Gaming machine
The gaming machine effectively manages game progression using a display device, counting switch, and ball return prevention mechanism, addressing fraud and cost issues in electronic game media systems.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-11-26
- Publication Date
- 2026-03-25
AI Technical Summary
Existing gaming machines that utilize electronic game media lack an effective mechanism to manage and ensure appropriate game progression, leading to potential fraud and increased design and manufacturing costs.
A gaming machine that includes a display device showing the number of game values, a counting switch to transmit game values to a dedicated unit, and a ball return prevention mechanism to guide game balls into the game area while preventing return, using a displacement member in three states to manage game progression.
Enables appropriate game management, reduces fraud, and lowers design and manufacturing costs by eliminating the need for physical game media and mechanisms.
Smart Images

Figure 0007835552000001 
Figure 0007835552000002 
Figure 0007835552000003
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] There has been a study on a medal-less gaming machine that can progress a game without the intervention of actual medals while maintaining the gaming performance of a slot machine (for example, Patent Document 1). In addition, there has been a study on a management gaming machine that makes a pachinko machine a sealed circulation type and allows the game to progress without the player touching the game balls (for example, Patent Document 2).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0004] In such management gaming machines and medal-less gaming machines, there is no need to provide a path for circulating game media such as game balls and medals outside the gaming machine, and in medal-less gaming machines, the physical game media itself becomes unnecessary. Thus, in medal-less gaming machines, the game media itself is not used, and in management gaming machines, by using non-magnetic game balls, it is possible to prevent illegal acts premised on the use of metallic game media. In addition, since there is no need to provide a mechanism for inserting and paying out game media inside the gaming machine, the design cost and manufacturing cost can be reduced. Furthermore, by centrally managing the lending of game media to players and the counting of acquired game media, it is possible to prevent fraud and suppress the element of chance.
[0005] On the other hand, for configurations that utilize electronic game media (game value) or non-magnetic game media instead of physical game media, a new mechanism is needed to manage the electronic game media and ensure that the game proceeds appropriately.
[0006] In view of these problems, the present invention aims to provide a gaming machine that can appropriately manage the game. [Means for solving the problem]
[0007] To solve the above problems, the gaming machine of the present invention is capable of transmitting gaming value that can be used for gaming. special A gaming machine that can be connected to a fixed unit (see, for example, paragraphs 0088, 0090, Figures 11, 12, and 0140). , play A display device that displays the number of game values, and a counting switch that accepts an operation to transmit at least a portion of the number of game values to the specific unit. , outside The game machine comprises a region between the rail and the inner rail, which guides the launched game ball into the game area, and a ball return prevention mechanism that prevents the game ball from returning from the game area to the guide area, wherein the ball return prevention mechanism has a displacement member that can be displaced between a first state, a second state, and a third state, the displacement member having a side portion facing the outer rail and a tip portion on the tip side of the side portion, the distance from the tip portion to the outer rail being a specific distance, the game ball guided from the guide area to the game area being the first game ball, and the ball returning from the game area to the guide area being a specific distance If the game ball being attempted to move is the second game ball, then the first state is a state in which the specific distance is shorter than that of the second state, the second state is a state in which the specific distance is longer than that of the first state, and the third state is a state in which the first game ball is in contact with the side portion, the outer rail, and the second game ball, and the second game ball is in contact with the tip portion, the outer rail, and the first game ball, so that the specific distance is longer than that of the first state and shorter than that of the second state, and shorter than the distance from the lowest point of the second game ball to the outer rail (see, for example, paragraphs 0131-0140). [Effects of the Invention]
[0008] According to the present invention, it becomes possible to conduct games appropriately. [Brief explanation of the drawing]
[0009] [Figure 1] This is an external view diagram illustrating the general mechanical configuration of a coinless gaming machine. [Figure 2] This is a block diagram showing the general electrical configuration of a coinless gaming machine and its dedicated unit. [Figure 3] This is an external view illustrating the general mechanical configuration of a medalless gaming machine and its dedicated unit. [Figure 4] This is a perspective view showing the display unit with the housing removed. [Figure 5] This is a perspective view showing the display unit with the housing attached. [Figure 6] This is a cross-sectional view showing a counting switch in a state where the button is not pressed. [Figure 7] This is a perspective view showing the compartment that houses the button. [Figure 8] This is a cross-sectional view showing a counting switch in a state where the center of the press-button surface is pressed. [Figure 9] This is a cross-sectional view showing a counting switch in a state where the back end of the press-button surface is pressed. [Figure 10] This is a cross-sectional view showing a counting switch related to a comparative example. [Figure 11] This is a perspective view of a gaming machine showing a door in an open position, as an example of a type of reference model. [Figure 12] This is a front view of a gaming machine, specifically a reference example. [Figure 13] This is a block diagram of a gaming machine, specifically a reference example. [Figure 14] This is a partially enlarged view showing the ball return prevention mechanism in the first state. [Figure 15] This is a partially enlarged view showing the ball return prevention mechanism in the second state. [Figure 16]It is a partially enlarged view showing the ball return prevention mechanism in the third state.
Embodiment for Carrying Out the Invention
[0010] Hereinafter, preferred embodiments of the present invention will be described in detail with reference to the accompanying drawings. Dimensions, materials, and other specific numerical values shown in such embodiments are merely examples for facilitating understanding of the invention, and do not limit the present invention unless otherwise specified. In the present specification and drawings, elements having substantially the same functions and configurations are denoted by the same reference numerals to omit redundant explanations, and elements not directly related to the present invention are not shown.
[0011] (First Embodiment: Medal-less Gaming Machine 100) The medal-less gaming machine 100 can carry out a game without the intervention of actual medals while maintaining the gaming properties of a slot machine. In the medal-less gaming machine 100, instead of actual medals, electronic medals are used as electronic gaming values.
[0012] (Mechanical Configuration of Medal-less Gaming Machine 100) As shown in the external view of FIG. 1, the medal-less gaming machine 100 as a gaming machine is provided with a housing 102, and a front upper door 104 and a front lower door 106 which are arranged side by side vertically and rotatably at one end of the front surface of the housing 102. At substantially the center of the lower part of the front upper door 104, a colorless and transparent symbol display window 108 made of a glass plate, a transparent resin plate, or the like is provided. At a position corresponding to the symbol display window 108 in the housing 102, three reels 110 (left reel 110a, middle reel 110b, right reel 110c) are provided so as to be independently rotatable. On the outer peripheral surfaces of the left reel 110a, the middle reel 110b, and the right reel 110c, a plurality of types of symbols are respectively arranged in each of, for example, 20 equally divided regions. The player can visually recognize a total of nine consecutive symbols of the left reel 110a, the middle reel 110b, and the right reel 110c, which are located in the upper, middle, and lower stages, through the symbol display window 108.
[0013] An operating panel mounting base 111 is formed at the top of the front lower door 106, and the operating panel mounting base 111 is equipped with a counting switch 112, a game token count display device 114, a bet switch 116, a start switch 118, a stop switch 120, a payout switch 121, a performance switch 122, and the like.
[0014] The counting switch 112 is a push switch that detects an operation to transfer some or all of the electronically held electronic medals that can be used for gameplay, which are electronically held in the medalless gaming machine 100, to a dedicated unit 350 described later. The counting switch 112 has two operation options: a short press of less than 500 msec and a long press of 500 msec or more. With a short press of the counting switch 112, one electronic medal is counted for each operation, and with a long press, 50 electronic medals are counted at the timing of counting notifications, which occur every 300 msec. The total number of electronically held electronic medals that can be used for gameplay in such a medalless gaming machine 100 is sometimes referred to as the "number of game medals," and the memory unit that holds the electronic medals is sometimes referred to as the "medal holding unit."
[0015] The game token count display device 114 displays the total number of electronic tokens held in the token holder, i.e., the number of game tokens. However, the number of game tokens does not include the number of electronic tokens bet. Therefore, the game token count display device 114 displays the number obtained by subtracting the number of electronic tokens bet from the number of electronic tokens acquired by the player. The number of game tokens is displayed on a 5-digit or 6-digit 7-segment display or the like, positioned where the player can see it, as follows: The numerical range is 0 to 16368, taking into account the maximum difference in tokens during one business day, and if the higher digit of a significant number is 0, that number is left blank (off). When the number reaches 15000 or more, a notification prompting the player to count is issued, the dispensing of electronic tokens is restricted, and a test counting signal is output for approximately 3500 msec. However, the player can continue playing. When the number reaches 16369 or more, the progress of the game is restricted. Specifically, the bet switch 116, start switch 118, and payout switch 121 are prohibited from being activated. Alternatively, instead of prohibiting the payout of electronic tokens when the value is likely to reach 16369 or higher, the payout of electronic tokens may be prohibited until the player performs the counting. For example, the game may be stopped when the value reaches 16357 or higher, which is 12 tokens (maximum payout (e.g., 15 tokens) - specified number (e.g., 3 tokens)) obtained by subtracting the maximum difference in tokens obtainable in one game from 16369. Furthermore, the token count display device 114 will display the updated token count within approximately 300 msec after the token-less game machine 100 has updated.
[0016] The bet switch 116 inserts (bets) a predetermined number of electronic tokens from those held in the token holder. The bet switch 116 includes a max bet switch that inserts (bets) a predetermined number of electronic tokens required for one game, and a 1 bet switch that inserts an additional one electronic token within the predetermined range.
