CN111988886B - Game device - Google Patents

Game device Download PDF

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Publication number
CN111988886B
CN111988886B CN202010426391.9A CN202010426391A CN111988886B CN 111988886 B CN111988886 B CN 111988886B CN 202010426391 A CN202010426391 A CN 202010426391A CN 111988886 B CN111988886 B CN 111988886B
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China
Prior art keywords
light emission
game
light
performance
game device
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CN202010426391.9A
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Chinese (zh)
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CN111988886A (en
Inventor
荒井润
乾孝司
樱井真纪子
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Wandai Nanmeng Palace Entertainment Co ltd
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Wandai Nanmeng Palace Entertainment Co ltd
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Publication of CN111988886A publication Critical patent/CN111988886A/en
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    • HELECTRICITY
    • H05ELECTRIC TECHNIQUES NOT OTHERWISE PROVIDED FOR
    • H05BELECTRIC HEATING; ELECTRIC LIGHT SOURCES NOT OTHERWISE PROVIDED FOR; CIRCUIT ARRANGEMENTS FOR ELECTRIC LIGHT SOURCES, IN GENERAL
    • H05B45/00Circuit arrangements for operating light-emitting diodes [LED]
    • H05B45/30Driver circuits
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3211Display means
    • HELECTRICITY
    • H05ELECTRIC TECHNIQUES NOT OTHERWISE PROVIDED FOR
    • H05BELECTRIC HEATING; ELECTRIC LIGHT SOURCES NOT OTHERWISE PROVIDED FOR; CIRCUIT ARRANGEMENTS FOR ELECTRIC LIGHT SOURCES, IN GENERAL
    • H05B45/00Circuit arrangements for operating light-emitting diodes [LED]
    • H05B45/10Controlling the intensity of the light
    • HELECTRICITY
    • H05ELECTRIC TECHNIQUES NOT OTHERWISE PROVIDED FOR
    • H05BELECTRIC HEATING; ELECTRIC LIGHT SOURCES NOT OTHERWISE PROVIDED FOR; CIRCUIT ARRANGEMENTS FOR ELECTRIC LIGHT SOURCES, IN GENERAL
    • H05B45/00Circuit arrangements for operating light-emitting diodes [LED]
    • H05B45/20Controlling the colour of the light

Abstract

The invention provides a game device, wherein a light emitting part of the game device performs light emitting performance. In a game device (1000) for playing a prize acquisition game, a light emitting unit (1030) formed of an LED strip (10) is provided on the front surface of a housing surrounding a game space (1020). The light emitting unit (1030) is controlled to emit light based on performance information for defining the light emission performance of the light emitting unit (1030). The performance information includes a lighting mode for controlling lighting of the LED strip (10). The light emission pattern includes an optical component as control data in which at least one of a light emission position, a light emission color, and a light emission luminance changes with the passage of time.

Description

Game device
Technical Field
The present invention relates to a game device including a light emitting unit.
Background
Conventionally, in order to increase the amount of passenger traffic in a place such as a casino, a light emitting performance (i.e., a light show) is performed by a lamp (i.e., a light emitting portion) such as an LED on a commercial game machine, and thereby customers are attracted.
Documents of the prior art
Patent document
Patent document 1: japanese patent laid-open publication No. 2007-330546
In order to attract the interest of customers and to make customers enjoy games, the contents of lighting performances of a commercial game machine provided with such a lamp (i.e., a light emitting portion) are particularly important. Monotonous or unchangeable luminous performance can make customers bored, and the adverse effect is generated. The decorative lighting can adopt an LED lamp strip (also called an LED lamp strip) which is formed by arranging a plurality of LED lamp beads as light-emitting elements. Under this condition, can use LED lamp pearl as the unit, can give off light control to this LED lamp area.
In addition, it is desirable for the manager of the amusement facility to freely change the content of the light show according to the conditions such as the kind of game, the event, the season, or the target customer group. In order to meet such a demand, manufacturers or operators of gaming machines can prepare various lighting performances with different contents in advance for free selection by administrators, and further, can allow administrators to freely set distinctive lighting performances.
Disclosure of Invention
The invention aims to provide a technology for easily setting luminous performance contents for a luminous part of a game device.
In order to achieve the above object, the present invention provides the following technical means: a game device is provided with:
a light emitting section (for example, light emitting section 1030 in fig. 1) including a plurality of light emitting elements;
a setting operation unit (for example, the administrator operation unit 102 and the light emission performance setting unit 206 in fig. 22) for setting selected performance information from among a plurality of performance information defining the light emission performance of the light emitting unit; and
a control section (for example, a light emission control section 220 of fig. 22) that controls light emission of the light emitting section based on the selected rendering information,
the performance information includes a light emission scheme (for example, "light emission mode" and "light component" in the embodiment), in which the light emission scheme is control data in which at least one of a light emission position, a light emission color, and a light emission luminance changes with the passage of time, and different pieces of the performance information can share the light emission scheme.
According to the above-described aspect 1, it is possible to easily create the performance information by combining the light emission schemes, and define the light emission performance of the light emission section on the game device by the performance information. The light emission scheme is control data in which at least one of the light emission position, the light emission color, and the light emission luminance changes with the passage of time, and therefore, by combining the light emission schemes, presentation information in which the light emission position, the light emission color, and the light emission luminance change variously can be created. In addition, the light emission scheme can be shared (common) with different performance information, so that after a plurality of light emission schemes are prepared, performance information of different contents can be made by combining them. By performing the light emission performance based on the performance information of different contents, flexibility and freedom of the light emission performance of the light emitting unit can be improved.
Preferably, the present invention provides the 2 nd technical solution:
the performance information includes a plurality of the light emission schemes for causing the same light emitting element to emit light at the same timing,
the control unit performs a composite light emission control according to a predetermined composite method so that the plurality of light emission patterns emit light from the same light emitting element at the same timing.
According to claim 2, since the performance information includes a plurality of light emission schemes for causing the same light emitting element to emit light at the same time, the performance information can be formed by superimposing a plurality of light emission schemes and synthesizing the performance information, or by freely combining a plurality of light emission schemes. This can improve the degree of freedom and flexibility in designing the light emission performance of the light emitting section.
Preferably, the present invention provides the technical means of claim 3:
the show information includes information specifying a composition method for specifying the composition method (e.g., composition method 395 of fig. 30, composition method 405 of fig. 31),
the control unit performs the synthesized light emission control according to the specified synthesis method.
According to claim 3, the combination mode in the combined light emission control of the same light emitting element at the same time can be specified. Examples of the synthesis method include overlay, addition, α synthesis, and color key synthesis. Therefore, even if the same combination of light emission schemes is used, the light emission control results, i.e., the light emission performances, are different from each other if the combination is different, and thus the variability and diversity of the light emission performances can be increased.
Preferably, the present invention provides the 4 th technical solution:
the composition approach includes priorities of the respective lighting schemes to be combined (e.g., composition priority 394 of fig. 30, composition priority 404 of fig. 31).
According to the 4 th technical aspect, the priority of the lighting schemes to be synthesized can be specified. Therefore, even if the combination of the same lighting schemes is used, the lighting control results, that is, the lighting performances, are different as long as the synthesis priorities are different, and thus the variability and diversity of the lighting performances can be increased.
Preferably, the present invention provides the 5 th technical means:
the light emission pattern includes a wave-shaped light emission pattern (for example, an optical member of the kind "wave" in fig. 4) that emits light in a manner that a portion emitting light with a predetermined light emission color is sequentially transmitted along the arrangement order of the plurality of light emitting elements of the light emitting section.
According to claim 5, the light emission pattern includes a wave-like light emission pattern that emits light so as to sequentially transmit the light emission elements in the order of arrangement of the light emission portions, and therefore, light emission performance can be exhibited in which light flows uniformly.
Preferably, the present invention provides the 6 th technical means:
the performance information includes information (for example, a performance start position 393 of fig. 30) for specifying a wavy light emission start position, which is a position at which the wavy light emission pattern starts light emission in the light emitting portion,
the control unit controls so that light emission in the wave-shaped light emission pattern is started with the wave-shaped light emission start position as a start point.
According to the 6 th aspect, the start position of light emission in the wavy light emission pattern can be specified, whereby the degree of freedom and flexibility in designing the light emission performance can be improved.
Preferably, the present invention provides the technical solution of claim 7:
the setting operation section sets a base color from among a plurality of base color candidates,
the control section changes the emission color of the emission scheme included in the selected rendering information to the base color, or synthesizes the emission color of the emission scheme included in the selected rendering information with the base color to control the emission of the emission section.
According to claim 7, since the emission control is performed by selecting a primary color from among the primary color candidates instead of the original emission color or by combining the selected primary color with the original emission color, even if the same rendering information is used, different emission renderings are presented if the emission colors are different. Thereby, the variability and diversity of lighting performance can be increased.
Preferably, the present invention provides the technical means of claim 8:
the game device further includes:
a specific game situation detection unit (for example, a specific game situation detection unit 208 in fig. 22) that detects whether or not the game situation of the game device is a specific game situation,
the control section performs specific game situation light emission control on the light emitting section when the specific game situation detection section detects the specific game situation, the specific game situation light emission control being light emission control on the light emitting section based on specific game situation play information which is preset play information for the specific game situation,
the control unit causes the specific play situation light emission control to replace the light emission control for the light emission unit based on the selected play information, or causes the specific play situation light emission control to be combined with the light emission control for the light emission unit based on the selected play information.
