面F1とし、水平面を第2面F2としたが、第1面F1および第2面F2の形状は以上の例示に限定されない。図11および図12は、変形例に係る射出機構25および緩衝部26の側面図である。例えば、図11に示す通り、水平面を第1面F1として、射出機構25から遠い位置ほど低くなるように傾斜する傾斜面(第2傾斜面の例示)を第2面F2としてもよい。具体的には、第2面F2は、第3端K3と第3端K3よりも低い第4端K4を含む。第4端K4は第3端K3よりも射出機構25から遠い。 (5) In each of the above-described embodiments, the first surface F1 is the inclined surface that inclines so that the lower the position is closer to the injection mechanism 25, and the second surface F2 is the horizontal surface, the first surface F1 and the second surface F2. The shape of is not limited to the above examples. 11 and 12 are side views of the injection mechanism 25 and the buffer section 26 according to the modification. For example, as shown in FIG. 11, a horizontal surface may be the first surface F1 and an inclined surface (an example of the second inclined surface) that is inclined so that it becomes lower at a position farther from the ejection mechanism 25 may be the second surface F2. Specifically, the second surface F2 includes a third end K3 and a fourth end K4 lower than the third end K3. The fourth end K4 is farther from the ejection mechanism 25 than the third end K3.
 また、図12に示す通り、射出機構25に近い位置ほど低くなるように傾斜する傾斜面を第1面F1として、射出機構25から遠い位置ほど低くなるように傾斜する傾斜面を第2面F2としてもよい。図11または図12の例示のように射出機構25から遠い位置ほど低くなるように傾斜する第2面F2を上面Fが含む構成では、当該第2面F2に対する衝突後の遊技体Cを、緩衝部26を挟んで射出機構25とは反対側に位置させることができる。なお、第1面F1および第2面F2の何れか一方を上面Fが含む構成、または、第1面F1および第2面F2の他に当該第1面F1および当該第2面F2とは異なる面を上面Fが含む構成も採用され得る。また、図13に例示される通り、緩衝部26の上面Fを曲面(例えば円弧面)にしてもよい。以上の説明から理解される通り、緩衝部26の上面Fの形状は任意である。 Further, as shown in FIG. 12, the inclined surface inclined so as to become lower at a position closer to the injection mechanism 25 is a first surface F1, and the inclined surface inclined so as to become lower at a position farther from the injection mechanism 25 is a second surface F2. May be In the configuration in which the upper surface F includes the second surface F2 that is inclined so as to become lower at a position farther from the injection mechanism 25 as illustrated in FIG. 11 or FIG. 12, the game object C after the collision with the second surface F2 is buffered. It can be located on the opposite side of the injection mechanism 25 with the part 26 interposed therebetween. Note that the upper surface F includes one of the first surface F1 and the second surface F2, or is different from the first surface F1 and the second surface F2 in addition to the first surface F1 and the second surface F2. A configuration in which the upper surface F includes the surface can also be adopted. Further, as illustrated in FIG. 13, the upper surface F of the buffer portion 26 may be a curved surface (for example, an arc surface). As understood from the above description, the shape of the upper surface F of the buffer portion 26 is arbitrary.
(6)前述の各形態では、プッシャー部22が往復する方向に沿って延在する長尺状の緩衝部26を例示したが、射出路252から射出された遊技体Cが衝突可能に形成されれば、緩衝部26の形状または方向は任意である。 (6) In each of the above-described embodiments, the elongated buffer portion 26 extending along the direction in which the pusher portion 22 reciprocates has been exemplified, but the game object C ejected from the ejection passage 252 is formed so as to be able to collide. If so, the shape or direction of the buffer portion 26 is arbitrary.
(7)前述の各形態では、1個の射出機構25をゲーム装置100が具備する構成を例示したが、複数の射出機構25をゲーム装置100が具備してもよい。また、当該複数の射出機構25の各々に対応する位置に緩衝部26を設置してもよい。例えば、複数の射出機構25のうちの何れかが選択的に動作することで、遊技体Cが投入される。 (7) In each of the above-described embodiments, the game apparatus 100 includes one ejection mechanism 25, but the game apparatus 100 may include a plurality of ejection mechanisms 25. Further, the buffer section 26 may be installed at a position corresponding to each of the plurality of injection mechanisms 25. For example, the game machine C is thrown in by selectively operating any of the plurality of ejection mechanisms 25.