[0017] The start switch 118 is composed of, for example, a lever capable of detecting tilting operations, and detects the player's operation to start the game. The stop switches 120 (stop switches 120a, 120b, and 120c) are provided corresponding to the left reel 110a, the middle reel 110b, and the right reel 110c, respectively, and detect the player's stopping operation. The payout switch 121 detects the operation to return all electronic tokens bet by a single operation of the bet switch 116 to the token holder. The effect switches 122 are composed of, for example, a push switch and cross switches arranged up, down, left, and right, and detect the player's pressing and rotating operations.
[0018] A liquid crystal display unit 124 is provided at the upper center of the front upper door 104 to display various images related to the performance. In addition, performance lamps 126, which are made up of, for example, high-brightness light-emitting diodes (LEDs), are provided at the top and left and right of the front upper door 104. Speakers 128 are provided at the left and right positions of the front lower door 106 to provide auditory effects such as sound effects and musical tones.
[0019] In the medalless gaming machine 100, once the game can be started and a specified number of electronic tokens have been bet, the active lines are activated and the operation of the start switch 118 becomes valid. Here, betting includes both inserting electronic tokens held in the token holder via the operation of the bet switch 116 and automatically inserting electronic tokens based on the display of a replay symbol on the active line. The active lines are the lines used to determine the winning combination.
[0020] When the player operates the start switch 118, the game begins, and various processes such as the lottery for winning types are executed, while the left reel 110a, middle reel 110b, and right reel 110c are controlled to rotate. Subsequently, the left reel 110a, middle reel 110b, and right reel 110c are stopped according to the operation of the stop switches 120a, 120b, and 120c, respectively. If a winning combination that allows for the payout of electronic tokens is achieved based on the lottery result for winning types and the combination of symbols displayed on the active lines, the number of electronic tokens corresponding to the winning combination are paid out (stored) in the token holder and the game ends. If the player does not win a winning type that allows for the payout of electronic tokens, or if they win but do not get a payout, the game ends when the left reel 110a, middle reel 110b, and right reel 110c all stop.
[0021] In this embodiment, the above-mentioned game 1 refers to the game from the time when an electronic medal held in the medal holder is inserted via the operation of the bet switch 116, or when an electronic medal is automatically inserted based on the display of a replay symbol on the active line, until the left reel 110a, middle reel 110b, and right reel 110c are controlled to rotate and a winning type lottery is performed in response to the operation of the start switch 118 by the player, and the left reel 110a, middle reel 110b, and right reel 110c are stopped in response to the lottery result of the winning type lottery and the operation of multiple stop switches 120a, 120b, and 120c by the player, and until the electronic medal is dispensed if a winning symbol that can be dispensed with an electronic medal is hit. Furthermore, if the player fails to win a prize that can award electronic tokens, or if they win a prize but do not win, the game ends when the left reel 110a, middle reel 110b, and right reel 110c all stop. However, the start of a game may be interpreted as the player operating the start switch 118 instead of inserting the electronic tokens or winning a replay. The number of times such a game is repeated is defined as the number of games.
[0022] Figure 2 is a block diagram showing the schematic electrical configuration of the medalless gaming machine 100 and the dedicated unit 350. As shown in Figure 2, the medalless gaming machine 100 and the dedicated unit 350 are electrically connected via a game ball dispensing device connection terminal board 206. The medalless gaming machine 100 is equipped with a control board that includes a main control board 200 (main control unit) for controlling the progress of the game, a sub-control board 202 (sub-control unit) for controlling the effects according to the progress of the game, and a medal count control board 204 for controlling the number of electronic medals (game medals) held in the medal count holding unit. Note that the transmission of electrical signals between the main control board 200 and the sub-control board 202 is restricted to one direction only, from the main control board 200 to the sub-control board 202, from the viewpoint of preventing fraud. The dedicated unit 350 is equipped with a dedicated unit control board 360 for sending and receiving electronic medals to and from the medalless gaming machine 100.
[0023] (Main control board 200) The main control board 200 has a semiconductor integrated circuit including a main CPU 200a which is a central processing unit, a main ROM 200b which stores programs and the like, and a main RAM 200c which functions as a work area, and comprehensively controls the entire medalless gaming machine 100. In addition, even if the power is cut off, the data in the main RAM 200c will not be erased unless a setting change is made and a RAM clear is performed.
[0024] Furthermore, the main control board 200 has functional units such as initialization means 300, betting means 302, winning type lottery means 304, reel control means 306, determination means 308, payout control means 310, game state control means 312, performance state control means 314, and command transmission means 316, which are operated by the main CPU 200a cooperating with the main RAM 200c based on a program stored in the main ROM 200b.
[0025] The main control board 200 receives various detection signals from the bed switch 116, start switch 118, stop switches 120a, 120b, 120c, and settlement switch 121. Based on the received detection signals, the main CPU 200a performs various processes.
[0026] The initialization means 300 performs initialization processing on the main control board 200. The betting means 302 places bets on electronic tokens to be used for playing the game. The winning type lottery means 304, based on the operation of the start switch 118, performs a winning type lottery to determine whether a winning combination is correct, and more specifically, whether a winning type that includes the winning combination is correct, as will be described in more detail later.
[0027] The reel control means 306 controls the rotation of the left reel 110a, middle reel 110b, and right reel 110c in response to the operation of the start switch 118, and controls the stopping of the corresponding left reel 110a, middle reel 110b, and right reel 110c in response to the operation of the stop switches 120a, 120b, and 120c corresponding to the rotating left reel 110a, middle reel 110b, and right reel 110c, respectively.
[0028] Furthermore, a reel drive control unit 150 is connected to the main control board 200. This reel drive control unit 150 drives the stepping motor 152 based on the rotation start signals for the left reel 110a, middle reel 110b, and right reel 110c transmitted from the reel control means 306 in response to the operation signal of the start switch 118. The reel drive control unit 150 also stops driving the stepping motor 152 based on the stop signals for the left reel 110a, middle reel 110b, and right reel 110c respectively, and the detection signal from the rotation position detection circuit 154, transmitted from the reel control means 306 in response to the operation signal of the stop switch 120.
[0029] The determination means 308 determines whether or not a combination of symbols corresponding to a winning combination is displayed on an active line. Here, the display of a combination of symbols corresponding to a winning combination on an active line is sometimes simply referred to as a win. Based on the fact that a combination of symbols corresponding to a winning combination has been displayed on an active line (a win has been achieved), the payout control means 310 pays out a number of electronic medals (value) corresponding to the winning combination to the medal holder.
[0030] The game state control means 312 refers to the result of the winning type lottery and the result of the judgment means 308 to transition the game state to one of several types of game states. The performance state control means 314 refers to the result of the winning type lottery, the result of the judgment means 308, and the game state transition information to transition the performance state to one of several types of performance states. The game states include a non-internal game state, an internal game state which is transitioned to when a bonus role is won in the non-internal game state, and a bonus game state which is transitioned to when a symbol combination corresponding to a bonus role is displayed on an active line in the internal game state. The performance states include a non-AT (Assist Time) performance state which does not perform an auxiliary performance to assist in winning a specific role (correct role) when a winning type is won in which a specific role (correct role) and other winning roles (incorrect roles) overlap, and an AT performance state which performs an auxiliary performance. A "special winning combination" refers to a winning combination that is more advantageous than other winning combinations, not only in terms of the payout of electronic tokens resulting from winning that combination, but also in terms of all the game benefits that can be obtained from winning that combination.
[0031] The command transmission means 316 sequentially determines game-related commands in conjunction with the operation of the betting means 302, the winning type lottery means 304, the reel control means 306, the determination means 308, the payout control means 310, the game state control means 312, the performance state control means 314, etc., and sequentially transmits the determined commands to the sub-control board 202.
[0032] Furthermore, the main control board 200 is equipped with a random number generator (random number generation means) 200d. The random number generator 200d sequentially increments a count value, and after counting a predetermined number of times, it resets the count value (changes the sequence of numbers to set an initial value), thereby looping the count value within a predetermined numerical range. The main control board 200 obtains random values by extracting the count value from the random number generator 200d at a predetermined time. The random values generated by the random number generator 200d of the main control board 200 (hereinafter referred to as the winning type lottery random numbers) are used to determine the type of game prize to be given to the player, for example, by the winning type lottery means 304 to determine the winning type.
[0033] (Sub-control board 202) Furthermore, the sub-control board 202, like the main control board 200, has various semiconductor integrated circuits including a sub-CPU 202a which is a central processing unit, a sub-ROM 202b which stores programs, etc., and a sub-RAM 202c which functions as a work area, and controls the performance in particular based on commands from the main control board 200. Also, like the main RAM 200c, the sub-RAM 202c is connected to a backup power supply (not shown), so that data is retained without being erased even if the power is cut off. In addition, the sub-control board 202 is also provided with a random number generator (random number generation means) 202d, like the main control board 200, and the random values generated by the random number generator 202d (hereinafter referred to as performance lottery random numbers) are mainly used to determine the type of performance.
[0034] Furthermore, the sub-control board 202 has functional units such as an initialization determination means 330, a command receiving means 332, and a performance control means 334, which function through the cooperation of the sub-CPU 202a with the sub-RAM 202c based on a program stored in the sub-ROM 202b.
[0035] The initialization determination means 330 executes the initialization process on the sub-control board 202. The command receiving means 332 receives commands from other control boards, such as the main control board 200, and processes the commands.