According to claim 8, when the game situation of the game device becomes a specific game situation, the predetermined light emission control is performed. For example, when a game clearance (game success) is a specific game situation, a predetermined light emission performance according to the game situation may be performed.
Preferably, the present invention provides the 9 th technical solution:
the game device further includes:
a specific operation state detection unit (for example, a specific operation state detection unit 210 in fig. 22) that detects whether or not the operation state of the game device is a specific operation state,
the control section performs specific operation state light emission control on the light emitting section when the specific operation state detection section detects the specific operation state, the specific operation state light emission control being light emission control on the light emitting section based on specific operation state performance information which is preset performance information for the specific operation state,
the control unit causes the specific operation state light emission control to replace the light emission control for the light emission unit based on the selected performance information, or causes the specific operation state light emission control to be combined with the light emission control for the light emission unit based on the selected performance information.
According to claim 9, after the operating state of the game device becomes the specific operating state, the predetermined light emission control is performed. For example, when a failure occurs in a specific operating state, a predetermined lighting performance according to the operating state can be performed.
Preferably, the present invention provides the 10 th technical means:
the game device is provided with:
a plurality of the light-emitting sections,
the setting operation section determines, for each of the light emitting sections, selected performance information to be executed,
the control unit controls the light emission of each of the light emitting units based on the determined selected rendering information.
The game device includes a plurality of the light emitting units, the setting operation unit specifies selected performance information to be executed for each of the light emitting units, and the control unit controls light emission of each of the light emitting units based on the specified selected performance information.
According to the invention of claim 10, the game device is provided with a plurality of light emitting parts, and the light emission control can be performed for each light emitting part, whereby the variety and diversity of the light emission performance of the entire game device can be increased by the combination and arrangement of the light emission performance for each light emitting part.
Preferably, the present invention provides the 11 th technical solution:
the game device provides a prize acquisition game, a player acquires a prize in a game space by performing an operation of moving a prize acquisition unit,
the game space is a space surrounded by the housing,
the light emitting portion is provided on the housing.
According to the 11 th aspect, the game device for obtaining the prize includes the game space, the light emitting portion is provided in the casing surrounding the game space, and the light emitting performance of the light emitting portion enables the peripheral customers to perform the light emitting performance for the purposes of, for example, attracting interest, arousing a play intention, and improving a player's game achievement feeling.
Preferably, the present invention provides the 12 th technical means:
the game device further includes:
a communication unit (e.g., communication unit 112 in fig. 22) for communicating with another game device;
a relationship setting unit (for example, a communication connection setting unit 202 in fig. 22) for setting whether the game device is a master or a slave of the other game device,
the control unit includes:
a host cooperation control unit (for example, a cooperation light emission control unit 224 in fig. 22) for transmitting cooperation start information to the other game device when the game device is set as the host; and
and a slave unit cooperation control unit (for example, a cooperation light emission control unit 224 in fig. 22) for performing light emission control of the light emission unit based on the cooperation start information received from the other game device when the game device is set as the slave unit.
According to claim 12, a joint lighting performance can be performed among a plurality of game devices which are connected to each other in communication. In a amusement facility, a plurality of game devices of the same type are often placed, and in this case, a plurality of game devices can perform light emission performance with a sense of unity as a whole.
Preferably, the present invention provides the 13 th technical means:
the host-use combination control unit transmits the combination start-up information based on light emission of a start-up light-emitting element that is a light-emitting element specified in advance among a plurality of light-emitting elements constituting the light-emitting unit.
According to claim 13, the joint start information is transmitted to the light emitting unit of the game device serving as the master machine based on the light emission of the preset start light emitting element, and the light emitting unit of the slave game device starts the light emission control based on the information. Thus, the light emitting section of the master game device and the light emitting section of the slave game device can perform light emission performance with uniformity or integrity as if they are one light emitting section.
Drawings
Fig. 1 is an example of an appearance of a game device.
Fig. 2 is a schematic explanatory diagram of the performance information.
Fig. 3 is an explanatory diagram of light emission control of the optical component.
Fig. 4 is an example of a class of optical components.
Fig. 5 is an explanatory diagram of light emission synthesis of the optical components.
Fig. 6 is an explanatory diagram of execution time of light emission control of the optical component.
Fig. 7 is an explanatory diagram of light emission composition of the light emission pattern.
Fig. 8 is an explanatory diagram of execution time of light emission control in the light emission mode.
Fig. 9 is an explanatory diagram of the light emission performance linkage between the LED strips.
Fig. 10 is an explanatory diagram of the interlock setting information for setting the interlock.
Fig. 11 is an example of a game system in which game devices are cascade-connected.
Fig. 12 is an explanatory diagram of group identification light emission.
Fig. 13 is an explanatory diagram of the joint lighting performance.
Fig. 14 is an example of a prize acquisition performance.
Fig. 15 is an example of fuselage failure performance.
Fig. 16 is an example of a communication connection failure performance.
Fig. 17 is an explanatory diagram of the priority of lighting performance.
Fig. 18 is an explanatory diagram of the joint lighting performance.
Fig. 19 is an explanatory diagram of a joint lighting performance.
Fig. 20 is an explanatory diagram of the joint lighting performance.
Fig. 21 is an example of a standby performance setting screen.
Fig. 22 is a functional configuration diagram of the game device.
Fig. 23 is an example of communication connection setting data.
Fig. 24 is an example of a standby performance candidate table.
Fig. 25 is an example of a base color candidate table.
Fig. 26 is an example of lighting performance setting data.
Fig. 27 is an example of lighting performance priority definition data.
Fig. 28 is an example of grouping the identification light emission setting data.
Fig. 29 shows an example of light-emitting unit configuration information.
Fig. 30 is an example of performance information.
Fig. 31 is an example of an optical component registry.
Fig. 32 is an example of the interlock setting information.
Fig. 33 is an example of optical component information.
Fig. 34 is a flowchart of the light emission performance control processing.
Fig. 35 is another configuration example of the game system.
Fig. 36 shows another example of the structure of the game device.
Fig. 37 is an example of a communication connection setting screen.
Description of the reference numerals
1000 …;200 …;202 … communication connection setting unit; 204 … a packet setting section; a 206 … emission performance setting unit; 208 … specific game state detection unit; 210 … a specific operation state detection unit; 220 …;222 … identifies the light emission control section in groups; 224 … and a light emission control unit; 230 … prize acquisition game control unit; 300 … storage section; 302 … light-emitting show control program; 310 … light emitting part configuration information; 320 … identifies the light emission setting data in groups; 330 … lighting the presentation priority definition data; 340 … standby rendering candidate table; 350 … base color candidate table; 360 … emits light and shows the set data; 370 … communication connection setting data; 380 … show information; 420 … optical component information.
Detailed Description
The following describes an example of an embodiment of the present invention, but it is needless to say that the embodiment to which the present invention can be applied is not limited to the following embodiment.
[ appearance Structure of Game device ]
Fig. 1 is a perspective external view showing a game device 1000 according to the present embodiment. The game device 1000 is a device that executes a prize acquisition game, and a player performs an operation of moving the prize acquisition unit 1024 to intentionally acquire a prize in the game space 1020. Specifically, the game device 1000 includes: an operation table 1004 provided on the front surface of the body (machine body); a game space 1020 surrounded by a casing formed of a transparent plate such as an acrylic plate or a glass plate at an upper portion of the body inner space; a prize acquisition unit 1024 that operates in the game space 1020 in accordance with an operation input from the console 1004; and a light emitting portion 1030 provided around the front surface of the housing. Needless to say, components other than these (e.g., a power supply device and the like) can be provided as appropriate. The console 1004 includes a plurality of push button switches 1006 for performing game operations; a coin slot 1008 for placing game fees; and a speaker 1010. Further, although not shown in the drawings, a touch panel may be provided on the upper surface of the console 1004 for displaying game-related information and performing instruction operations of a game.
A control door 1014 openable by an administrator key is provided below the front of the body. The control door 1014 is opened, and a touch panel and a push switch for an administrator are provided below the internal space of the body, and the administrator performs various maintenance-related management operations using the touch panel and the push switch. Of course, the touch panel and the button switch for the administrator may be provided on the upper surface of the console 1004, or the touch panel and the button switch for the player to perform the game operation may be provided for the administrator, that is, may be used by both the player and the administrator. When both the player and the administrator are used, the switching can be realized in the following manner. For example, a key hole is formed in the body, and the switching is performed by inserting an administrator key; or a change-over switch is arranged in the control door 1014; or a card reader is arranged on the machine body, and switching is carried out by reading the administrator card.
The game device 1000 incorporates a control board for controlling the operation of the device in a unified manner. The control board is mounted with various processors such as a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), and the like; various IC memories such as RAM and ROM; a communication module for performing wireless communication with a mobile phone base station, a wireless LAN base station, or the like connected to a communication line; and interface circuits, etc. In addition, a part or all of the control board may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or an SOC (System on a Chip).