(8)前述の各形態では、遊技体Cを側壁部231側から投入したが、遊技体Cを投入する位置は以上の例示に限定されない。例えば、プッシャー部22側から遊技体Cを投入してもよいし、テーブル21の上面から遊技体Cを投入してもよい。緩衝部26が設置される位置は、遊技体Cが投入される位置に応じて適宜に変更される。 (8) In each of the above-described embodiments, the game body C is loaded from the side wall portion 231 side, but the position at which the game body C is loaded is not limited to the above example. For example, the gaming body C may be loaded from the pusher portion 22 side, or the gaming body C may be loaded from the upper surface of the table 21. The position where the buffer unit 26 is installed is appropriately changed according to the position where the game machine C is loaded.
(9)第2実施形態および第3実施形態では、収容体251との連結部分Mを支点として射出路252を回転させることで角度θを調整したが、角度θを調整する方法は以上の例示に限定されない。例えば、射出機構25を全体として傾斜させることで角度θを調整してもよい。 (9) In the second embodiment and the third embodiment, the angle θ is adjusted by rotating the ejection path 252 with the connecting portion M with the housing 251 as a fulcrum, but the method of adjusting the angle θ is the above example. Not limited to. For example, the angle θ may be adjusted by inclining the injection mechanism 25 as a whole.
(10)前述の各形態において、射出機構25が緩衝部26に対して遊技体Cを射出する位置を水平方向において調整してもよい。例えば射出機構25がX軸の方向およびY軸の方向に移動することで、水平方向における遊技体Cの射出位置が変化する。また、射出機構25が遊技体Cを射出する高さを調整してもよい。例えば射出機構25がテーブル21の表面に対して近づく方向または離れる方向に移動することで、遊技体Cが射出される高さが変化する。なお、遊技体Cの射出速度を発動機等により調整することで、緩衝部26に遊技体Cが衝突する位置を変化させてもよい。 (10) In each of the above-described embodiments, the position at which the ejection mechanism 25 ejects the game object C with respect to the buffer portion 26 may be adjusted in the horizontal direction. For example, when the ejection mechanism 25 moves in the X-axis direction and the Y-axis direction, the ejection position of the game object C in the horizontal direction changes. Further, the height at which the ejection mechanism 25 ejects the game object C may be adjusted. For example, by moving the ejection mechanism 25 toward or away from the surface of the table 21, the height at which the game object C is ejected changes. The position at which the game object C collides with the buffer section 26 may be changed by adjusting the injection speed of the game object C by a motor or the like.
[付記]
 以上の記載から、例えば以下のように本発明の好適な態様が把握される。なお、各態様の理解を容易にするために、以下では、図面の符号を便宜的に括弧書で併記するが、本発明を図示の態様に限定する趣旨ではない。
[Appendix]
From the above description, the preferred aspects of the present invention are understood as follows, for example. In addition, in order to facilitate understanding of each aspect, the reference numerals of the drawings are described in parentheses for convenience below, but it is not intended to limit the present invention to the illustrated aspects.
 本発明の好適な態様(付記1)に係るゲーム装置(100)は、第1遊技体(B)と第2遊技体(C)とが載置され、当該第1遊技体(B)と当該第2遊技体(C)とが周縁(E)から落下するテーブル(21)と、前記テーブル(21)の面上に設置された緩衝部(26)と、前記第2遊技体(C)を前記緩衝部(26)に向けて射出する射出機構(25)とを具備する。 A game device (100) according to a preferred aspect (Supplementary Note 1) of the present invention has a first game body (B) and a second game body (C) placed thereon, and the first game body (B) and A table (21) where the second game body (C) falls from the peripheral edge (E), a buffer section (26) installed on the surface of the table (21), and the second game body (C). An injection mechanism (25) for injecting toward the buffer section (26).