[0036] The performance control means 334 receives a detection signal from the performance switch 122 and determines the game performance to be performed by the liquid crystal display unit 124, speaker 128, and performance lamp 126 based on the received command. Specifically, the performance control means 334 determines the image data to be displayed on the liquid crystal display unit 124 and the lighting data for the performance through the lighting equipment such as the performance lamp 126, as well as the audio data that constitutes the sound to be output from the speaker 128. Then, the performance control means 334 executes the determined game performance. Note that auxiliary performances are also included in the performance. (Medal count control board 204) Furthermore, the medal count control board 204 is connected to the main control board 200 and has various semiconductor integrated circuits, including a medal CPU 204a which is a central processing unit, a medal ROM 204b which stores programs, etc., and a medal RAM 204c which functions as a work area, and manages the electronic medals used for gaming. The medal count control board 204 is also connected to a dedicated unit 350 via a game ball dispensing device connection terminal board 206.
[0037] (Dedicated unit 350) The dedicated unit 350 is installed near the medalless gaming machine 100 and can lend electronic medals to players and count the electronic medals won by players. The dedicated unit 350 is equipped with a dedicated unit control board 360. The dedicated unit control board 360 is connected to a cash input section 362, a card insertion section 364, a lending switch 366, a return switch 368, a game switch 370, a rate display device 372, and a medal count display device 374.
[0038] The cash input section 362 functions as a slot for inserting cash. The card insertion section 364 allows for the insertion and withdrawal of a card medium capable of storing electronic tokens. The dispensing switch 366 is a push switch that detects the operation of transferring electronic tokens corresponding to the number of units of cash held in the dedicated unit 350 to the tokenless gaming machine 100. The return switch 368 is a push switch that detects the operation of transferring electronic tokens held in the dedicated unit 350 to a card medium and withdrawing that card medium from the dedicated unit 350 through the card insertion section 364. The game switch 370 is a push switch that detects the operation of transferring electronic tokens held in the dedicated unit 350 to the tokenless gaming machine 100. The unit value display device 372 displays the number of units held in the dedicated unit 350, that is, the number of units corresponding to the cash inserted from the cash input section. The acquired token count display device 374 displays the acquired token count, which is the total number of electronic tokens held in the dedicated unit 350.
[0039] Figure 3 is an external view illustrating the general mechanical configuration of the medalless gaming machine 100 and its dedicated unit 350. Here, referring to Figure 3, we will explain the process of starting and ending gameplay on the medalless gaming machine 100.
[0040] When a player attempts to play on the medalless gaming machine 100, they first insert cash into the cash input section 362 of the dedicated unit 350 shown in Figure 3. The unit's unit 350 then displays a number of units corresponding to the inserted cash (for example, "10" for a 1,000 yen insertion). When the player operates the dispensing switch 366, the electronic tokens corresponding to the number of units held by the dedicated unit 350 are transferred to the medalless gaming machine 100. The medal count display 114 of the medalless gaming machine 100 then displays the number of electronic tokens transferred (for example, "50"). Specifically, when the medalless gaming machine 100 receives a dispensing notification from the dedicated unit 350 (described later), if the dispensing notification is successful, it accepts the transfer of electronic tokens and notifies "successful" in the dispensing receipt result response. On the other hand, if the message length and command values in the loan notification are normal, but other information is abnormal, the medalless gaming machine 100 will notify "abnormal" in the loan receipt result response described later. Also, if the loan notification has not been received normally, or if the message length and command values of the loan notification are abnormal, the medalless gaming machine 100 will discard the received message without displaying an error and will wait until it can receive a loan notification with at least a normal message length and command. Furthermore, if the lending process cannot be completed, that is, if the gaming machine information notification described later is abnormal, the number of counted medals in the counting notification described later (the number of electronic medals transferred to the dedicated unit 350 at once) is "1" or more, the number of gaming medals displayed on the gaming medal count display device 114 is 15,000 or more, the checksum of the received lending notification is abnormal, the lending serial numbers of the received lending notification are not consecutive, the number of lending medals in the received lending notification is "51" or more, or if the gaming machine information notification sent from the medal count control CPU 946 to the dedicated unit 350 described later is notifying anything other than hall control fraud monitoring information, the medalless gaming machine 100 will notify "abnormal" in the lending receipt result response.
[0041] Next, when the player operates the bet switch 116, electronic tokens are placed as a bet. At this time, the token count display device 114 displays a value (for example, "47") which is the number of electronic tokens that have been bet (for example, "3"). Thus, the player can begin playing. If, as a result of the game, a small win is achieved that pays out 11 tokens, the number of electronic tokens that have been paid out (for example, "11") is added (for example, to "58").
[0042] Furthermore, if the payout switch 121 is operated after the player has placed an electronic token by operating the bet switch 116, but before the start switch 118 is operated (to start the game), the number of electronic tokens that were placed (for example, "3") will be added to the token count display device 114 (for example, to "50"), and the bet state will be canceled.
[0043] When a player finishes playing, they operate the counting switch 112 to transfer the electronic tokens held in the token holder to the dedicated unit 350. The number of tokens held in the token holder is then displayed on the token count display device 374 of the dedicated unit 350, while "0" is displayed on the token count display device 114. When the player operates the return switch 368, the electronic tokens held by the dedicated unit 350 are transferred to a card, and the card is withdrawn from the dedicated unit 350 through the card insertion section 364. In this way, the player can accumulate the electronic tokens they have acquired on a card.
[0044] If a player wishes to play again, they can insert a card containing stored electronic tokens into the card slot 364 instead of using cash, and play using the electronic tokens stored on the card. The electronic tokens stored on the card are then transferred to the dedicated unit 350, and the total number of electronic tokens stored on the card is displayed on the acquired token display device 374. The player can also transfer the electronic tokens held by the dedicated unit 350 to the tokenless gaming machine 100 by operating the game switch 370 instead of the dispensing switch 366.
[0045] When the dispensing switch 366 or the counting switch 112 is operated, the medal CPU 204a performs the dispensing and counting processes for the electronic medals and sends a command to the main CPU 200a to that effect. Upon receiving this command, the main CPU 200a sends a command to the sub-CPU 202a to that effect. The sub-CPU 202a then outputs a predetermined sound to the speaker 128 to indicate the movement of the electronic medals as they are actually dispensed or counted during the dispensing and counting processes. In this way, the player can audibly confirm that the dispensing and counting processes are being performed correctly. The sub-CPU 202a may also notify the player that the dispensing and counting processes are being performed not only through the speaker 128, but also through other devices such as the LCD display 124 and the effect lamps 126. While this explanation uses a CPU (Central Processing Unit) as the primary control device, various other computational elements such as MPUs (Micro Processor Units), DSPs (Digital Signal Processors), and FPGAs (Field Programmable Gate Arrays) can be applied.
[0046] With this type of medal-less gaming machine 100, physical tokens are not required, making it possible to prevent cheating by simulating token insertion or using tokens brought in illegally. In addition, since there is no need to install a mechanism for inserting and dispensing game tokens inside the gaming machine, design and manufacturing costs can be reduced. Furthermore, by centrally managing the lending of game tokens to players and the counting of acquired game tokens, fraud can be prevented. Moreover, by centrally managing data, it is possible to curb the element of gambling and, consequently, strengthen measures against addiction.
[0047] Here, the measures taken to enable the game to proceed appropriately in the medalless gaming machine 100 will be explained with reference to Figures 4 to 10. In Figures 4 to 10, arrow F indicates the front direction of the medalless gaming machine 100, and arrow B indicates the rear direction of the medalless gaming machine 100. In the following, the front direction, rear direction, left direction, right direction, up direction, and down direction of the medalless gaming machine 100 will also be simply referred to as the front direction, rear direction, left direction, right direction, up direction, and down direction, respectively.
[0048] First, referring to Figures 4 and 5, we will explain the measures taken to reduce the visibility of the display unit 400, which displays the total number of electronic tokens that can be used for gameplay, or to prevent errors in operation.
[0049] Figures 4 and 5 show the display unit 400. The display unit 400 comprises a counting switch 112, a game token count display device 114, and a housing 130. Figure 4 is a perspective view showing the display unit 400 with the housing 130 removed. Figure 5 is a perspective view showing the display unit 400 with the housing 130 attached. In the following, an example will be described in which the counting switch 112 and the game token count display device 114 are included in a single unit of the display unit 400, but the counting switch 112 and the game token count display device 114 may be separated into different units.
[0050] The display unit 400 is positioned in the upper right corner of the operation unit mounting base 111 shown in Figure 1, where the medalless gaming machine 100 is located. In other words, the display unit 400 is positioned in a location corresponding to the location of the medal slot in a slot machine where the game is played using physical medals. This allows for effective use of the space that would otherwise be occupied by the medal slot when the medalless gaming machine 100 is introduced. Furthermore, considering that the medal slot is used to add medals and the display unit 400 displays the number of medals being played, the medal slot and the display unit 400 share commonalities in that they are both related to the number of medals available. Therefore, positioning the display unit 400 in the above location makes it less likely for players to feel any discomfort. However, the placement of the display unit 400 in the medalless gaming machine 100 is not limited to the above example.
[0051] As described above, the game token count display device 114 is a display device that displays the game token count, which is the total number of electronic tokens that can be used for gameplay. The game token count is an example of the game value count, which is the total amount of game value that can be used for gameplay. As described above, the counting switch 112 accepts an operation to transmit at least a portion of the game token count to the dedicated unit 350. The counting switch 112 and at least a portion of the game token count display device 114 (for example, the display unit 114a described later) are housed in the housing 130. The housing 130 is an example of a housing that accommodates the counting switch 112 and the display unit 114a described later.