A prize placing table 1022 is provided below the game space 1020 at a predetermined height from the bottom of the machine. A portion of the prize placing table 1022 is a notch to form a prize drop opening. An opening is provided in a lower portion of the front surface of the body as a prize outlet 1012. The prize drop port communicates with a prize outlet 1012 in the body. A prize acquisition unit 1024 is provided above the game space 1020, and moves a prize by performing a catching operation or moving in the game space 1020 in response to an operation by a player. The player operates the button switch to instruct the prize obtaining section 1024 to move and the hand to open and close so that the prize placed on the prize placing table 1022 falls toward the prize drop opening. The prize falling from the prize falling port is taken out to the outside of the body through the prize outlet 1012, whereby the player can obtain the prize (prize obtaining status). The inside inductor that is provided with of fuselage can detect out whether the prize falls the mouth through the prize. According to the detection result of the sensor, the game state can be judged, namely the successful prize acquisition or the unsuccessful prize acquisition can be judged.
The light emitting unit 1030 is formed of an LED strip (also referred to as an LED light bar) in which a plurality of surface mount LED beads (hereinafter, simply referred to as LED beads) as light emitting elements are arranged linearly (or linearly), and emits light to the front of the game device. The game device 1000 of the present embodiment has a rectangular parallelepiped body, and a housing forming the game space 1020 is also rectangular parallelepiped. The LED strips 10 are respectively disposed on four sides of the front surface of the rectangular parallelepiped housing. Namely, a total of 4 LED strips 10 a-10 d: the arrangement direction of the LED lamp beads is transverse and the LED lamp beads are arranged on an upper LED lamp strip 10a on the shell; the arrangement direction of the LED lamp beads is transverse and the LED lamp beads are arranged on a lower LED lamp strip 10b below the shell; the arrangement direction of the LED lamp beads is longitudinal and the LED lamp beads are arranged on a right LED lamp strip 10c on the right side of the shell; the arrangement direction of the LED lamp beads is longitudinal and is arranged on the left LED lamp strip 10d on the left side of the shell.
[ control of light emission of light emitting section ]
(A) Summary of the invention
The light emitting unit 1030 is controlled to emit light based on the performance information. The performance information is control data for defining the light emission performance of the light emitting unit 1030. Fig. 2 is a schematic explanatory diagram of the performance information. As shown in fig. 2, the performance information is composed of one or more light emission patterns. The light emission pattern is data for controlling light emission in units of LED strips 10, and is composed of one or more optical components. In the present embodiment, the optical component is a minimum unit of control data for performing light emission control, and is also data that is an element of light emission control, and therefore may be referred to as light emission control element data. The light emission pattern formed by one or more optical components is control data in which at least one of the light emission position, the light emission color, and the light emission luminance changes with the passage of time (also referred to as temporal change), and is commonly used for different presentation information. The optical components and lighting modes are examples of lighting schemes that define elements of a lighting show.
(B) Optical component
The case where one optical component controls light emission will be described below. Fig. 3 is an explanatory diagram of controlling light emission by the optical component. In the process of controlling the light emission of the optical component, firstly, the light emission color and the light emission brightness of one LED lamp bead (hereinafter referred to as a light emission position) in the LED lamp strip 10 are determined. The luminescent color is represented by an HSV color space formed by three parameters, namely Hue (Hue), saturation (Saturation), and Value (Value).
And then, determining the light-emitting colors and the light-emitting brightness of other LED lamp beads according to the light-emitting colors and the light-emitting brightness of the light-emitting positions. The determination method comprises the following steps: for example, the light-emitting colors and the light-emitting luminances of other LED lamp beads are the same as the light-emitting positions, i.e. a "copy" mode; or the light emitting colors of other LED lamp beads are the same as the light emitting positions, but the light emitting brightness is correspondingly reduced or increased according to the distance from the light emitting positions (specifically, the number of the LED lamp beads counted from the light emitting positions), namely, in a "gradual change" mode. In addition, the range of other LED beads whose light emission colors and light emission luminances are to be determined, such as "all" or from the light emission position to the nth LED bead, may be controlled with the light emission position as a reference.
The light emitting control in units of the LED lamp beads is repeatedly performed at unit time intervals by the above optical components, and the light emitting position, the light emitting color, the light emitting brightness or the light emitting range is changed by the control with the passage of time, so that the LED lamp strip 10 shows the light emitting performance that the light is transmitted in the same manner along the arrangement direction of the LED lamp beads. Further, various "light emission modes" can be designed as the optical component by changing the light emission position, the light emission color, the light emission luminance, or the light emission range of the LED strip 10.
Fig. 4 is an exemplary diagram of a class of optical components. The category name of the optical component expresses the visual appearance of the lighting performance. The light emitting position may be controlled to be "unchanged", moved along the arrangement direction of the LED beads at a "transfer speed V", or "randomly changed", for example. For the luminescent color, the hue (H), saturation (S), and lightness (V) can be controlled to vary with time functions such as cos waveform (cosine waveform), rectangular waveform, and attenuation waveform, respectively. The light emission luminance may be controlled to be "unchanged" and attenuated by an attenuation coefficient α (alpha ), for example. The light-emitting range can be controlled to be 'full', or 'only light-emitting position', or from the light-emitting position to a predetermined number of LED lamp beads.
By changing the light-emitting position along the arrangement direction of the LED lamp beads in a manner of moving at the transmission speed V, a wave-shaped light-emitting pattern (for example, wave 1, wave 2, and wave 3 in fig. 4) can be realized in the LED lamp strip 10, and the wave-shaped light-emitting pattern emits light in a manner of sequentially transmitting the positions emitting light with a predetermined light-emitting color along the arrangement order of the LED lamp beads. The direction of the light-emitting positions moving along the arrangement sequence of the LED lamp beads is bidirectional, that is, from the starting position of the light-emitting control of the optical component, the light-emitting positions move respectively towards the two ends of the LED lamp strip. However, if the starting position of the lighting control of the optical component is the position of the outermost end of the LED strip (the beads at both ends), the moving direction is unidirectional. That is, the relationship between the start position of light emission control and the movement direction of the light emission position can be defined in such a manner that: when the starting position of the lighting control is the position of the extreme end (two ends) of the LED strip 10, the moving direction is one direction (one direction); when the start position of the light emission control is other positions (positions other than the extreme end position), the moving direction is two directions (bidirectional). Therefore, the following beneficial effects can be achieved: the amount of data of the entire performance information can be reduced without specifying a moving direction for each optical component, and man-made troubles in the production of the performance information can be reduced.
The optical component shown in fig. 4 is an example in which at least one of the light emission position, the light emission color, the light emission luminance, and the light emission range is changed, but it is needless to say that an optical component in which the light emission position, the light emission color, the light emission luminance, and the light emission range are not changed may be manufactured. A lighting pattern representing a "fixed background" or a "fixed background color" described later can be realized by such a constant optical component.
(C) Light emitting pattern
The lighting mode is to combine the above optical components to define a lighting performance of an LED strip. Specifically, for each LED lamp bead, the results (light emission) of the light emission control performed by each optical component are synthesized to determine the light emission of the LED lamp bead.
Fig. 5 is an explanatory diagram of light emission combination performed by the optical device. As shown in fig. 5, a light emission mode is configured by a combination of M optical components (1) to (M). The optical components are set with the priority of the composition, and the composition is performed in the order of priority from low to high. In fig. 5, the optical components (1) to (M) have priorities from low to high, and are sequentially combined in the order of the optical components (1) to (M). That is, for each LED bead, the light emission color for light emission control of the optical component (2) having the second lowest priority is synthesized on the basis of the light emission color for light emission control of the optical component (1) having the lowest priority. Examples of the method of synthesizing the luminescent color include overlay, addition, alpha synthesis (alpha synthesis), and color key synthesis based on brightness. Then, the luminous color of the optical component (3) with the third lowest priority is synthesized on the synthesized luminous color of each LED lamp bead.
In this way, the luminescent colors of the respective optical components are sequentially synthesized in the order of the priority from low to high, and finally, a result of synthesizing all the luminescent colors for the lighting control of all the optical components (1) to (M) is obtained, that is, the luminescent color after the synthesis result is the result of the lighting control of the LED strip 10 by the lighting mode.
The light emission pattern may be one optical component or a combination of a plurality of optical components. The start and end of light emission control of the optical components in the light emission mode are controlled individually for each optical component. Fig. 6 is an explanatory diagram of the execution time (execution timing) of the optical components in the light emission mode. In fig. 6, the vertical axis represents a time axis, and the execution time of light emission control in the light emission mode and the execution time of light emission control in each optical component constituting the light emission mode are shown. For example, the start time (start time) of light emission control in the light emission mode is t 1 The starting time of the light emitting control by the optical component is relative to t 1 Are started simultaneously (i.e. at time t) 1 Start) or start with a delay of a predetermined time. For example, the end time (end time) of light emission control in the light emission mode is t 2 The end time of the light emitting control by the optical component is relative to t 2 Ending at the same time (i.e. at time t) 2 End) or end after a predetermined time has elapsed since the start of the light emission control of the optical component.
That is, during execution of light emission control in the light emission mode, the optical components constituting the light emission mode are classified as performing light emission control or not performing light emission control at each time. Only the optical components for performing the light emission control are synthesized at each time. Further, the light emission pattern controls the light emission position at the start of execution of the light emission control for each optical component constituting the light emission pattern. That is, the optical components constituting the light emission pattern can start light emission from different light emission positions. As mentioned above, the optical components define different "lighting modes" of the LED strip 10. In the lighting mode, by arranging these optical components along the time axis, various "lighting methods" can be freely combined as a lighting performance of the LED strip 10.