 射出機構(25)から射出された第2遊技体(C)がテーブル(21)上の第1遊技体(B)に直接衝突する構成(以下「対比例」という)では、第1遊技体(B)に衝突することで第2遊技体(C)が跳ね返る。第1遊技体(B)に第2遊技体(C)が衝突する速度が速いほど、衝突した地点から離れた地点に第2遊技体(C)が跳ね返る。したがって、対比例では、第2遊技体(C)に対する衝突により第2遊技体(C)がテーブル(21)の周縁(E)まで跳ね返りテーブル(21)から落下する可能性がある。すなわち、射出機構(25)による射出の直後に第2遊技体(C)が落下する場合がある。それに対して、第1実施形態では、射出機構(25)から射出された第2遊技体(C)は緩衝部(26)に衝突した後にテーブル(21)上の第1遊技体(B)に載置される。すなわち、射出機構(25)から射出した第2遊技体(C)は、第1遊技体(B)に直接衝突しない。射出機構(25)から射出された第2遊技体(C)の速度が緩衝部(26)に衝突することで減殺されたうえで、テーブル(21)上の第1遊技体(B)の上に移動する。すなわち、第2遊技体(C)が第1遊技体(B)により跳ね返る距離が短い。したがって、対比例と比較して、射出機構(25)による射出の直後に第2遊技体(C)がテーブル(21)の周縁(E)から落下する可能性を低減できる。 In the configuration in which the second game body (C) ejected from the ejection mechanism (25) directly collides with the first game body (B) on the table (21) (hereinafter referred to as “comparative ratio”), the first game body ( The second game body (C) bounces by colliding with B). The higher the speed at which the second game body (C) collides with the first game body (B), the more the second game body (C) bounces to a point distant from the point of collision. Therefore, in contrast, the second game body (C) may drop from the rebound table (21) to the peripheral edge (E) of the table (21) due to a collision with the second game body (C). That is, the second game body (C) may fall immediately after the ejection by the ejection mechanism (25). On the other hand, in the first embodiment, the second game body (C) ejected from the ejection mechanism (25) collides with the buffer section (26) and then the first game body (B) on the table (21). Placed. That is, the second game body (C) ejected from the ejection mechanism (25) does not directly collide with the first game body (B). On the first game body (B) on the table (21), after the speed of the second game body (C) injected from the injection mechanism (25) is reduced by colliding with the buffer section (26). Move to. That is, the distance that the second game body (C) bounces off the first game body (B) is short. Therefore, as compared with the case of the proportionality, it is possible to reduce the possibility that the second game body (C) will fall from the peripheral edge (E) of the table (21) immediately after the ejection by the ejection mechanism (25).
 「第1遊技体(B)」および「第2遊技体(C)」は、任意の形状の立体物である。第1遊技体(B)と第2遊技体(C)とは、共通の形状でも相違する形状でもよい。「テーブル(21)の面上に設置」は、テーブル(21)の面上に緩衝部(26)が位置するように設置されることである。テーブル(21)の表面と緩衝部(26)との間に隙間が空くように設置されてもよいし、テーブル(21)の表面と緩衝部(26)とが接触するように設置されてもよい。また、テーブル(21)に直接的に連結されることで当該テーブル(21)の面上に緩衝部(26)が設置されてもよいし、テーブル(21)とは異なる部材に緩衝部(26)が連結されることで当該テーブル(21)の面上に設置されてもよい。 "The first game body (B)" and the "second game body (C)" are three-dimensional objects of any shape. The first game body (B) and the second game body (C) may have a common shape or different shapes. "Installed on the surface of the table (21)" means that the buffer section (26) is installed on the surface of the table (21). The table (21) may be installed such that there is a gap between the surface of the table (21) and the buffer portion (26), or the surface of the table (21) and the buffer portion (26) may be in contact with each other. Good. Further, the buffer portion (26) may be installed on the surface of the table (21) by being directly connected to the table (21), or the buffer portion (26) may be provided on a member different from the table (21). ) May be connected and installed on the surface of the table (21).