[0052] As shown in Figure 4, the game token count display device 114 includes a display unit 114a having multiple segments for displaying the number of game tokens. Each segment has seven light-emitting elements and can display any number from 0 to 9. The display unit 114a displays the number of game tokens by illuminating the segments. The display unit 114a can change the displayed number of game tokens by changing the illumination state of each segment. The multiple segments are arranged side by side in the left-right direction of the tokenless game machine 100. In the example in Figure 4, the display unit 114a has five segments. Therefore, in the example in Figure 4, the display unit 114a can display a maximum of five digits. This prevents a shortage of digits for displaying the number of game tokens. However, the number of segments in the display unit 114a may be five or more.
[0053] As shown in Figure 5, the display unit 114a is housed in the housing 130. Here, the light emitted from the display unit 114a passes through the housing 130 and reaches the outside. As a result, the player can see the number of game tokens displayed by the display unit 114a through the housing 130. In Figure 5, the region R11 of the housing 130 facing the display unit 114a is shown. At least region R11 of the housing 130 is transparent and transmits light. In Figure 5, the light emitted from the segments of the display unit 114a is schematically shown passing through region R11. Note that while the light emitted from the display unit 114a is visible from the outside through the housing 130, the components inside the housing 130 are blocked by the housing 130 and are not visible from the outside. Therefore, the number of game tokens can be seen by the player without the player being aware that the display unit 114a is divided into five segments.
[0054] As shown in Figures 4 and 5, the counting switch 112 includes a button portion 112a that is pressed by the player. The button portion 112a has a pressing surface portion 112a1 that is pressed by the player. The button portion 112a has, for example, a substantially cylindrical shape. The central axis of the button portion 112a extends in a direction that slopes upward as it moves toward the front. The pressing surface portion 112a1 is oriented in a direction that slopes upward as it moves toward the front. In the examples of Figures 4 and 5, the pressing surface portion 112a1 is circular. However, the shape of the pressing surface portion 112a1 may be other than circular.
[0055] As shown in Figure 5, the housing 130 has an opening 130a. The opening 130a is circular in shape. However, if the shape of the pressing surface portion 112a1 is not circular, the shape of the opening 130a will also correspond to the shape of the pressing surface portion 112a1. The opening 130a is positioned coaxially with the pressing surface portion 112a1. Therefore, the pressing surface portion 112a1 is exposed through the opening 130a. The inner diameter of the opening 130a is smaller than the maximum outer diameter of the button portion 112a, preventing the button portion 112a from coming out beyond the opening 130a.
[0056] The pressing surface 112a1 is located inside the housing 130, beyond the surrounding portion of the housing 130, when the button portion 112a is not pressed (see the cross-sectional view in Figure 6, described later). If the pressing surface 112a1 were located outside the housing 130, beyond the surrounding portion of the housing 130, when the button portion 112a is not pressed, there is a risk that the button portion 112a may be pressed unintentionally by the player's fingers or other body parts touching it. Therefore, by arranging the pressing surface 112a1 as described above, it is suppressed that the player may accidentally press the button portion 112a at a time when they do not intend to transmit at least a portion of the number of game tokens to the dedicated unit 350. Thus, erroneous operation is suppressed.
[0057] The button portion 112a of the counting switch 112 is the button portion of the medalless gaming machine 100 that is closest to area R11 of the housing 130, which corresponds to the display area for the number of game tokens. This prevents the player from pressing the button portion 112a for purposes other than transmitting at least a portion of the number of game tokens to the dedicated unit 350. Thus, erroneous operation is suppressed. However, the button portion closest to area R11 of the housing 130 may be a button portion other than the button portion 112a of the counting switch 112.
[0058] The button portion 112a of the counting switch 112 is positioned in front of the area R11 of the housing 130, which corresponds to the display area for the number of game tokens. This prevents the area R11 from being obscured by the player's fingers when the player presses the button portion 112a. Therefore, a decrease in visibility is suppressed. As a result, the player can press the button portion 112a while checking the number of game tokens. However, the button portion 112a of the counting switch 112 may be positioned behind the area R11 of the housing 130. For example, in this case, the button portion 112a of the counting switch 112 may be positioned at the rearmost position among the buttons provided on the operation unit mounting base 111. This makes it difficult for the player to press the button portion 112a without extending their fingers to the rear, thus suppressing the pressing of the button portion 112a for purposes other than transmitting at least a portion of the number of game tokens to the dedicated unit 350. Therefore, erroneous operation is suppressed.
[0059] The front upper door 104 and the front lower door 106 are not provided with a button portion having the same shape as the pressable surface portion 112a1 of the button portion 112a of the counting switch 112. Here, button portions having the same shape as the pressable surface portion 112a1 are easily confused. Therefore, by making the shape of the pressable surface portion 112a1 of the button portion 112a different from that of the other button portions, it is suppressed that the player will press the button portion 112a for purposes other than transmitting at least a portion of the number of game tokens to the dedicated unit 350. Thus, erroneous operation is suppressed. However, the front upper door 104 or the front lower door 106 may be provided with a button portion having the same shape as the pressable surface portion 112a1 of the button portion 112a of the counting switch 112.
[0060] Although not shown in Figures 4 and 5, the display unit 400 may be equipped with a countable lamp to indicate that counting (i.e., transmission of the number of game tokens to the dedicated unit 350) is possible. This allows the player to recognize that counting is possible by checking that the countable lamp is lit. For example, the countable lamp may be provided near the light-emitting element that displays the number of game tokens on the display unit 114a.
[0061] Among the buttons located to the right of the right stop switch 120c on the control unit mounting base 111, the button portion 112a of the counting switch 112 is the furthest from the stop switch 120c. Furthermore, among the buttons located to the right of the stop switch 120c, the button portion 112a of the counting switch 112 may be the furthest from the stop switch 120c in the left-right direction, or the furthest in the front-back direction. Here, players are more likely to unintentionally press buttons close to the stop switch 120c. Therefore, by arranging the button portion 112a of the counting switch 112 as described above, it is suppressed that players will accidentally press the button portion 112a. Thus, erroneous operation is suppressed. However, among the buttons located to the right of the stop switch 120c, a button other than the button portion 112a of the counting switch 112 may be the furthest from the stop switch 120c.
[0062] Among the pressable surfaces of the buttons provided on the control unit mounting base 111, the pressable surface 112a1 of the button portion 112a of the counting switch 112 has the smallest area. As a result, it becomes difficult for the player to press the button portion 112a unless they carefully press the pressable surface 112a1 with their fingers, thus suppressing the possibility of pressing the button portion 112a for purposes other than transmitting at least a portion of the number of game tokens to the dedicated unit 350. Therefore, erroneous operation is suppressed. However, among the pressable surfaces of the buttons provided on the control unit mounting base 111, the pressable surface area of the buttons other than the button portion 112a of the counting switch 112 may also be the smallest.
[0063] As shown in Figure 5, the housing 130 has a first character section C11, which is a character section indicating information related to the counting switch 112. For example, the first character section C11 is written on the outer surface of the housing 130. However, if the part of the housing 130 on which the first character section C11 is written is transparent, the first character section C11 may be written on the inner surface of the housing 130.
[0064] In the example in Figure 5, the first character section C11 is the string "Count". However, the first character section C11 may be any character section indicating content related to the counting switch 112, and is not limited to this example. For example, the first character section C11 may be a character section indicating the name of the counting switch 112, or a character section indicating content related to the function of the counting switch 112 (for example, that at least a portion of the number of game tokens will be sent to the dedicated unit 350). Also, for example, the first character section C11 may include the strings "Short Press" and "Long Press". In this case, the number of game tokens (1) sent to the dedicated unit 350 by "Short Press" may be listed alongside the string "Short Press", and the number of game tokens (50) sent to the dedicated unit 350 by "Long Press" may be listed alongside the string "Long Press". Also, for example, the first character section C11 may include a sentence indicating that when the button section 112a is pressed, a portion of the number of game tokens will be sent to the dedicated unit 350.
[0065] The first character section C11 is inscribed on the portion of the housing 130 surrounding the pressable surface 112a1 of the button section 112a. The fact that the first character section C11 is inscribed on the portion surrounding the pressable surface 112a1 means, for example, that no other character sections are displayed between the inscription position of the first character section C11 and the pressable surface 112a1. This prevents the player from pressing the button section 112a for purposes other than transmitting at least a portion of the number of game tokens to the dedicated unit 350. Thus, erroneous operation is suppressed. However, the first character section C11 may also be inscribed on a portion of the housing 130 other than the portion surrounding the pressable surface 112a1 of the button section 112a. Furthermore, as shown in Figure 5, the presence of objects such as lines connecting the first character section C11 and the pressable surface section 112a1 makes it easier for the player to recognize that the first character section C11 indicates content related to the counting switch 112.
[0066] As shown in Figure 5, the housing 130 has a second character section C12 which indicates the contents of the display unit 114a (see Figure 4) of the game token count display device 114. For example, the second character section C12 is written on the outer surface of the housing 130. However, if the part of the housing 130 on which the second character section C12 is written is transparent, the second character section C12 may be written on the inner surface of the housing 130.
[0067] In the example in Figure 5, the second character section C12 is the string "Number of Items Held". However, the second character section C12 may be any character section that indicates content related to the display unit 114a, and is not limited to this example. For example, the second character section C12 may be a character section that indicates the name of the display unit 114a, or a character section that indicates the meaning of the number of game tokens represented by the display unit 114a. For example, the second character section C12 may be a string such as "CREDIT" instead of the string "Number of Items Held".