(D) Performance information
The performance information is configured by combining the various light emission patterns described above, and the light emission performance of the light emitting unit 1030 is specified. The performance information includes a plurality of light-emitting modes that cause the same LED lamp bead to emit light at the same time. As in the case of the combination method of optical components (see fig. 5), the light emission control results of the light emission patterns are combined for each LED lamp bead, thereby determining the light emission content of the LED lamp bead.
Fig. 7 is an explanatory diagram of light emission composition of the light emission pattern. As shown in fig. 7, the combination of N light emission patterns (1) to (N) constitutes performance information. The light-emitting pattern elements are set with the synthesized priorities, and synthesized in the order of priority from low to high. That is, the light emission colors for light emission control of the light emission mode having a high priority are sequentially combined with the light emission colors for light emission control of the light emission mode having a low priority. Finally, a synthesis result of all the lighting patterns (1) to (N) is obtained, and the lighting color of the synthesis result is the lighting control result of the performance information for the LED strip.
Fig. 8 is an explanatory diagram of the execution time (execution timing) of the light emission pattern in the performance information. The vertical axis in fig. 8 is a time axis, and shows the execution time of the light emission control of the performance information and the execution time of the light emission control of the light emission pattern constituting the performance information. For example, if the start time of the light emission control of the rendering information is t 3 Then, the light emitting mode performs light emitting controlSystem start time and t 3 The same is true. I.e. at t 3 At this time, light emission control is started in all light emission modes except for the interlocking light emission mode described later. In addition, when the end time of the light emission control of the performance information is t 4 When the light emission control is ended in the light emission mode, t 4 The light emission pattern is matched with the light emission pattern, or the light emission pattern is continued for a predetermined time period after the light emission control is started.
The performance information includes a plurality of light emission patterns, and light emission control is performed independently for each of the light emission patterns constituting the performance information, and the performance information is synthesized to realize light emission control. For example, the LED strips are respectively made into a "background" type lighting mode, that is, a lighting mode in which the whole LED strip 10 is lighted; and a lighting pattern in the form of "effect", that is, a lighting pattern in which a part of the LED strip 10 lights or light flows in the LED strip 10, and then they are combined to make the performance information. In this way, performance information based on which rich and complex lighting performance can be realized can be easily made.
(E) Linkage system
In the light emission control of the show information to the light emitting unit 1030, when the light emission of a certain LED strip (hereinafter, referred to as an interlocking party) satisfies a predetermined interlocking start condition, a predetermined light emission control is started in another predetermined LED strip (hereinafter, referred to as an interlocked party), that is, the interlocking of the light emission shows is performed. The linked party may be another LED strip in the same game apparatus 1000, or may be an LED strip of another game apparatus 1000 in a combined lighting show described later.
Fig. 9 is an explanatory view of the linkage of light emission performance. The vertical axis in fig. 9 is a time axis, the left side is a linked square LED strip, and the right side is a linked square LED strip. The example of fig. 9 is that the interlocking party and the interlocked party are different LED strips, but may be the same LED strip. As shown in fig. 9, in the interlocking LED strip, any LED bead is set as a starting light-emitting element, that is, an interlocking start position. Information of the interlocked party is set corresponding to the interlocking start position: such as the linked side LED strip, the position of the LED lamp bead in the linked side LED strip as the linkage start position, and the lighting mode to be executed. In the light emission control of the interlocking LED strip, if the interlocking start condition is satisfied with the light emission position reaching the interlocking start position as the interlocking start condition, the set light emission pattern is started to be executed with the set interlocking start position as the initial light emission position in the interlocked LED strip.
The light emission pattern executed by the interlocked LED strip (hereinafter referred to as the interlocking light emission pattern) is included in advance in the show information for controlling the interlocked LED strip. Further, when the interlocking light emitting mode is executed, it is not necessary to perform light emission control including the entire performance information of the interlocking light emitting mode. The performance information and the light emission pattern included in the performance information are both control data, and therefore only the interlocking light emission pattern can be selectively executed. Therefore, a lighting performance in which light is transmitted between the two LED strips 10 can be realized.
The LED strips 10 are linked to each other to perform lighting performance, and the setting related to the linkage is included in the performance information for controlling the LED strips of the linking party as linkage setting information.
Fig. 10 is an explanatory diagram of the interlock setting information. As shown in fig. 10, the performance information is used to define a lighting performance of an LED strip, and the performance information is formed by combining a plurality of lighting modes, and one lighting mode is formed by combining a plurality of optical components. In the light emission control of the LED strip, the light emission position is controlled for each optical device, and therefore, in the interlocking LED strip, the light emission position controlled by a certain optical device (hereinafter, referred to as an interlocking optical device) needs to be specified as an interlocking start point. The linkage setting information includes: linkage side optical components, linkage starting point positions and other linkage side related information; and information on the party to be interlocked, such as the LED strip of the party to be interlocked, the start position of the interlocking, and the light emitting mode for interlocking to be executed.
The light emission control of the LED strip is performed not by the optical components alone but by the light emission pattern constituted by the optical components. That is, since the light-emitting position controlled by the interlocking square-shaped member is designated as the interlocking start point, the light-emitting performance of the LED light strips is interlocked by the light-emitting control in the light-emitting mode including the interlocking square-shaped member (hereinafter, referred to as the interlocking square-shaped light-emitting mode).
[ grouping Performance ]
(A) Packet setup
The light emission performance of one game device 1000 is described above. According to this embodiment, a game system including a plurality of game devices 1000 can be established, and the plurality of game devices are connected in series (cascade connection) by a communication cable, thereby performing a joint light emission performance between the game devices 1000.
Specifically, the game device 1000 is provided with an a terminal (IN terminal) and a B terminal (OUT terminal) as connection terminals of a communication cable. Of the two game devices 1000, the B terminal of one game device 1000 and the a terminal of the other game device 1000 are connected by a communication cable, thereby connecting the two game devices 1000. In this manner, different connection terminals of the two game apparatuses 1000 are connected by the communication cable, whereby the plurality of game apparatuses 1000 can be cascade-connected. In the cascade connection, the a terminal of the game device 1000 at the head (the most front in the cascade connection order) is not connected to another game device 1000, and the B terminal of the game device 1000 at the end (the most rear in the cascade connection order) is not connected to another game device 1000. In the cascade connection, as an initial setting, the first game machine 1000 is a master machine, and the other game machines 1000 are slave machines. The game device 1000 can determine whether the device is a master or a slave in the cascade connection by determining whether the connection terminals (the a terminal and the B terminal) are connected to a communication cable.
The game device 1000 as the slave unit can be changed to the master unit or the single unit by the setting operation of the administrator. The stand-alone means that the one game device is independent as a group. That is, the intermediate game devices 1000 connected in cascade may be changed to a master or a stand-alone game device. However, the top game device 1000 connected in cascade is fixed as the master, and cannot be changed to a slave or a single game device.
The plurality of game devices 1000 connected in cascade are divided into one or more groups according to the setting of the master, slave, or single game machine (hereinafter, referred to as communication connection setting). That is, the game apparatus 1000 set as a single machine is a set (the set has only one single machine) that exists independently; the other game apparatuses 1000 are divided into a plurality of groups with the master game apparatus 1000 as the head of each group, except for the single unit. Each group includes one master machine (the top game machine) and any slave machine in the order of cascade connection. Each game device 1000 of each group is assigned a device number in the group. That is, the top game machine 1000 (host) is a predetermined number, for example, no. 1. The serial numbers of the game devices 1000 in the group can be determined by the serial numbers in the order of cascade connection, for example, the numbers of the other slave units are 2, 3, and … … N in sequence.
The game device 1000 can determine its own setting (communication connection setting) alone, that is, whether it is a master, slave, or standalone. Further, information such as identification information of the host in the group in which the host is located and the device number of the host can be specified by notification from the host.
The game device 1000 serving as the master transmits a notification that the own device is the master (hereinafter referred to as a notification) to the other game device 1000 connected to the B terminal. When receiving the notification from the other game machine 1000 connected to the a terminal, the game machine 1000 as the slave machine identifies its own device number based on the notification, adds information such as its own device number to the notification, and transmits the notification to the other game machine 1000 connected to the B terminal.
When receiving a notification from another game device 1000 connected to the a terminal, the game device 1000 at the end of the cascade connection identifies its own device number, adds information such as its own device number and "itself is the end of the cascade connection" to the notification, and transmits the notification as a reply (hereinafter, referred to as a reply) to the other game device 1000 connected to the a terminal. When receiving the response from the other game device 1000 connected to the B terminal, the game device 1000 retransmits (forwards) the response to the other game device 1000 connected to the a terminal. In this way, the game device as the master unit sends the notifications to the slave units in the cascade connection order, and the slave units send the replies to the notifications to the master unit, whereby the master unit can grasp the status of the slave units in the group.