 付記1の好適例(付記2)において、前記第1遊技体(B)と前記第2遊技体(C)とは、形状が相違する。 In the preferred example (Appendix 2) of Appendix 1, the first game body (B) and the second game body (C) have different shapes.
 付記2の好適例(付記3)において、前記第1遊技体(B)は、球状であり、前記第2遊技体(C)は、平板状である。対比例において、第1遊技体(B)が球状である構成では、第1遊技体(B)への衝突時に第2遊技体(C)が接触する面が小さくなる(すなわち点状に接触する)ため、衝突後の第2遊技体(C)の角度が定まらず跳ね返る方向が多様に変化する。さらに、対比例において第2遊技体(C)が平板状である構成では、射出後の第2遊技体(C)の前縁(進行方向の前側における第2遊技体(C)の周縁)が第1遊技体(B)に対して点状に接触しやすいから、衝突点の位置に応じた方向に跳ね返る。以上のように、第1遊技体(B)に対する衝突後に遊第2遊技体(C)が跳ね返る角度が定まらないため、テーブル(21)から第2遊技体(C)が落下する可能性も高くなる。それに対して、本発明では、第2遊技体(C)が緩衝部(26)に衝突するから、衝突後の第2遊技体(C)が跳ね返る範囲が縮小される。すなわち、緩衝部(26)を設ける本発明の構成は、第1遊技体(B)が球状であり、かつ、第2遊技体(C)が平板状である場合に特に有効である。 In a preferred example of Supplementary Note 2 (Supplementary Note 3), the first gaming body (B) is spherical, and the second gaming body (C) is flat. In contrast, in the configuration in which the first game body (B) is spherical, the surface contacting the second game body (C) at the time of collision with the first game body (B) becomes small (that is, dot-like contact). Therefore, the angle of the second game body (C) after the collision is not fixed, and the bounce direction is variously changed. Furthermore, in the configuration in which the second game body (C) is flat in comparison, the front edge of the second game body (C) after injection (the peripheral edge of the second game body (C) on the front side in the traveling direction) is Since it is easy to make point contact with the first game body (B), it bounces in a direction corresponding to the position of the collision point. As described above, since the angle at which the play second game body (C) rebounds after the collision with the first game body (B) is not determined, there is a high possibility that the second game body (C) will drop from the table (21). Become. On the other hand, in the present invention, since the second game body (C) collides with the buffer section (26), the range in which the second game body (C) bounces after the collision is reduced. That is, the configuration of the present invention in which the buffer portion (26) is provided is particularly effective when the first game body (B) is spherical and the second game body (C) is flat.
 「第1遊技体(B)」の形状には、完全な球状の他に、実質的な球状も含まれる。実質的な球状とは、姿勢または方向によらず転動可能な任意の形状を含む。したがって、第1遊技体(B)の典型例は球体であるが、楕円体または多面体等の転動可能な任意の立体が「第1遊技体(B)」の概念に包含される。「第2遊技体(C)」は、平板状の物品である。例えば遊技者に賞品(景品)として進呈されるカードまたはチケットが第2遊技体(C)の好例である。各種の賞品と引換え可能なカードまたはチケットを第2遊技体(C)として利用してもよい。 The shape of the "first game body (B)" includes not only a perfect spherical shape but also a substantially spherical shape. The substantially spherical shape includes any shape capable of rolling regardless of the posture or the direction. Therefore, a typical example of the first game object (B) is a sphere, but any rollable solid such as an ellipsoid or a polyhedron is included in the concept of the “first game object (B)”. The "second game body (C)" is a flat article. For example, a card or ticket presented as a prize (prize) to a player is a good example of the second game body (C). A card or ticket that can be exchanged for various prizes may be used as the second gaming body (C).