[0068] The second character section C12 is inscribed in an area of the housing 130 other than the area R11 that transmits light emitted from the display unit 114a. This prevents the light emitted from the display unit 114a from being blocked by the second character section C12. Therefore, a decrease in visibility is suppressed. However, the second character section C12 may also be inscribed in a position on the housing 130 opposite the display unit 114a.
[0069] In particular, the first character section C11 is inscribed on the area surrounding the pressing surface 112a1 of the button section 112a within the housing 130, and the second character section C12 is inscribed on an area within the housing 130 other than the area R11 that transmits light emitted from the display unit 114a. This reduces visibility and prevents accidental operation. As a result, it becomes possible to proceed with the game properly.
[0070] The second character section C12 is displayed in the area surrounding the area R11 of the housing 130, which corresponds to the display area for the number of game tokens. This makes it easier for the player to recognize that the second character section C12 indicates content related to the display unit 114a. Here, the second character section C12 is provided with a distance D11 in the left-right direction from the area R11 of the housing 130, which corresponds to the display area for the number of game tokens. The distance D11 is greater than or equal to the width of one segment of the display unit 114a. This prevents the second character section C12 from facing the display unit 114a when the number of segments of the display unit 114a in the display unit 400 is increased from 5 to 6 in order to apply it to a managed game machine, which is a sealed-circulation type pachinko machine, as will be described later. Thus, a decrease in visibility is suppressed. As will be described later, in the case of a managed game machine, having 6 segments prevents a shortage of digits that can be displayed. Furthermore, the circuit board connected to the display unit 114a is configured to allow the number of segments of the display unit 114a to be increased from five to six.
[0071] In the example shown in Figure 5, the second character section C12 is positioned to the left of area R11. The first character section C11 is positioned to the left of the pressable surface 112a1 of the button section 112a. The first character section C11 is also positioned in front of the second character section C12. When the positional relationship between the first character section C11, the second character section C12, area R11, and the pressable surface 112a1 of the button section 112a is such a regular relationship, it is easier for the player to recognize the content displayed in area R11 and the function of the button section 112a, thereby suppressing errors. However, the positional relationship between the first character section C11, the second character section C12, area R11, and the pressable surface 112a1 of the button section 112a is not limited to this example.
[0072] Next, with reference to Figures 6 to 10, we will explain the measures taken to suppress the deterioration of the operability of the counting switch 112 in the display unit 400.
[0073] Figure 6 is a cross-sectional view showing the counting switch 112 when the button portion 112a is not pressed. Figure 6 and Figures 8 to 10, described later, are cross-sectional views of the XX cross-section in Figure 5. The XX cross-section is perpendicular to the left-right direction of the medalless gaming machine 100 and passes through the button portion 112a. Figure 7 is a perspective view showing the housing portion 112b that houses the button portion 112a.
[0074] As shown in Figure 6, the counting switch 112 includes a button portion 112a, a housing portion 112b, and a pressable portion 112c. As described above, the button portion 112a receives a press operation from the player. The housing portion 112b houses the button portion 112a. The pressable portion 112c is pressed by the button portion 112a as the button portion 112a moves due to the player's press. The pressable portion 112c is, for example, part of a tact switch provided on a circuit board. When the pressable portion 112c is pressed, it is detected that the button portion 112a has been pressed, and counting processing is performed based on the detection result.
[0075] As shown in Figure 6, the button portion 112a has a pressing surface portion 112a1, an outer peripheral surface portion 112a2, and a bottom surface portion 112a3. The bottom surface portion 112a3 is the back surface of the pressing surface portion 112a1. The bottom surface portion 112a3 faces the lower back side. A projection portion 112a4 is provided in the center of the bottom surface portion 112a3. The projection portion 112a4 extends in the axial direction of the button portion 112a. In other words, the projection portion 112a4 extends toward the lower back side.
[0076] As shown in Figures 6 and 7, the housing portion 112b includes a peripheral wall portion 112b1, a bottom wall portion 112b2, a notch portion 112b3, and an opening 112b4. The peripheral wall portion 112b1 covers the outer peripheral surface portion 112a2 of the button portion 112a. Specifically, the outer peripheral surface portion 112a2 covered by the peripheral wall portion 112b1 is the outer peripheral surface portion of the button portion 112a where the outer diameter is largest. The peripheral wall portion 112b1 has a substantially cylindrical shape. A notch portion 112b3 is formed on the front side of the peripheral wall portion 112b1. Therefore, the peripheral wall portion 112b1 covers the portion of the outer peripheral surface portion 112a2 of the button portion 112a other than the front side. Specifically, the peripheral wall portion 112b1 is provided at a predetermined distance from each portion of the outer peripheral surface portion 112a2 of the button portion 112a, excluding the front side.
[0077] The bottom wall portion 112b2 faces the bottom surface portion 112a3 of the button portion 112a. Specifically, the bottom wall portion 112b2 extends from the lower part of the peripheral wall portion 112b1 toward the radially inward direction of the peripheral wall portion 112b1. In other words, the peripheral wall portion 112b1 extends from the outer peripheral edge of the bottom wall portion 112b2 toward the upper front side. An opening 112b4 is formed in the center of the bottom wall portion 112b2. In the example of Figure 7, the opening 112b4 is substantially rectangular. However, the shape of the opening 112b4 may be other than rectangular (for example, circular). As shown in Figure 6, the pressed portion 112c is positioned within the opening 112b4. The pressed portion 112c faces the projection 112a4 of the button portion 112a. The projection 112a4 can enter the opening 112b4. Therefore, as will be described later, the pressed portion 112c is pressed by the projection 112a4 as the button portion 112a moves.
[0078] Here, the bottom wall portion 112b2 is provided with a flat portion P11 and an inclined portion P12. The flat portion P11 is formed to be perpendicular to the direction of movement of the button portion 112a. Specifically, the flat portion P11 is a planar portion perpendicular to the direction of movement of the button portion 112a. The direction of movement of the button portion 112a coincides with the axial direction of the peripheral wall portion 112b1. The inclined portion P12 is formed to be inclined with respect to the flat portion P11 so that it moves away from the bottom surface portion 112a3 of the button portion 112a as it moves toward the outer circumference. As shown in Figure 7, the inclined portion P12 is provided on the rear side of the bottom wall portion 112b2. Specifically, the inclined portion P12 is provided on the rear side of the rear end of the opening 112b4, and the flat portion P11 is provided on the front side of the rear end of the opening 112b4. The inclined portion P12 is parallel to the plane obtained by rotating the plane containing the flat portion P11 around a left-right axis. As the inclined portion P12 moves toward the back side, it inclins away from the plane containing the flat portion P11 toward the lower back side. Note that in Figure 6 and the later-described Figures 8 and 9, the plane containing the flat portion P11 is shown by a dashed line.
[0079] However, the arrangement and number of the inclined surfaces P12 may differ from the example in Figure 7. For example, the inclined surfaces P12 may be provided on the front side of the bottom wall 112b2. However, in the display unit 400, as will be described later, it is assumed that the rear end of the pressable surface 112a1 of the button 112a is pressed more often than the front end. In order to suppress a decrease in operability when the rear end of the pressable surface 112a1 is pressed, it is preferable that the inclined surfaces P12 be provided on the rear side of the bottom wall 112b2. Also, for example, multiple inclined surfaces P12 with different inclination directions may be provided on the bottom wall 112b2.
[0080] Figure 8 is a cross-sectional view of the counting switch 112 in a state where the center of the pressing surface 112a1 of the button portion 112a is pressed. In Figure 8, arrow A1 indicates the force applied to the pressing surface 112a1 by the player's finger. As indicated by arrow A1, when the center of the pressing surface 112a1 is pressed in the axial direction, the button portion 112a is guided by the peripheral wall portion 112b1 and moves downward and backward along the axial direction of the peripheral wall portion 112b1. As a result, the front side of the bottom surface portion 112a3 of the button portion 112a comes into contact with the flat portion P11 of the bottom wall portion 112b2. Therefore, the projection 112a4 enters the opening 112b4, and the pressed portion 112c is pressed by the projection 112a4. As a result, it is detected that the button portion 112a has been pressed.
[0081] Figure 9 is a cross-sectional view of the counting switch 112 in a state where the rear end of the pressing surface 112a1 of the button portion 112a is pressed. In Figure 9, arrow A2 indicates the force applied to the pressing surface 112a1 by the player's finger. As indicated by arrow A2, when the rear end of the pressing surface 112a1 is pressed, the button portion 112a rotates towards the rear side around the projection 112a4 and moves downward towards the rear. Here, since the bottom wall portion 112b2 is provided with a slanted surface P12, the rear side of the bottom surface portion 112a3 of the button portion 112a comes into contact with the slanted surface P12 of the bottom wall portion 112b2.
[0082] Here, with reference to Figure 10, the counting switch 112A of the display unit 400A according to the comparative example will be described. Figure 10 is a cross-sectional view showing the counting switch 112A of the display unit 400A according to the comparative example. In the counting switch 112A according to the comparative example, compared to the counting switch 112 described above, the bottom wall portion 112b2 does not have a slanted portion P12, and the entire area of the bottom wall portion 112b2 excluding the opening 112b4 is a flat portion P11. Therefore, as shown by arrow A2, when the rear end of the pressing surface portion 112a1 is pressed, the rear end of the bottom surface portion 112a3 of the button portion 112a comes into contact with the rear side of the bottom wall portion 112b2 and does not advance any further. Therefore, the projection portion 112a4 does not enter the opening 112b4, or even if it enters the opening 112b4, the amount of entry is small. Therefore, the pressed portion 112c may not be pressed by the projection 112a4, or even if it is pressed, the amount of pressure will be small. As a result, there is a risk that the pressing of the button portion 112a may not be detected.