The slave unit can be changed to the master unit by the setting operation of the administrator. The game device 1000 that has changed from the slave unit to the master unit transmits the above-described notification to the other game device 1000 connected to the B terminal. The game device 1000 changed to the master receives a notification from another master from another game device 1000 connected to the a terminal thereof, but does not reply to the notification from the other master. As shown in fig. 11, for example, when the game device 1000e is changed from the slave unit to the master unit by the setting operation of the administrator, the game device 1000e transmits a notification of the master unit to the game device 1000 f. On the other hand, the game device 1000d transmits a notification from 1000a to the game device 1000e connected to its B terminal, but since the game device 1000e has become the master, it does not reply to the notification. When the game device 1000d does not receive a reply of the notification, it can determine that it is the end of the group.
Further, when the game device 1000 (for example, game device 1000i in fig. 11) is changed from the slave unit to the single unit by the setting operation of the administrator, since only the device is independent of one group, the notification as the master unit is not transmitted to the other devices, and the device number of the game device 1000 itself is not added to the notification transmitted from the other master units. When a game device as a stand-alone receives a notification or a reply from another game device from any one of its two connection terminals (a terminal and B terminal), it forwards the notification or the reply to the other game device to which the other connection terminal is connected, so that the stand-alone functions only to forward information therein.
In the present embodiment, the top game device 1000 connected in cascade is fixed as the master. Of course, the master unit may be changed to a slave unit or a single unit by the setting operation of the administrator. If the game device is changed to a slave device, the other game device 1000 is replaced with the game device 1000 to become a new master device. Specifically, when the master is changed to a single machine or a slave machine by the setting operation of the administrator, a message is transmitted to the other game apparatus 1000 connected to the B terminal, and the game apparatus 1000 in the second order of cascade connection that has received the message is replaced with a new master. Specifically, if the first game device 1000 of the cascade connection is changed to a stand-alone game device, the game devices 1000 are separated into a group; if the first game device 1000 in the cascade connection is changed to a slave game device, another game device 1000 in the same group as the first game device 1000, for example, the next game device 1000 in the cascade connection order, may instead become a new master game device.
Fig. 11 is an example of a game system. In fig. 11, 12 game devices 1000a to 1000j are a cascade-connected system. The game device 1000a is the head of the cascade connection, and the game device 1000j is the end of the cascade connection. The top game device 1000a is connected in cascade as a master, and the first of the other 9 game devices 1000b to 1000j is set as a slave. However, the game apparatuses 1000e and 1000g are changed to the master and the game apparatus 1000i is changed to the stand-alone by the operation of the administrator.
Thus, FIG. 11 is divided into four groups A, B, C, D. The group A includes a master game device 1000a, slave game devices 1000b, 1000c, and 1000d; the group B comprises a main machine game device 1000e and a sub machine game device 1000f; group C includes a master game device 1000g and slave game devices 1000h and 1000j; the D group has a stand-alone game device 1000i. The master of each group is numbered 1, and the other game devices are assigned numbers in order.
(B) Group identification lighting
After grouping, a group identification light is emitted to identify the grouping. Fig. 12 is an example of group identification lighting. In fig. 12, the identification luminescence corresponding to the grouping of fig. 11 is shown. As shown in fig. 12, the light emitting unit 1030 of each game device 1000 is controlled to emit light as group identification light. Specifically, the game device 1000 differs in the light emitting portion 1030 (specifically, which of the four LED strips 10a to 10d emits light) depending on the identity of the host machine, the slave machine, or the single machine. In the present embodiment, all the game devices 1000 are the same in that the upper LED strip 10a emits light. However, in the game device 1000 at the front of each group, the left LED strip 10d is also illuminated in addition to the upper LED strip 10 a. And the game device 1000 at the end of each group, in addition to the upper LED strip 10a, also emits light from the right LED strip 10 c. In the standalone game device 1000, in addition to the upper LED strip 10a, the left LED strip 10d and the right LED strip 10c are also illuminated.
In the present embodiment, the connection terminal of the communication cable in the game device 1000 is an a terminal on the left and a B terminal on the right, as viewed from the direction facing the front of the game device 1000. When two game devices 1000 are connected by a communication cable, the 2 game devices 1000 are usually placed close to each other. At this time, the B terminal of the left game machine 1000 is connected to the a terminal of the right game machine 1000 through a communication cable when viewed from the front of the machine. Therefore, in a casino such as a casino, when a plurality of game devices 1000 are provided in a cascade connection manner, the left game device 1000 is the head of the cascade connection and the right game device 1000 is the end of the cascade connection, as seen from the front direction of the devices.
Therefore, the left LED strip of the leading game device 1000 is illuminated, and the right LED strip of the trailing game device 1000 is illuminated, and the left LED strip and the right LED strip just indicate the boundary line of the group, so that the administrator can visually grasp the grouping conditions (from which game device to which game device is a group) more easily. The light emission color of the light emitting unit 1030 of the game device 1000 may be set to a color corresponding to the number of game devices in each group. This allows the administrator to visually recognize the number of devices in each group. Of course, in addition to this, the group identification light emission may be performed by causing each group to emit light in a different color.
(C) Combined luminous performance
The joint lighting performance is in units of groups, and the light emitting units 1030 of the game devices 1000 in each group can perform joint lighting.
Fig. 13 is an explanatory diagram of the joint lighting performance. As shown in fig. 13, the time (time) and content of the lighting performance of each game device 1000 of the joint lighting performance may be different, but the lighting performance of the entire group has a sense of unity and consistency as a whole. For example, first, after a predetermined light emission performance is performed by the master unit, then, the same light emission performance is performed by the slave unit connected to the master unit, and then, the same light emission performance is performed by the other slave units connected to the slave unit. Of course, the joint lighting performance is not limited to the light transmission type performance, and may be other performances having a sense of unity as a whole, such as a lighting performance in which the host machine and the slave machine perform the same content or different contents at the same time (time).
One game device 1000 can perform various light-emitting performances. And the combined lighting performance has standby performance and prize obtaining performance. The standby play is a play when the game device is in a state of not playing, that is, a standby state. The light emitting unit 1030 of each game device 1000 emits light in association with each other in the order of connection from the master unit to each slave unit with reference to the master unit. The prize acquisition performance is performed when the prizes are successfully acquired, and the light emitting parts 1030 of the game devices 1000 emit light in association in the order of connection from the game device 1000 to each of the other game devices 1000, based on the game device 1000 (whether the master or the slave) from which the prizes are successfully acquired.
Fig. 14 is an explanatory diagram of a prize obtaining performance. In fig. 14, five game devices 1000a to 1000e are a group. In the slave unit 1000b, the player has successfully acquired the prize, that is, the status of the prize acquisition is shown, and the prize acquisition performance is shown in the figure. With the slave unit 1000b in the prize winning status as a reference, the light emitting units 1030 of the game devices 1000 emit light in combination in the order of connection to the head side (the side of the master unit 1000 a) and the tail side (the side of the slave unit 1000 e) of the cascade connection, respectively, to thereby perform a prize winning performance.
Of course, the prize acquisition performance is not limited to the performance in which the transmission type of light emission is performed between the game apparatuses 1000, and may be another type of light emission performance, for example, the game apparatus 1000 in the prize acquisition state performs a light emission performance different from that of the other game apparatuses 1000, and the light emission performances may be performed simultaneously at the same time or at a constant time interval. Any method may be used as long as the game device 1000 that is in the prize winning status is made conspicuous.
(D) Other luminous performances
The operation mode (operation state) of the game device 1000 includes a test mode, a setting mode, and a standby mode, and can be switched by a switching operation of the administrator. Each action mode has luminous performance, and each luminous performance is set with corresponding performance information.
The test mode is an example in which the action state is a specific action state. The lighting performance in the test mode (specific motion state) includes a test performance. The test performance is performed when the operation mode of the game device 1000 is the test mode. In the test mode, the operations of the game device 1000, such as the operation of the prize obtaining section, the display of the control panel, the operation input, and the audio output, are confirmed. The test performance is executed only by the game apparatus 1000 in the test mode.
In the setting mode, the administrator makes various settings related to the game apparatus 1000. Specifically, the setting related to the prize acquisition game, such as the movement range, the play fee, and the play frequency of the prize acquisition unit; background music, setting related to performances such as volume and light emitting, and the like. In the setting mode, the administrator may change the communication connection setting, for example, the slave unit may be changed to the master unit or the single unit. After the communication connection setting is changed, the grouping is performed again, and the above-described grouping identification light emission is performed.
The standby mode is a state in which play is possible but a state in which a player is not yet in use. In the standby mode, the above standby rendering is performed. In the standby mode, when the game state is a specific game state, for example, when the prize is acquired, the prize acquisition performance is performed.
When the operation state is an operation failure, the failure performance is automatically started. The state of an action fault is an example of a particular action state. The failure includes a fuselage failure and a communication link failure.
A body failure such as a prize jam, a mechanical failure, or a circuit failure is detected by a detector provided in the game apparatus 1000 for detecting various failures. When the fuselage failure occurs, the fuselage failure performance can be performed. Fig. 15 is an explanatory view of a fuselage failure performance. In fig. 15, a game device 1000c is shown in which a body failure has occurred. Only the game apparatus 1000c in which the body fault has occurred performs a fault performance (body fault performance).