 付記1の好適例(付記4)において、前記第1遊技体(B)球状である。対比例において、第1遊技体(B)が球状である構成では、第1遊技体(B)への衝突時に第2遊技体(C)が接触する面が小さくなる(すなわち点状に接触する)ため、衝突後の第2遊技体(C)の角度が定まらず跳ね返る方向が多様に変化する。すなわち、テーブル(21)の周縁(E)に第2遊技体(C)が跳ね返り、テーブル(21)から第2遊技体(C)が落下する可能性も高くなる。それに対して、本発明では、第2遊技体(C)が緩衝部(26)に衝突するから、衝突後の第2遊技体(C)が跳ね返る範囲が縮小される。すなわち、緩衝部(26)を設ける本発明の構成は、第1遊技体(B)が球状である場合に特に有効である。 In the preferable example (Appendix 4) of Appendix 1, the first game body (B) is spherical. In contrast, in the configuration in which the first game body (B) is spherical, the surface contacting the second game body (C) at the time of collision with the first game body (B) becomes small (that is, dot-like contact). Therefore, the angle of the second game body (C) after the collision is not fixed, and the bounce direction is variously changed. That is, the possibility that the second game body (C) bounces off the peripheral edge (E) of the table (21) and the second game body (C) falls from the table (21) also increases. On the other hand, in the present invention, since the second game body (C) collides with the buffer section (26), the range in which the second game body (C) bounces after the collision is reduced. That is, the configuration of the present invention in which the buffer portion (26) is provided is particularly effective when the first game body (B) is spherical.
 付記1から付記4の何れかの好適例(付記5)において、前記射出機構(25)は、前記テーブル(21)の表面に対して傾斜した方向に沿って前記第2遊技体(C)を射出し、前記緩衝部(26)の上面(F)は、第1端(K1)と前記第1端(K1)よりも前記射出機構(25)に近い第2端(K2)とを含む第1傾斜面(F1)を含み、前記第2端(K2)は前記第1端(K1)よりも低い。以上の態様によれば、テーブル(21)の表面に対して傾斜した方向に沿って第2遊技体(C)が射出され、射出機構(25)に近い位置ほど低くなるように傾斜する第1傾斜面(F1)を緩衝部(26)の上面(F)が含むから、当該第1傾斜面(F1)に対する衝突後の第2遊技体(C)を射出機構(25)側に位置させることができる。 In the preferable example (Appendix 5) of Appendices 1 to 4, the injection mechanism (25) moves the second game body (C) along a direction inclined with respect to the surface of the table (21). The upper surface (F) of the buffer part (26) is ejected and includes a first end (K1) and a second end (K2) closer to the injection mechanism (25) than the first end (K1). The second end (K2) is lower than the first end (K1) including the first inclined surface (F1). According to the above aspect, the second game body (C) is ejected along the direction inclined with respect to the surface of the table (21), and the first game device is inclined so that the position closer to the ejection mechanism (25) becomes lower. Since the upper surface (F) of the buffer portion (26) includes the inclined surface (F1), the second game body (C) after the collision with the first inclined surface (F1) should be positioned on the ejection mechanism (25) side. You can
 付記1から付記5の何れかの好適例(付記6)において、前記緩衝部(26)の上面(F)は、第3端(K3)と前記第3端(K3)よりも前記射出機構(25)から遠い第4端(K4)とを含む第2傾斜面(F2)を含み、前記第4端(K4)は前記第3端(K3)よりも低い。以上の態様によれば、射出機構(25)から遠い位置ほど低くなるように傾斜する第2傾斜面(F2)を緩衝部(26)の上面(F)が含むから、当該第2傾斜面(F2)に対する衝突後の第2遊技体(C)を、緩衝部(26)を挟んで射出機構(25)とは反対側に位置させることができる。 In any one of the preferable examples (Appendix 6) of Appendices 1 to 5, the upper surface (F) of the buffer portion (26) has a third end (K3) and a third end (K3) rather than the injection mechanism ( 25) and a second inclined surface (F2) including a fourth end (K4) farther from the fourth end (K4), the fourth end (K4) being lower than the third end (K3). According to the above aspect, since the upper surface (F) of the buffer section (26) includes the second inclined surface (F2) that inclines so as to become lower at a position farther from the injection mechanism (25), the second inclined surface (F2) The second game body (C) after the collision with F2) can be located on the opposite side of the injection mechanism (25) with the buffer section (26) interposed therebetween.