[0083] On the other hand, as described above, in the counting switch 112 of the display unit 400, a slanted surface P12 is provided on the bottom wall portion 112b2, so the back side of the bottom surface portion 112a3 of the button portion 112a comes into contact with the slanted surface P12 of the bottom wall portion 112b2. Therefore, the projection portion 112a4 enters the opening 112b4 with a sufficient amount of penetration. As a result, the pressed portion 112c is pressed with a sufficient amount of pressure by the projection portion 112a4. This allows detection that the button portion 112a has been pressed. Therefore, a decrease in the operability of the counting switch 112 is suppressed, making it possible to proceed with the game appropriately.
[0084] In addition, the above describes measures to reduce visibility or prevent misoperation, and measures to prevent a decrease in the operability of the counting switch 112. However, in the display unit 400, both of the above two measures may be implemented, or only one of them may be implemented. In either case, as described above, it will be possible to proceed with the game appropriately.
[0085] (Second embodiment: Gaming machine 500)
[0086] To facilitate understanding of the embodiments of the present invention, first, as a reference example, the mechanical and electrical configurations of a so-called Type 1 gaming machine, and the specific processing on each circuit board will be described. Next, as a reference example of performance, specific performances that can be performed in a Type 1 gaming machine and the specific processing related to such performances will be described. After that, as embodiments of the present invention, configurations different from the reference example will be specifically described.
[0087] <One type of reference example>
[0088] Figure 11 is a perspective view of a gaming machine 500 relating to a type of reference example, showing the door in an open state. As shown in the figure, the gaming machine 500 comprises an outer frame 502 in which a surrounding space is formed by four sides arranged in a roughly rectangular shape, an inner frame 504 attached to the outer frame 502 so as to be openable and closable by a hinge mechanism, and a front frame 506 attached to the inner frame 504 so as to be openable and closable by a hinge mechanism.
[0089] The middle frame 504, like the outer frame 502, has a surrounding space formed by four sides arranged in a roughly rectangular shape, and the game board 508 is held in this surrounding space. The front frame 506 holds a glass or resin transparent plate 510. When these middle frame 504 and front frame 506 are closed relative to the outer frame 502, the game board 508 and the transparent plate 510 face each other roughly parallel to maintain a predetermined distance, and the game board 508 becomes visible from the front side of the gaming machine 500 through the transparent plate 510.
[0090] Figure 12 is a front view of a gaming machine 500 according to a reference example. As shown in this figure, an operating handle 512 is provided at the lower part of the front frame 506, protruding towards the front of the gaming machine 500. This operating handle 512 is designed to be rotatable by the player, and when the player rotates the operating handle 512 to perform a launching operation, a game ball is launched by a launching mechanism (not shown) with a force corresponding to the rotation angle of the operating handle 512. The game ball launched in this manner rises between rails 514a and 514b provided on the game board 508 and is guided to the game area 516.
[0091] The game area 516 is a space formed between the game board 508 and the permeable plate 510, and is an area in which game balls can flow or roll. The game board 508 is equipped with numerous nails and windmills, so that game balls guided into the game area 516 collide with the nails and windmills and flow or roll in irregular directions.
[0092] The game area 516 comprises a first game area 516a and a second game area 516b, which differ in the degree to which game balls enter each other depending on the firing intensity of the firing mechanism. The first game area 516a is located to the left of the game area 516 as viewed from a player facing the game machine 500, and the second game area 516b is located to the right of the game area 516 as viewed from a player facing the game machine 500. Since the rails 514a and 514b are on the left side of the game area 516, game balls fired by the firing mechanism with a firing intensity below a predetermined intensity enter the first game area 516a, and game balls fired with a firing intensity of a predetermined intensity or greater enter the second game area 516b.
[0093] Furthermore, the game area 516 is provided with a general prize entry point 518, a first start entry point 520, and a second start entry point 522 into which game balls can be entered. When a game ball enters one of these general prize entry points 518, the first start entry point 520, or the second start entry point 522, a predetermined number of prize balls are dispensed to the player. The number of prize balls dispensed can be any number of balls, one or more. The number of prize balls dispensed from the general prize entry point 518, the first start entry point 520, and the second start entry point 522 may be different, or they may be set to the same number. In this case, it is also possible to set the number of prize balls dispensed when a game ball enters the first start entry point 520 to be less than the number of prize balls dispensed when a game ball enters the second start entry point 522.
[0094] As will be explained in more detail later, a first starting area is provided within the first starting opening 520, and a second starting area is provided within the second starting opening 522. When a game ball enters the first starting opening 520 or the second starting opening 522 and enters the first starting area or the second starting area, a lottery is held to determine one of several pre-determined special symbols. Each special symbol is associated with various game benefits, such as whether or not a major or minor winning game that is advantageous to the player can be performed, or what kind of game state the subsequent game state will be. Therefore, when a game ball enters the first starting opening 520 or the second starting opening 522, the player not only wins a predetermined number of prize balls but also gains the opportunity to acquire the right to receive various game benefits.
[0095] The first starting opening 520 is located below the game area 516, and is positioned such that only game balls flowing down the first game area 516a can enter it, or it is positioned in a way that makes it easier for game balls that have entered the first game area 516a to enter than for game balls that have entered the second game area 516b.
[0096] Furthermore, the second starting port 522 is located in the second game area 516b, and only game balls flowing down the second game area 516b can enter it, or it is positioned so that game balls entering the second game area 516b are more likely to enter than game balls entering the first game area 516a. This second starting port 522 is composed of a variable starting port (variable starting prize device) having a movable piece 522b, so that the ease of entry of game balls into the second starting port 522 is variable. Specifically, the movable piece 522b of the second starting port 522 is provided to be openable and closable, and when this movable piece 522b is in the closed state, it is impossible or difficult for game balls to enter the second starting port 522.
[0097] In response to this, when a game ball passes through the gate 524 provided in the second game area 516b, it is determined whether or not to perform an auxiliary game that opens the second start opening 522. If it is determined that the auxiliary game should be performed, an auxiliary game is executed that controls the opening and closing of the second start opening 522. More specifically, a lottery for a regular symbol, described later, is held on the condition that the game ball has passed through the gate 524, and if a winning combination is achieved in this lottery, the movable piece 522b is controlled to be in the open state for a predetermined time. In this way, when the movable piece 522b is in the open state, it functions as a receptacle that guides the game ball to the second start opening 522, making it easier for the game ball to enter the second start opening 522.
[0098] Furthermore, a first large prize opening 526 and a second large prize opening 528 are provided at the bottom of the game area 516. The first large prize opening 526 and the second large prize opening 528 are positioned so that game balls flowing down the second game area 516b can enter them. The first large prize opening 526 is provided with an opening / closing door 526b that can be opened and closed. Normally, the opening / closing door 526b closes the first large prize opening 526, making it impossible for game balls to enter the first large prize opening 526. However, when the aforementioned small prize game is played, the opening / closing door 526b is opened and functions as a receiving tray, making it possible for game balls to enter the first large prize opening 526. When game balls enter the first large prize opening 526, a predetermined amount of prize balls are paid out to the player.
[0099] Furthermore, the second major prize slot 528 is equipped with an opening / closing door 528b that can be opened and closed. Normally, the opening / closing door 528b closes the second major prize slot 528, making it impossible for game balls to enter it. However, when the aforementioned major prize game is performed, the opening / closing door 528b opens and functions as a receiving tray, allowing game balls to enter the second major prize slot 528. When game balls enter the second major prize slot 528, the predetermined prize balls are paid out to the player. The first major prize slot 526 and the second major prize slot 528 are collectively referred to simply as the major prize slots.
[0100] Furthermore, at the bottom of the game area 516, there is an outlet 530 that discharges game balls that do not enter any of the general prize entry points 518, the first start entry point 520, the second start entry point 522, the first major prize entry point 526, or the second major prize entry point 528 from the game area 516 to the back side of the game board 508.
[0101] Furthermore, the gaming machine 500 is equipped with a performance device that provides effects during gameplay, including a performance display device 600 consisting of a liquid crystal display, a performance mechanism device 602 consisting of a movable device, a performance lighting device 604 consisting of lamps that can be controlled to various lighting patterns and colors, an audio output device 606 consisting of a speaker, and performance buttons 608 that accept input from the player.
[0102] The performance display device 600 comprises a main performance display unit 600a and a sub-performance display unit 601a, both consisting of an image display unit for displaying images. The main performance display unit 600a is positioned approximately in the center of the game board 508, visible from the front of the game machine 500. As shown in the figure, performance symbols 610a, 610b, and 610c are displayed in this main performance display unit 600a in a variable manner, and the results of the big win lottery are announced to the player based on the stopping display patterns of each of these performance symbols 610a, 610b, and 610c. The sub-performance display unit 601a is located above the main performance display unit 600a and displays auxiliary performance images during the variable performance.
[0103] The performance device 602 is positioned in front of the main performance display unit 600a and is normally retracted to the back of the game board 508. However, during the display of the performance symbols 610a, 610b, and 610c, it moves to the front of the main performance display unit 600a to give the player a sense of anticipation for a big win.
[0104] The special effects lighting device 604 is installed on the special effects mechanism 602, the game board 508, etc., and is controlled to light up in various ways in accordance with the images displayed on the main special effects display unit 600a.
[0105] The audio output device 606 is located at the top of the front frame 506 and at the bottom of the outer frame 502, and outputs various sounds toward the front of the gaming machine 500 in accordance with the images and other sounds displayed on the main display unit 600a.