The communication connection failure is a state in which the two connection terminals (a terminal and B terminal) of all the game devices 1000 connected for communication are connected to a communication cable, that is, a loop connection. The game device 1000 determines whether the game device itself is the master or the slave in the initial setting by determining whether or not the communication cable is connected to the a terminal of the game device itself. The game device to which the communication cable is not connected to the terminal a is initially set as the host. However, in the loop connection state, since the communication cables are connected to the a terminals of all the game devices, if the host computer is not present in the initial setting, the initial setting cannot be performed. All the game devices 1000 can be determined to be connected in a loop by not receiving a notification from the host. When a communication connection failure occurs, a communication connection failure performance is performed. Fig. 16 is an explanatory diagram of a communication connection failure performance. In fig. 16, 5 game devices 1000a to 1000e are loop-connected. Communication connection failure shows are performed on all the game devices 1000 connected on the loop.
(E) Priority of lighting performance
The above-described light emission performance performed in the game device 1000 is set with a priority. Specifically, the priority is lower and lower in the order of the test performance, the failure performance, the prize acquisition performance, and the standby performance. When the game device 1000 performs a plurality of kinds of light-emitting performances, a performance with a high priority overlaps a performance with a low priority. That is, visually, it appears that only the highest priority rendering is performed.
Fig. 17 is an explanatory diagram of the priority of light emission rendering in the game device 1000. In fig. 17, the vertical axis represents a time axis, and the operation mode (operation state) of a certain game device 1000, the change of the game situation, and the type of light emission performance to be performed accordingly are shown.
As shown in fig. 17, since the power of the game device 1000 is first turned on and the operation mode is initially set to the standby mode, standby performance starts. At this time, since the grouping setting is not yet performed, the standby performance at this time is performed, for example, according to the initial settings of the respective apparatuses. Then, after the grouping setting is performed, the light emission performance is switched according to the setting of the master of each group. A plurality of lighting performances are performed simultaneously, but the lighting performances performed simultaneously are subjected to covering processing according to the priority. Therefore, the standby performance is in a state of being always in progress, but when another lighting performance other than the standby performance is performed, the standby performance is covered, and thus it visually appears that the lighting performance is switched to another lighting performance. In practice, the standby performance is always in the background. Therefore, after the lighting performance with a high priority is finished, the user visually looks like returning to the standby performance.
Next, communication connection with another game device 1000 is confirmed, and grouping is prepared. At this time, if a communication connection failure is detected, a communication connection failure is performed. When the communication connection failure is eliminated after the communication connection is resumed, the communication connection failure is terminated. Then, after the grouping is completed in the setting mode, the grouping recognition light emission is performed for a predetermined period of time.
Then, after the operation mode is switched to the test mode, the test performance is started. By switching to the other action mode, the test mode is ended, and the test performance is terminated.
When the prize is successfully acquired (prize acquisition status) in the own device in the standby mode or another game device 1000 of the same group, a prize acquisition performance is performed for a predetermined period of time. When the device detects a body fault, a body fault performance is performed.
Fig. 17 shows an example in which two performances are performed simultaneously, but it is needless to say that the same is true in the case where three or more performances are performed simultaneously, that is, the highest priority performance overlaps with the other performances. After the power of the game device 1000 is turned off, all the light emission performances are ended.
As described above, when a plurality of kinds of light emission performances are simultaneously performed, the coverage is performed according to the priority. This covering is performed in units of the LED strip 10 constituting the light emitting portion 1030. The light emitting portion 1030 is constituted by four LED strips 10, and each show is performed for a different LED strip 10. In the present embodiment, the standby rendering, the prize acquisition rendering, and the test rendering are performed for four LED strips 10 for each game device, and the failure rendering (communication connection failure and body failure) is performed only for the upper LED strip 10 a. In addition, the group recognition light emission is performed for the upper LED strip 10a, the right LED strip 10c, and the left LED strip 10d. Therefore, for example, when the standby show and the trouble show are simultaneously performed, the priority of the trouble show is higher than that of the standby show, so that the upper LED strip 10a performs the trouble show, and the other lower LED strips 10b, the right LED strip 10c, and the left LED strip 10d perform the standby show.
(F) Combined luminous performance
The joint lighting performance in units of the respective groups is realized as follows. Fig. 18 is an explanatory diagram of the joint lighting performance. As shown in fig. 18, each game device 1000 stores performance information corresponding to various performances such as a standby performance, a prize acquisition performance, a failure performance, and a test performance. When the joint lighting performance is performed, the host transmits joint start information such as the type and start time of the lighting performance to be performed to the slave. The slave unit performs a light emission performance in accordance with the performance information instructed at the designated start time based on the cooperative start information.
Since the stand-by performance and the prize acquisition performance are performed in the joint lighting performance, the host computer transmits the joint start-up information at a timing when the game apparatuses are grouped or when any game apparatus (whether the host computer or the slave computer) in the same group is in a prize acquisition state. At the former timing, the start of the standby performance is instructed, and at the latter timing, the start of the prize acquisition performance is instructed.
The joint lighting performance is obtained by linking the lighting performances between the LED strips (see fig. 9 and 10). Fig. 19 is an explanatory diagram of a joint lighting performance. Fig. 19 shows two game apparatuses 1000a and 1000b of the same set in a communication connection state, in which the game apparatus 1000a (hereinafter referred to as "joining party") performs a joint light emission performance on the other game apparatus 1000b (hereinafter referred to as "joined party"). The game devices 1000a and 1000b store performance information for performing the joint lighting performance. The presentation information includes an interlocking light-emitting mode to be executed when the self device becomes a connected party and interlocking setting information when the self device becomes a connected party. The linkage light emitting module is shown in the figure as one, but may be provided in plural numbers for each device.
The linkage setting information includes information related to a linkage party and information related to a linked party. The information related to the linkage party includes: a linkage side LED strip (which LED strip on the union side game device 1000), a linkage start point position (the third LED bead in the linkage side LED strip), and a linkage side optical component (which optical component controls the light emitting position as the linkage start point in the light emitting mode of the control linkage side LED strip). The related information of the linked party comprises: the linked side LED strip (which LED strip on the linked side game device 1000), the linkage start position (the number of LED beads in the linked side LED strip), and the light emitting mode for linkage to be executed.
In the performance information, the affiliated party game device may be specified by a device number within the group. The device number indicates the number counted from the host in the group. For example, if the number of the own device is n, the number of the other device is larger or smaller than n, and it is possible to determine whether the other device is located at the end side or the head side of the own device. Further, the difference between the other device number and the own device number n can be used to determine that the other device is the first device counted from the own device.
The joint lighting performance between the game devices 1000 is realized by the linkage between the LED strips 10, and the LED strips 10 used for the linkage are preferably set such that the LED beads are the upper LEDs 10a or the lower LEDs 10b arranged in the transverse direction. Thus, for example, in two game apparatuses 1000 arranged side by side on the left and right, the left game apparatus 1000 is a party to be joined and the right game apparatus 1000 is a party to be joined when viewed in a direction facing the front of the apparatuses. In this case, the linkage start position may be set to the rightmost LED bead of the LED strip 10 in the game device 1000 of the party to be joined, and the linkage start position may be set to the leftmost LED bead of the LED strip 10 in the game device 1000 of the party to be joined. Two LEDs 10 of the adjacently disposed gaming devices 1000 are in a lateral arrangement, whereby light can be transmitted laterally along two LED strips from the left end to the right end, looking like one LED strip as a whole. In a group of a plurality of game devices 1000, light is transmitted between different game devices 1000 in sequence from the head master to the tail slave in the order of connection. Of course, the transmission may be reversed, and the slave unit at the end may transmit to the master unit at the head.
Further, when the interlocking light emission mode is provided for each device number, the light emission mode to be executed can be specified by the device number of the associated party in the interlocking setting information. Therefore, the whole group of lighting performances can show the effect that the lighting color gradually changes along with the transmission of light.
As described in further detail below. A plurality of game devices 1000 form a group, and the joint lighting performance of the group is performed by: one game machine 1000 as a reference is the first party to be joined, and the other game machines 1000 are sequentially the party to be joined of the previous one and the party to be joined of the next one. The game device 1000 as a reference of the joint light emission performance is a host machine in the standby performance, and is a game device 1000 in which a prize obtaining situation is established in the prize obtaining performance.
As shown in fig. 20, each game device 1000 stores performance information for the joint lighting performance. In the performance information, the linkage setting information for linkage defines a linkage light emission mode as a linkage square light emission mode. That is, the joint light emission performance between the game devices 1000 is realized by the linkage of the light emission performance between the LED strips 10, and at this time, the light emission mode for linkage for controlling the LED strips becomes the light emission mode of the linked party when the own device is the linked party; however, when the device becomes the partner, the light emission mode of the partner is set. The performance information for the combination further includes: a light emission mode for starting combination and linkage setting information for starting combination, wherein the linkage setting information for starting combination defines the following contents: the light-emitting mode for the association is used as an interlocking party, and the LED strip of the device itself is used as a linked party, thereby executing the light-emitting mode for the linkage.
The light emission control is performed based on the performance information for the union with reference to the game apparatus 1000. At this time, light emission control is performed based on the light emission pattern for the combination start. In the LED strip of the self-device, light emission control is started in accordance with the interlock light emission mode as the interlock between the LED strips defined in the interlock setting information for the association start. Then, by the light emission control of the interlocking light emitting module, the interlocking start information including the contents of the LED strip, the interlocking start position, the interlocking light emitting mode, and the like is transmitted to the other game device 1000 of the party to be joined as the interlocking between the LED strips defined by the interlocking setting information for the interlocking. Then, in the joined party game device 1000, the light emission control is started in accordance with the interlocking light emission mode. This sequence is repeated, and the combination of the light emission performances according to the interlocking light emission mode is performed between the respective game apparatuses in order from the reference game apparatus.