 付記1から付記6の何れかの好適例(付記7)において、前記テーブル(21)の面上で往復するプッシャー部(22)を具備する。以上の態様によれば、プッシャー部(22)がテーブル(21)の面上で往復するから、第1遊技体(B)および第2遊技体(C)がテーブル(21)の周縁(E)から徐々に落下する。 In a preferred example (Appendix 7) of Appendices 1 to 6, a pusher portion (22) that reciprocates on the surface of the table (21) is provided. According to the above aspect, since the pusher portion (22) reciprocates on the surface of the table (21), the first game body (B) and the second game body (C) are the peripheral edge (E) of the table (21). Gradually falls from.
 付記7の好適例(付記8)において、前記緩衝部(26)は、前記プッシャー部(22)が往復する方向に沿って延在する。以上の態様によれば、プッシャー部(22)が往復する方向に沿って緩衝部(26)が延在するから、衝突後の第2遊技体(C)が緩衝部(26)を挟んで両側(緩衝部(26)からみて、テーブル(21)の周縁(E)が延在する方向における一方側または他方側)に位置する。したがって、衝突後の第2遊技体(C)がテーブル(21)の周縁(E)から落下する可能性を低減できるという効果が顕著である。 In the preferred example of Supplementary Note 7 (Supplementary Note 8), the buffer section (26) extends along the direction in which the pusher section (22) reciprocates. According to the above aspect, since the cushioning portion (26) extends along the direction in which the pusher portion (22) reciprocates, the second game body (C) after the collision has both sides sandwiching the cushioning portion (26). It is located on one side or the other side in the direction in which the peripheral edge (E) of the table (21) extends, as viewed from the buffer section (26). Therefore, the effect of being able to reduce the possibility that the second game body (C) after the collision will fall from the peripheral edge (E) of the table (21) is remarkable.
 付記1から付記8の何れかの好適例(付記9)において、前記緩衝部(26)は、前記第1遊技体(B)の外径を上回る間隔をあけて前記テーブル(21)の表面に対向する。以上の態様によれば、第1遊技体(B)の外径を上回る間隔をあけて緩衝部(26)がテーブル(21)の表面に対向するから、テーブル(21)上の第1遊技体(B)の移動が緩衝部(26)により阻害されない。 In any one of the preferable examples (Appendix 9) of Appendices 1 to 8, the buffer section (26) is provided on the surface of the table (21) with an interval larger than the outer diameter of the first game body (B). opposite. According to the above aspect, since the buffer portion (26) faces the surface of the table (21) at an interval larger than the outer diameter of the first game body (B), the first game body on the table (21). The movement of (B) is not hindered by the buffer section (26).
 付記1から付記9の何れかの好適例(付記10)において、前記射出機構(25)は、前記緩衝部(26)に対して前記第2遊技体(C)が射出する角度(θ)を調整可能である。以上の態様によれば、緩衝部(26)に対して第2遊技体(C)が射出する角度(θ)が調整可能であるから、第2遊技体(C)が緩衝部(26)に衝突する位置(ひいては衝突後の第2遊技体(C)の位置)を当該角度(θ)に応じて調整することが可能である。 In any one of the preferred examples (Appendix 10) of Appendices 1 to 9, the injection mechanism (25) sets an angle (θ) at which the second game body (C) ejects with respect to the buffer section (26). It is adjustable. According to the above aspect, since the angle (θ) at which the second game body (C) is ejected with respect to the buffer section (26) can be adjusted, the second game body (C) serves as the buffer section (26). It is possible to adjust the collision position (and thus the position of the second game body (C) after the collision) according to the angle (θ).