[0106] The performance button 608 is a button that accepts a press operation from the player and is located approximately in the center of the width direction of the gaming machine 500 and below the transparent plate 510. This performance button 608 is activated in accordance with the image displayed on the main performance display unit 600a, and when the player's operation is accepted within the valid operation time, various performances are executed in accordance with that operation.
[0107] The directional pad 609 consists of four buttons—up, down, left, and right—that accept player input, and is located near the effect button 608. The effect button 608 and the directional pad 609 are sometimes used to adjust various settings.
[0108] In the diagram, reference numeral 532 indicates an upper tray into which prize balls dispensed from the gaming machine 500 and game balls dispensed from the game ball dispensing device are led. When this upper tray 532 is full of game balls, the game balls are led to the lower tray 534. The bottom surface of the lower tray 534 has a ball release hole (not shown) for discharging game balls from the lower tray 534. This ball release hole is normally closed by an opening / closing plate (not shown), but by pressing in the ball release knob 534a, the opening / closing plate slides together with the ball release knob 534a, making it possible to discharge game balls from the ball release hole to the bottom of the lower tray 534.
[0109] Furthermore, the game board 508 is equipped with a first special symbol indicator 560, a second special symbol indicator 562, a first special symbol hold indicator 564, a second special symbol hold indicator 566, a regular symbol indicator 568, a regular symbol hold indicator 570, and a right-hand shooting notification indicator 572, located outside the game area 516 and visible to the player. Each of these indicators 560 to 572 is a device for displaying various situations related to the game, and their details will be described later.
[0110] (Internal configuration of the control system) Figure 13 is a block diagram showing the internal configuration of a control means for controlling the progress of a game according to a reference example.
[0111] The main control board 700 controls the basic operation of the game. This main control board 700 is equipped with a main CPU 700a, a main ROM 700b, and a main RAM 700c. The main CPU 700a reads the program stored in the main ROM 700b based on input signals from various detection switches and timers, performs calculations, directly controls various devices and displays, or sends commands to other boards according to the results of the calculations. The main RAM 700c functions as a data work area during calculations performed by the main CPU 700a.
[0112] The example amusement machine 500 is broadly divided into two types: a special game which is started by the entry of a game ball into the first start port 520 or the second start port 522, and a regular game which is started when a game ball passes through the gate 524. The main ROM 700b of the main control board 700 stores various programs for running the special game and the regular game, as well as data and tables necessary for each type of game.
[0113] The main control board 700 is connected to the following switches: a general prize entry detection switch 518s for detecting when a game ball enters the general prize entry 518; a first start entry detection switch 520s for detecting when a game ball enters the first start entry 520; a second start entry detection switch 522s for detecting when a game ball enters the second start entry 522; a gate detection switch 524s for detecting when a game ball passes through the gate 524; a first major prize entry detection switch 526s for detecting when a game ball enters the first major prize entry 526; a second major prize entry detection switch 528s for detecting when a game ball enters the second major prize entry 528; and an out ball detection switch 530s for detecting when a game ball is ejected from the game area 516. Detection signals are input to the main control board 700 from each of these detection switches.
[0114] Furthermore, a confluence passage is provided on the back of the game board 508, and game balls that enter the general prize entry point 518, the first start entry point 520, the second start entry point 522, the first major prize entry point 526, and the second major prize entry point 528, respectively, and game balls that are guided to the back side from the discharge point 530, are all merged in the confluence passage and guided to the equipment of the game hall. The out ball detection switch 530s is provided in the confluence passage, and all game balls discharged from the game area 516, in other words, all game balls launched into the game area 516, are detected by the out ball detection switch 530s.
[0115] Furthermore, the main control board 700 is connected to a standard electric mechanism solenoid 522c that operates the movable piece 522b of the second start opening 522, a first large prize opening solenoid 526c that operates the opening / closing door 526b that opens and closes the first large prize opening 526, and a second large prize opening solenoid 528c that operates the opening / closing door 528b that opens and closes the second large prize opening 528. The main control board 700 controls the opening and closing of the second start opening 522, the first large prize opening 526, and the second large prize opening 528.
[0116] Furthermore, the main control board 700 is connected to the first special symbol indicator 560, the second special symbol indicator 562, the first special symbol hold indicator 564, the second special symbol hold indicator 566, the normal symbol indicator 568, the normal symbol hold indicator 570, and the right-hand hit notification indicator 572, and the main control board 700 controls the display of each of these indicators.
[0117] Furthermore, the gaming machine 500 is equipped with multiple abnormality detection sensors 574 that detect potential abnormalities or fraudulent activity, such as a radio wave detection sensor for detecting radio waves, a magnetic detection sensor for detecting magnetism, and a door open sensor for detecting the open state of the middle frame 504 and the front frame 506. An abnormality detection signal is input from each abnormality detection sensor 574 to the main control board 700.
[0118] Furthermore, a setting change switch 580s is provided on the back of the game board 508. The setting change switch 580s is configured to be accessible by a dedicated key. When the setting change switch 580s is turned ON, it becomes possible to change and check the setting values. As will be explained in more detail later, in the example game machine 500, one of six setting values with different levels of advantage is stored as a registered setting value in the setting value buffer, and the game proceeds according to the stored registered setting value.
[0119] Furthermore, a RAM clear button is provided on the back of the game board 508 so that it can be pressed, and the pressing of this RAM clear button is detected by the RAM clear switch 582s. The RAM clear switch 582s is connected to the main control board 700, and a RAM clear operation signal is input from the RAM clear switch 582s to the main control board 700. When the power is turned on, if a RAM clear operation signal is input from the RAM clear switch 582s, the main CPU 700a clears the main RAM 700c.
[0120] Furthermore, a performance display monitor 584 is provided on the back of the game board 508. The main control board 700 displays registered settings and base ratios on the performance display monitor 584.
[0121] Furthermore, the main control board 700 is connected to the dispensing control board 710 and the sub-control board 730.
[0122] The payout control board 710 controls the launching of game balls and the payout of prize balls. This payout control board 710 also has a CPU, ROM, and RAM, and is connected to the main control board 700 in a bidirectional manner. A game information output terminal board 712 is connected to this payout control board 710, and various information regarding the progress of the game output from the main control board 700 is output to the hall computer of the amusement parlor via the payout control board 710 and the game information output terminal board 712.
[0123] Furthermore, a payout motor 714 is connected to the payout control board 710 for dispensing game balls stored in the storage unit to the player as prize balls. The payout control board 710 controls the payout motor 714 based on a payout quantity specification command transmitted from the main control board 700 to dispense a predetermined number of prize balls to the player. At this time, the number of game balls dispensed is detected by the payout ball counting switch 716s, and it is determined whether the prize balls that should have been dispensed have been dispensed to the player.
[0124] Furthermore, the payout control board 710 is connected to a tray full detection switch 718s that detects when the lower tray 534 is full. This tray full detection switch 718s is installed in the passage that guides the game balls to be paid out as prize balls to the lower tray 534, and each time a game ball passes through the passage, a game ball detection signal is input to the payout control board 710.
[0125] When the lower tray 534 is filled with more than a predetermined amount of game balls, the game balls accumulate in the passage leading to the lower tray 534, and a game ball detection signal is continuously input from the tray full detection switch 718s to the payout control board 710. When the game ball detection signal is continuously input for a predetermined time, the payout control board 710 determines that the lower tray 534 is full and sends a tray full command to the main control board 700. On the other hand, if the continuous input of the game ball detection signal is interrupted after sending the tray full command, the payout control board 710 determines that the full state has been released and sends a tray full release command to the main control board 700.
[0126] Furthermore, the payout control board 710 is connected to a launch control circuit 720 in a bidirectional manner. When the launch control circuit 720 receives launch control data from the payout control board 710, it authorizes the launch. The launch control circuit 720 is connected to a touch sensor 512s, which is provided on the operating handle 512 and detects when a player touches the operating handle 512, and an operating volume 512a, which detects the operating angle of the operating handle 512. When signals are input from the touch sensor 512s and the operating volume 512a, the launch control circuit 720 controls the launch solenoid 512c provided on the game ball launching device to energize and launch the game ball.
[0127] The sub-control board 730 primarily controls various effects during gameplay and standby. This sub-control board 730 is equipped with a sub-CPU 730a, sub-ROM 730b, sub-RAM 730c, and RTC 730d, and is connected to the main control board 700 in a one-way communication manner from the main control board 700 to the sub-control board 730. The sub-CPU 730a reads the program stored in the sub-ROM 730b and performs calculations based on commands transmitted from the main control board 700 and input signals from timers, and also executes and controls the effects. At this time, the sub-RAM 730c functions as a data work area during the calculations performed by the sub-CPU 730a.
[0128] Specifically, the sub-control board 730 performs image display control to display images on the main performance display unit 600a and the sub-performance display unit 601a. The sub-ROM 730b stores a large amount of various image data to be displayed on the main performance display unit 600a and the sub-performance display unit 601a, and the sub-CPU 730a reads the image data from the sub-ROM 730b into a VRAM (not shown) and controls the image display on the main performance display unit 600a and the sub-performance display unit 601a.
[0129] Furthermore, the sub-control board 730 operates the performance device 602 and controls the lighting of the performance lighting device 604, as well as controlling the audio output to output sound from the audio output device 606. In addition, when an operation detection signal is input from the performance button detection switch 608s, which detects when the performance button 608 is pressed, and the directional key detection switch 609s, which detects when the directional key 609 is pressed, it performs predetermined processing.