(G) Setting of standby performance
In the present embodiment, the administrator can set the contents of the standby performance. The setting may be performed in a setting mode.
Fig. 21 is an example of a setting screen for standby rendering of the game device. The setting method of the standby performance comprises two methods: fig. 21 (a) is a screen example of "simple setting"; fig. 21 (b) is an example of a screen of "custom setting". As shown in fig. 21 (a), in the simple setting, a desired effect and color can be set by one key from among a plurality of subjects set in advance. As shown in fig. 21 (b), in the custom setting, the effect and the color of the standby rendering may be set separately.
The performance information is a combination of a light emission pattern expressing "background" (hereinafter, referred to as "background light emission pattern") and a light emission pattern expressing "effect" (hereinafter, referred to as "effect light emission pattern"). The background lighting mode is, for example, lighting control of the entire LED strip. The effect light emission mode is, for example, to control partial light emission or to control light to flow. The effect lighting pattern has a higher composite priority than the background lighting pattern, so that the "effect" is visually represented in front of the "background" at the time of lighting performance.
First, a plurality of kinds of performance information, which are combined from different effect light emission patterns and background light emission patterns, are set for each theme, respectively. The "effect" to be expressed by the effect lighting pattern and the "background" to be expressed by the background lighting pattern are combined to form a visual image. The name of each show information (theme) displayed in the easy setting is defined according to the visual character. And in the custom setting, the name of "effect" of the effect lighting mode is displayed. When the "effect" and the "color" are selected, the light emission color in the background light emission mode is changed to the selected color, or the light emission color in the background light emission mode and the selected color are synthesized to determine the performance information of the standby performance, and then the light emission control is performed based on the performance information (i.e., the standby performance). Wherein the selected color corresponds to a primary color. The primary color synthesis method includes, for example, overlay, addition, alpha synthesis, or chroma key synthesis based on luminance.
In the custom setting, the effect and color of the standby show may further be selected separately for each LED strip 10. Thus, the administrator of the game device 1000 can freely design the content of the performance, thereby providing a more colorful light emission performance. In addition, for the prize acquisition performance, the content of the performance may be set by the administrator similarly.
[ functional constitution of Game device ]
Fig. 22 is a block diagram of a functional configuration of the game device 1000. As shown in fig. 22, the game device 1000 includes an administrator operation unit 102, an administrator display unit 104, a player operation unit 106, a player display unit 108, a sound output unit 110, a communication unit 112, a light emitting unit 1030, a prize acquisition unit 1024, a processing unit 200, and a storage unit 300.
The administrator operation unit 102 is used for an administrator to perform various maintenance operations on the game apparatus 1000. In response to various operation inputs by the administrator, the corresponding operation information is output to the processing unit 200. This function is realized by various sensors such as input devices such as buttons, joysticks, and touch panels, and acceleration sensors. In fig. 1, a touch panel for the administrator, buttons, and the like are provided in the internal space of the body behind the control door 1014, and these correspond to the administrator operation unit 102. Of course, the administrator operation unit 102 and the player operation unit 106 may be integrated into one unit, that is, both units may be provided.
The administrator display unit 104 is used to display various kinds of information related to maintenance to the administrator. Various images and characters are displayed based on the display information input from the processing unit 200. This function is realized by an image display device such as a flat panel display or a touch panel. In fig. 1, an internal space of the body behind the control door 1014 is provided with a touch panel for the administrator and the like, and these correspond to the display unit 104 for the administrator. Of course, the administrator display unit 104 and the player display unit 108 may be integrated into one unit, that is, a display unit for both may be provided.
The player operation unit 106 is used for a player to perform various game operations. In accordance with various operation inputs performed by the player, the corresponding operation information is output to the processing unit 200. This function is realized by various sensors such as input devices such as buttons, joysticks, and touch panels, and acceleration sensors. In fig. 1, the button 1006 corresponds to the player operation unit 106.
The player display unit 108 displays various game related information to the player. Various images and characters are displayed based on the display signal input from the processing unit. Such as by a flat panel display, touch screen, or other image display device.
The sound output unit 110 outputs various game sounds such as effect sound and BGM (background music) based on the sound signal input from the processing unit 200. This function is accomplished by an audio output device such as a speaker, 1010 in fig. 1.
The communication unit 112 is used to connect to a predetermined communication network to realize communication with an external device. Which may be implemented, for example, with wireless communicators and modems, terminal adapters (Terminal adapters), sockets for wired communication cables, and control circuits. In the present embodiment, the communication unit 112 is a cable for connecting two terminals (a terminal and B terminal) of a communication cable for communication connection with the other game apparatus 1000.
The processing unit 200 performs various kinds of arithmetic processing based on the programs and data stored in the storage unit 300, operation signals from the administrator operation unit 102 and the player operation unit 106, received data from the communication unit 112, and the like, and comprehensively controls the operation of the game device 1000. This function is realized by a microprocessor such as a CPU and a GPU, an electronic component such as an ASIC (Application Specific Integrated Circuit), and an IC memory. In the present embodiment, the processing unit 200 includes a communication connection setting unit 202, a packet setting unit 204, a light emission performance setting unit 206, a specific game situation detection unit 208, a specific operation state detection unit 201, a light emission control unit 220, and a prize acquisition game control unit 230.
The communication connection setting unit 202 is used to set whether the own game device is a master or a slave with respect to the other game device 1000. Specifically, in the initial setting, whether the own device is the master or the slave is set according to whether or not the communication cable is connected to the connection terminal (a terminal). That is, if the a terminal is not connected to the communication cable, the initial setting is the host; if the A terminal is connected with a communication cable, the initial setting is a slave unit. Then, if the communication cable is not connected to the connection terminal (B-terminal) of the self-apparatus, it is determined that the self-apparatus is the end of the cascade connection. Further, if the own device is a slave device, the communication connection setting unit 202 can change the communication connection setting by changing the setting operation of the administrator operation unit 102 to a master device or a single device.
The grouping setting unit 204 is used to group a plurality of game devices according to a setting operation by the administrator. In the grouping setting, the game devices of the single game machine are set as an independent group, and the game devices other than the single game machine are grouped in the order of cascade connection with the host machine as the head of each group.
Specifically, if the own device is the master, a notification of "the own device is the master" is sent from the B terminal thereof. The slave units reply to the notification to grasp the group member situation, that is, the head of the group to which the own device belongs and which other game devices (slave units) belong. On the other hand, if the own device is a slave device, the number of the own device is determined by receiving a notification from the master device from the a terminal, and the number of the own device is added to the notification and transmitted from the B terminal to the next game device. If the self device is at the end of the cascade connection or if no reply is received from the B terminal, the self device is determined to be at the end of the group, and the information is added to the notification of the host and sent from the A terminal to the previous game device as a reply. If the device is a single machine, the device is an independent group. In the case of a stand-alone game machine, when a notification or a reply is received from one of the connection terminals (the a terminal or the B terminal), the notification or the reply is transmitted (transferred) from the other connection terminal to another game machine as it is.
The setting contents of the communication connection setting unit 202 and the packet setting unit 204 are stored as communication connection setting data 370. Fig. 23 shows an example of the communication connection setting data 370. As shown in fig. 23, the communication connection setting data 370 stores the type of the own device (whether the master, slave, or stand-alone), the number of the own device in the group, and the number of devices in the group.
The lighting performance setting unit 206 sets selected performance information from a plurality of performance information defining the lighting performance of the light emitting unit. Specifically, the standby performance setting screen (see fig. 21) is used to set the contents of the standby performance, and is displayed on the administrator display unit 104. The administrator performs a setting operation through the administrator operation unit 102 to set the presentation information 380 for the standby presentation from among a plurality of candidates of the presentation information 380 corresponding to different presentation contents. Then, if the own device is the master, the other game device 1000 (slave) in the group to which the number and the base color of the set rendering information are notified.
The show information 380 presented on the standby setting screen is preset in the standby show candidate table 340. In addition, the color primaries to be suggested in the custom setting are preset in the color primary candidate table 350.
Fig. 24 is an example of the standby show candidate table 340. As shown in fig. 24, in the standby performance candidate table 340, the name of the performance and the number of the performance information are stored for each setting method. The settings include "easy settings" for selectable show themes and "custom settings" for selectable show effects and colors. The name of the performance expresses the visual image (mood) of the content of the performance, and the name is displayed on the standby performance setting screen as a candidate of the performance information.
Fig. 25 is an example of the base color candidate table 350. As shown in fig. 25, the base color candidate table 350 holds base colors as candidates and hues as luminescent colors in correspondence.
The setting contents of the light emission performance setting unit 206 are stored in the light emission performance setting data 360. Fig. 26 is an example of the light emission performance setting data 360. As shown in fig. 26, the light emission performance setting data 360 sets in advance the type of light emission performance and the performance number of the corresponding performance information for the light emission performance other than the standby performance. On the other hand, the standby performance may be changed in the initial setting, and may be divided into "self setting" (setting by the light-emitting performance setting section 206 of the self device) and "host setting" (setting based on a notification from the host of the group), and the self setting and the host setting correspond to the performance number and the base color, respectively, in which the performance information is stored. After the primary colors are set, the hue of the luminescent color of the optical component included in the corresponding rendering information is changed to or synthesized with the set primary colors, and then the light emission control is performed according to the rendering information. The optical component included in the performance information is defined in the optical component registration table 400. The light emission color of which optical component can be changed is designated by a light emission color change permission flag 407 in the optical component registration table 400 (see fig. 31).