 付記1から付記10の何れかの好適例(付記11)において、前記緩衝部(26)を含む複数の緩衝部(26)を具備する。以上の態様では、複数の緩衝部(26)の各々の近傍に第2遊技体(C)が落下する。すなわち、1個の緩衝部(26)が設置される構成と比較して、テーブル(21)上の広範囲にわたり第2遊技体(C)を配置できる。 In a preferred example (Appendix 11) of Appendices 1 to 10, a plurality of buffer sections (26) including the buffer section (26) are provided. In the above aspect, the second game body (C) falls near each of the plurality of buffer portions (26). That is, the second game body (C) can be arranged over a wide area on the table (21) as compared with the configuration in which one buffer section (26) is installed.
 付記11の好適例(付記12)において、前記射出機構(25)は、前記複数の緩衝部(26)のうち何れかに対して前記第2遊技体(C)を射出する。複数の緩衝部(26)の何れかに対して第2遊技体(C)が射出機構(25)から射出されるから、例えば、複数の緩衝部(26)の各々について射出機構(25)を設置する構成と比較して、ゲーム装置(100)の小型化が可能である。 In a preferred example of Supplementary Note 11 (Supplementary Note 12), the ejection mechanism (25) ejects the second game body (C) to any one of the plurality of buffer portions (26). Since the second game body (C) is ejected from the ejection mechanism (25) to any of the plurality of buffer portions (26), for example, the ejection mechanism (25) is provided for each of the plurality of buffer portions (26). The size of the game device (100) can be reduced as compared with the configuration in which it is installed.
100…ゲーム装置、10…操作パネル、11L…操作部、11R…操作部、12…受付部、13…払出部、14…排出口、15…表示装置、20…ゲーム機構、21…テーブル、22…プッシャー部、23…支持構造体、231…側壁部、231L…側壁部、231R…側壁部、232…前壁部、234…後壁部、24L…投入機構、24R…投入機構、25…射出機構、251…収容体、252…射出路、26…緩衝部、27…架設体、28…誘導路、32…計数器、33…搬送装置、81…制御装置、811…抽選処理部、812…報酬管理部、813…表示制御部、82…記憶装置、83…交換装置、831…挿入口、832…読取機構、833…排出口、834…排出機構、E…テーブルの前縁、G…抽選体、H…抽選孔、Q…落下口、B…遊技体(第1遊技体)、C…遊技体(第2遊技体)。 100 ... Game device, 10 ... Operation panel, 11L ... Operation part, 11R ... Operation part, 12 ... Reception part, 13 ... Dispensing part, 14 ... Discharge port, 15 ... Display device, 20 ... Game mechanism, 21 ... Table, 22 ... pusher part, 23 ... support structure, 231 ... side wall part, 231L ... side wall part, 231R ... side wall part, 232 ... front wall part, 234 ... rear wall part, 24L ... throwing mechanism, 24R ... throwing mechanism, 25 ... injection Mechanism, 251 ... Container, 252 ... Ejection path, 26 ... Buffer section, 27 ... Installation body, 28 ... Taxiway, 32 ... Counter, 33 ... Conveying device, 81 ... Control device, 811 ... Lottery processing section, 812 ... Compensation management unit, 813 ... Display control unit, 82 ... Storage device, 83 ... Exchange device, 831 ... Inserting port, 832 ... Reading mechanism, 833 ... Discharging port, 834 ... Discharging mechanism, E ... Table leading edge, G ... Lottery Body, H ... Lottery hole, Q ... Drop port, B Game body (first game element), C ... game body (second game element).

Claims (12)

  1.  第1遊技体と第2遊技体とが載置され、当該第1遊技体と当該第2遊技体とが周縁から落下するテーブルと、
     前記テーブルの面上に設置された緩衝部と、
     前記第2遊技体を前記緩衝部に向けて射出する射出機構と
     を具備するゲーム装置。
    A table on which the first game body and the second game body are placed, and the first game body and the second game body fall from the peripheral edge,
    A buffer unit installed on the surface of the table,
    An ejecting mechanism for ejecting the second game body toward the buffer section.
  2.  前記第1遊技体と前記第2遊技体とは、形状が相違する
     請求項1のゲーム装置。
    The game device according to claim 1, wherein the first game body and the second game body have different shapes.