[0130] Each circuit board is connected to a power supply board (not shown), and power is supplied to each board from the commercial power supply via the power supply board. The power supply board also has a backup power supply consisting of capacitors. The RTC730d, located on the sub-control board 730, receives power from this backup power supply to measure the current time.
[0131] Here, the measures taken to prevent ball jamming in the gaming machine 500 will be explained with reference to Figures 14 to 16. Figures 14 to 16 are enlarged partial views of a portion of Figure 12.
[0132] As shown in Figures 14 to 16, the gaming machine 500 is equipped with a ball return prevention mechanism 800. The ball return prevention mechanism 800 is a mechanism for preventing the game balls PB launched into the game area 516 from returning to a launching mechanism (not shown). Hereinafter, rail 514a will also be referred to as inner rail 514a, and rail 514b will also be referred to as outer rail 514b.
[0133] A guide region R21 is formed between the inner rail 514a and the outer rail 514b. In the guide region R21, the game ball PB launched by a launching mechanism (not shown) is guided to the game area 516. The ball return prevention mechanism 800 prevents the game ball PB from returning from the game area 516 to the guide region R21. The ball return prevention mechanism 800 has a displaceable displacement member 802.
[0134] The displacement member 802 has a side portion 802a facing the outer rail 514b and a tip portion 802b on the tip side of the side portion 802a. The displacement member 802 is displaceable to a first state, a second state, and a third state. Hereinafter, the first, second, and third states of the displacement member 802 will also be referred to as the first, second, and third states of the ball return prevention mechanism 800. Figure 14 is a partially enlarged view showing the ball return prevention mechanism 800 in the first state. Figure 15 is a partially enlarged view showing the ball return prevention mechanism 800 in the second state. Figure 16 is a partially enlarged view showing the ball return prevention mechanism 800 in the third state.
[0135] For example, the displacement member 802 is rotatable around its lower end, as shown in Figures 14 to 16. When unloaded, the displacement member 802 is maintained in the first state shown in Figure 14 by being biased by a biasing member. For example, in the first state, the displacement member 802 is held in the position shown in Figure 14 by being biased by a biasing member and pressed against a stopper (not shown). The displacement member 802 is biased counterclockwise in Figure 14 by the biasing member. The game ball PB launched by a launching mechanism (not shown) can move to the game area 516 by pushing the displacement member 802 against the biasing force of the biasing member.
[0136] As shown in Figure 14, in the first state, the specific distance D21, which is the distance from the tip 802b of the displacement member 802 to the outer rail 514b, is shorter than the diameter of the game ball PB. Therefore, in the first state, the game ball PB, attempting to return from the game area 516 to the guide area R21, is blocked by the displacement member 802 and cannot enter the guide area R21. Specifically, in the first state, the angle between the side surface 802a of the displacement member 802 and the outer rail 514b is acute. Therefore, the game ball PB that collides with the displacement member 802 from the game area 516 side is repelled away from the outer rail 514b and returned appropriately to the game area 516 side. As will be described later, the first state is a state in which the specific distance D21 is shorter than in the second state.
[0137] As shown in Figure 15, in the second state, the specific distance D21 is approximately the same as or longer than the diameter of the game ball PB. The second state is when the game ball PB, launched by a launching mechanism (not shown), pushes the displacement member 802 and moves beyond the displacement member 802. In the second state, the game ball PB is guided from the guide area R21 to the game area 516. In the second state, the specific distance D21 is longer than in the first state. After the game ball PB has moved beyond the displacement member 802 from the guide area R21 to the game area 516, the ball return prevention mechanism 800 returns from the second state to the first state. This prevents the game ball PB from returning from the game area 516 to the guide area R21.
[0138] The first game ball PB1 shown in Figure 16 is a game ball PB that is guided from the guide area R21 to the game area 516. The second game ball PB2 shown in Figure 16 is a game ball PB that is trying to return from the game area 516 to the guide area R21. As shown in Figure 16, the third state is a state in which the timing of the second game ball PB2, which was launched before the first game ball PB1, returning to the displacement member 802 coincides with the timing of the first game ball PB1 reaching the displacement member 802, and the first game ball PB1 and the second game ball PB2 collide. In the third state, the first game ball PB1 is in contact with the side surface 802a of the displacement member 802, the outer rail 514b, and the second game ball PB2. The second game ball PB2 is in contact with the tip surface 802b of the displacement member 802, the outer rail 514b, and the first game ball PB1. As a result, the specific distance D21 is longer than in the first state and shorter than in the second state, and shorter than the distance D22 from the lowest point P21 of the second game ball PB2 to the outer rail 514b.
[0139] As described above, when the ball return prevention mechanism 800 enters the third state, even if the second game ball PB2 attempts to return to the guide area R21 after a collision between the first game ball PB1 and the second game ball PB2, the tip 802b of the displacement member 802 will come into contact with the game area 516 side. Therefore, the displacement member 802 is likely to rotate counterclockwise due to a contact force applied from the game area 516 side toward the guide area R21 side. Consequently, the displacement member 802 can make it difficult for the second game ball PB2 to return to the guide area R21. As a result, even when the first game ball PB1 and the second game ball PB2 collide, as shown in Figure 16, the return of the second game ball PB2 to the guide area R21 can be suppressed. In other words, it is possible to suppress the return of two game balls PB to the guide area R21 in succession, and to suppress the jamming of game balls PB in the guide area R21 or the launching device.
[0140] (Third embodiment: Managed gaming machine) In the embodiments described above, a gaming machine (pachinko machine) 500 was used as an example. Instead of such a gaming machine 500, a managed gaming machine is being considered in which the pachinko machine is of the sealed-circulation type, allowing the game to proceed without the player touching the game balls.
[0141] In the managed gaming machine, by applying a frame control board, counting switch, and game ball count display device that have the same functions as the medal count control board 204, counting switch 112, and game medal count display device 114 in the medalless gaming machine 100, it becomes possible to proceed with the game without circulating game balls between the managed gaming machine and the dedicated unit 350, just like in the medalless gaming machine 100. The game ball count display device is a display device that shows the game ball count, which is the total number of electronic game balls that can be used for the game. The game ball count is an example of the game value count, which is the total number of game value that can be used for the game.
[0142] Furthermore, in a managed gaming machine, the same configuration as the display unit 400 described above may be applied to the display unit equipped with a counting switch and a gaming ball count display device. In other words, the present invention may be applied to a managed gaming machine. In this case as well, the same effects as the display unit 400 described above will be achieved. In this case, the number of segments on the display of the gaming ball count display device is, for example, 6. This prevents a shortage of digits for displaying the gaming ball count.
[0143] In the explanation of the medalless gaming machine 100, an example was given in which the counting switch 112 and the gaming medal count display device 114 are provided on the operation unit mounting base 111. However, in a managed gaming machine, the counting switch and the gaming ball count display device may be provided on the upper tray 532, for example, near the directional pad 609. Also, in a managed gaming machine, the second character section C12 may be replaced with the string "number of balls held" or the string "number of balls held". Furthermore, in a managed gaming machine, if the first character section C11 includes the string "short press" and the string "long press", the number of gaming balls transmitted to a specific unit by a "short press" (for example, 1 ball) may be listed alongside the string "short press", and the number of gaming balls transmitted to a specific unit by a "long press" (for example, 250 balls) may be listed alongside the string "long press". The first character section C11 may also include text indicating that pressing the button section 112a will transmit a portion of the number of game balls to a specific unit.
[0144] Preferred embodiments of the present invention have been described above with reference to the attached drawings, but it goes without saying that the present invention is not limited to these embodiments. It will be obvious to those skilled in the art that various modifications or alterations can be conceived within the scope of the claims, and these will naturally also fall within the technical scope of the present invention. [Explanation of Symbols]
[0145] 100 Coinless Gaming Machines (Gaming Machines) 112 Counting switch 112a Button section 112a1 Push-down surface part 112a2 Outer peripheral surface part 112a3 Bottom part 112a4 Protrusion 112b Storage area 112b1 Peripheral wall part 112b2 Bottom wall 112c Pressed part 114. Game token count display device (display device) 350 Dedicated Unit (Specific Unit) P11 Flat part P12 Bevel
Claims
[Claim 1] A gaming machine that can be connected to a specific unit capable of transmitting gaming value that can be used for gaming, A display device that shows the value of the game, A counting switch that accepts an operation to transmit at least a portion of the game value to the specific unit, The area between the outer rail and the inner rail, which includes a guide area that guides the launched game ball into the game area, A ball return prevention mechanism that prevents the game ball from returning from the game area to the guide area, Equipped with, The ball return prevention mechanism has a displacement member that can be displaced between a first state, a second state, and a third state. The displacement member has a side portion facing the outer rail and a tip portion on the tip side of the side portion, The distance from the tip to the outer rail is defined as a specific distance. The game ball guided from the guide area to the game area is referred to as the first game ball. If we consider the game ball attempting to return from the game area to the guide area as the second game ball, The first state is a state in which the specific distance is shorter than that of the second state. The second state is a state in which the specific distance is longer than that of the first state. The third state is characterized in that the first game ball is in contact with the side portion, the outer rail, and the second game ball, and the second game ball is in contact with the tip portion, the outer rail, and the first game ball, so that the specific distance is longer than that of the first state and shorter than that of the second state, and shorter than the distance from the lowest point of the second game ball to the outer rail.
Citation Information
Patent Citations
Pachinko game machine
JP2012217517A
Pachinko machine
JP2013188370A
Game machine
JP2014188126A
Slot machine
JP2015134014A
Game machine
JP2015217149A
Cited By
Game machine
JP2023121483A