  3.  前記第1遊技体は、球状であり、
     前記第2遊技体は、平板状である
     請求項2のゲーム装置。
    The first game body is spherical,
    The game device according to claim 2, wherein the second game body has a flat plate shape.
  4.  前記第1遊技体は、球状である
     請求項1のゲーム装置。
    The game device according to claim 1, wherein the first game body has a spherical shape.
  5.  前記射出機構は、前記テーブルの表面に対して傾斜した方向に沿って前記第2遊技体を射出し、
     前記緩衝部の上面は、第1端と前記第1端よりも前記射出機構に近い第2端とを含む第1傾斜面を含み、
     前記第2端は前記第1端よりも低い
     請求項1から請求項4の何れかのゲーム装置。
    The injection mechanism ejects the second game body along a direction inclined with respect to the surface of the table,
    An upper surface of the buffer portion includes a first inclined surface including a first end and a second end closer to the ejection mechanism than the first end,
    The game device according to claim 1, wherein the second end is lower than the first end.
  6.  前記緩衝部の上面は、第3端と前記第3端よりも前記射出機構から遠い第4端とを含む第2傾斜面を含み、
     前記第4端は前記第3端よりも低い
     請求項1から請求項5の何れかのゲーム装置。
    An upper surface of the buffer portion includes a second inclined surface including a third end and a fourth end farther from the ejection mechanism than the third end;
    The game device according to claim 1, wherein the fourth end is lower than the third end.
  7.  前記テーブルの面上で往復するプッシャー部を具備する
     請求項1から請求項6の何れかのゲーム装置。
    The game device according to claim 1, further comprising a pusher portion that reciprocates on a surface of the table.
  8.  前記緩衝部は、前記プッシャー部が往復する方向に沿って延在する
     請求項7のゲーム装置。
    The game device according to claim 7, wherein the buffer portion extends along a direction in which the pusher portion reciprocates.
  9.  前記緩衝部は、前記第1遊技体の外径を上回る間隔をあけて前記テーブルの表面に対向する
     請求項1から請求項8の何れかのゲーム装置。
    The game device according to claim 1, wherein the buffer section faces the surface of the table with an interval larger than an outer diameter of the first game body.
  10.  前記射出機構は、前記緩衝部に対して前記第2遊技体が射出する角度を調整可能である
     請求項1から請求項9の何れかのゲーム装置。
    The game machine according to claim 1, wherein the ejection mechanism is capable of adjusting an angle at which the second game body ejects with respect to the buffer section.
  11.  前記緩衝部を含む複数の緩衝部を具備する
     請求項1から請求項10の何れかのゲーム装置。
    The game device according to claim 1, further comprising a plurality of buffers including the buffer.
  12.  前記射出機構は、前記複数の緩衝部のうち何れかに対して前記第2遊技体を射出する
     請求項11のゲーム装置。
    The game device according to claim 11, wherein the ejection mechanism ejects the second game body to any one of the plurality of buffer units.
PCT/JP2019/040954 2018-10-22 2019-10-17 Gaming device WO2020085209A1 (en)

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Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2003079933A (en) * 2001-09-10 2003-03-18 Konami Co Ltd Medal game machine
JP2008194276A (en) * 2007-02-14 2008-08-28 Namco Bandai Games Inc Token game device
US20130320618A1 (en) * 2012-06-05 2013-12-05 Game Concepts Ltd Coin or Token Transfer System

Family Cites Families (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP3662538B2 (en) * 2001-12-21 2005-06-22 コナミ株式会社 Medal game machine
JP3939332B2 (en) * 2005-10-13 2007-07-04 株式会社コナミデジタルエンタテインメント Game device

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2003079933A (en) * 2001-09-10 2003-03-18 Konami Co Ltd Medal game machine
JP2008194276A (en) * 2007-02-14 2008-08-28 Namco Bandai Games Inc Token game device
US20130320618A1 (en) * 2012-06-05 2013-12-05 Game Concepts Ltd Coin or Token Transfer System

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