The specific game situation detection unit 208 detects whether or not the game situation of the own device is a specific game situation. For example, in the standby mode, a specific game situation is assumed when a prize is acquired (prize acquisition situation).
The specific operating state detection unit 210 detects whether or not the operating state of the own device is a specific operating state. For example, the specific operation state is determined when a body failure or a communication connection failure occurs, or when the operation mode is a test mode.
The light emission control unit 220 controls light emission of the light emitting unit based on the selected rendering information. Then, the light emission of the light emitting section is controlled by changing the emission color of the light emission scheme included in the selected performance information to the base color or by combining them. Presentation information for a specific game situation (hereinafter, referred to as "presentation information for a specific game situation") is set in advance. When the specific game situation detection section detects the specific game situation, light emission control (hereinafter, referred to as specific game situation light emission control) is performed on the light emission section based on the specific game situation rendering information. The specific game situation light emission control is performed instead of the light emission control of the light emission unit based on the selected entertainment information, or is combined with the light emission control of the light emission unit based on the selected entertainment information. Similarly, performance information for a specific operation state (hereinafter referred to as "performance information for a specific operation state") is set in advance. When the specific operation state detection unit detects the specific operation state, light emission control (hereinafter, referred to as specific operation state light emission control) is performed on the light emission unit based on the specific operation state rendering information. The specific operation state light emission control is performed instead of the light emission control of the light emitting unit based on the selected performance information, or is combined with the light emission control of the light emitting unit based on the selected performance information. The light emission of each light emitting part is controlled based on the selected performance information determined for each light emitting part.
Specifically, various light emission performances are set in advance according to the operation mode, the operation state, and the game situation of the game device, and each game device performs the light emission performance based on the performance information 380 corresponding to each light emission performance. The correspondence between the type of light emission performance and the performance information 380 is stored in the light emission performance setting data. That is, after the grouping setting is performed, the standby performance starts. If the device is a slave device, the standby performance is performed according to the set performance information 380 notified by the master device of the group; if the device is a master or a stand-alone device, the stand-by performance is performed based on performance information 380 set by the device. In addition, when a specific game situation, such as a prize winning situation, is established, a prize winning performance is performed. When a specific action state, such as a communication connection failure, occurs, a communication connection failure performance is performed. When a specific action state, such as a fuselage failure, occurs, a fuselage failure performance is performed. When it is a specific action state, such as a test mode, a test performance is performed.
When a plurality of performances are performed simultaneously, the high-priority performance is set to cover the low-priority performance according to the priority set for each performance. The priority of the lighting performance is set in advance in the lighting performance priority definition data 330. Fig. 27 is an example of lighting performance priority definition data 330. As shown in fig. 27, the lighting performance priority definition data 330 defines the priority of various lighting performances performed at the game device 1000.
The light emission control section 220 includes a group identification light emission control section 222 and a joint light emission control section 224.
The group identification light-emitting control section 222 performs group identification light-emitting control for the light-emitting section of each group to identify the grouping situation. That is, among the game devices belonging to the same group, the game devices located at the head and/or tail of the group of the cascade connections are subjected to the identification light emission control to distinguish the game devices at both ends of the group. After the start of the game system or after the group setting, the group recognition light emission control is performed.
Specifically, after the group setting unit 204 performs the group setting, the light emission control is performed based on the performance information 380 preset in accordance with the group identification light emission. In this case, the hue of the light-emitting color of the predetermined optical component included in the performance information 380 is changed to the light-emitting color corresponding to the number of game devices in the set, and light-emitting control is performed based on the performance information 380. The optical component included in the performance information 380 is defined in the optical component registry 400. The light emission color of which optical component is to be changed is specified by a light emission color change permission flag 407 of the optical component registration table 400 (see fig. 31).
The corresponding rendering information 380 and the light emission color are stored in the group identification light emission setting data 320. Fig. 28 is an example of the group identification light emission setting data 320. As shown in fig. 28, the group identification light emission setting data 320 stores the performance number of the performance information corresponding to the group light emission identification, and stores the correspondence relationship between the number of devices in each group and the light emission color.
The joint light emission control unit 224 controls the game devices of each group to perform joint light emission so that the light emitting units between the game devices of each group perform joint light emission. When the entire game system is in a standby mode or when any game device of a certain group is in a game state, the joint light emission control is performed. In the joint light emission control, when a certain game device is in a specific game situation, the light emitting unit of each game device in the group in which the game device is located performs specific game situation light emission control, which is light emission control set in advance for the specific game situation. Further, the joint light emission control is performed so that light is transmitted from the game device to each of the other game devices in the same group in order based on the game device in the specific game situation. The joint light emission control includes wave-shaped light emission control in which a light emitting portion is caused to emit light so that a portion emitting light with a predetermined light emission color is arranged along a line of the plurality of light emitting elements and transmitted between the game devices in the group. The plurality of light emitting elements constitute a light emitting section of the game device, and among the light emitting elements, a light emitting element for starting is set in advance. In the joint light emission control, when the light emitting element for activation emits light, the light emitting portions of the other game devices in the group are activated to emit light.
Specifically, the joint lighting performance includes a standby performance and a prize acquisition performance. That is, when the own device is the master, the light emission control is started based on the performance information 380 corresponding to the standby performance in a state where the operation mode is the standby mode. In this light emission control, the LED strips of the other game devices 1000 in the same group are set as the linked parties, and when the linked start condition is satisfied, the linked start information, in which the linked party LED strip, the linkage start position, and the linkage light emission mode are specified, is transmitted to the linked party game device 1000.
In the course of play in the device, after the prize is acquired, that is, after the prize acquisition status is established, the light emission control is started based on performance information 380 corresponding to the prize acquisition performance. In this light emission control, the LED strips of the other game devices 1000 in the same group are used as the linked party, and when the linked start condition is satisfied, the linked start information including the linked party LED strips, the linked start position, and the linkage light emission mode is transmitted to the game device 1000 of the linked party.
When the own device is a slave device, it receives the joint start information transmitted from the other game device 1000 of the group, and performs light emission control based on the joint start information. That is, in the LED strip designated as the interlocked side, the light emission control of the designated interlocked light emitting mode is started from the designated interlocking start position.
The prize acquisition game control unit 230 controls the operation (such as movement or opening and closing of the grip arm) of the prize acquisition unit 1024 based on the operation signal of the player operation unit 106, and performs various kinds of control related to the prize acquisition game.
The storage unit 300 stores: a system program for realizing various functions of the processing unit 200 for comprehensively controlling the game device 1000; programs and data for implementing various functions in the present embodiment. The storage unit 300 also serves as a work area of the processing unit 200, and the processing unit temporarily stores the operation results obtained by executing various programs, the operation signals from the administrator operation unit 102 and the player operation unit 106, and the data from the communication unit 112 in the storage unit 300. It is implemented by storage means such as various IC memories, hard disks, optical disk drives, ROMs, and RAMs. In the present embodiment, the storage unit 300 stores a light emission performance control program 302, light emitting unit configuration information 310, group identification light emission setting data 320, light emission performance priority definition data 330, a standby performance candidate table 340, a base color candidate table 350, light emission performance setting data 360, communication connection setting data 370, performance information 380, and optical component information 420.
The light emission performance control program 302 controls the light emission performance of the game device 1000.
The light emitting unit configuration information 310 is information relating to the LED strip constituting the light emitting unit 1030, and is set and stored in advance. Fig. 29 shows an example of the light-emitting section configuration information 310. As shown in fig. 29, the light emitting unit configuration information 310 stores information such as the number and arrangement direction of LED beads arranged in a plurality of LED strips constituting the light emitting unit 1030.
The performance information 380 is control information for defining the light-emitting performance of the light-emitting unit 1030, and the performance information 380 is set and stored in advance for each performance to be performed in the game device 1000. Fig. 30 is an example of performance information 380. As shown in fig. 30, the performance information 380 includes a performance number 381 as an identification number; a show name 382 which is text information for identifying the show; a performance category 383; a duration 384 for which the performance information is subjected to light emission control; a light emission pattern registration table 390. The show category 383 includes a standby show, a prize acquisition show, a malfunction show, and a test show.
In the light emission pattern registration table 390, the following information is stored for each light emission pattern constituting the performance information: a light emission pattern number 391 which is an identification number of a light emission pattern among the performance information; a control-target LED strip 392; a show start position 393; a composite priority 394; synthetic method 395; a duration 396 of light emission control in the light emission mode; a linkage flag 397 indicating whether or not the light emission mode is a linkage light emission mode; an optical component registry 400; and linkage setting information 410. The control target LED strips 392 are LED strips constituting the light emitting unit 1030, and the number of LED strips to be controlled in the light emission mode is not limited to one, and may be arbitrarily set. The show start position 393 is a start position of lighting control in the control target LED strip 392, and a position is specified in units of LED beads. The composition priority 394 is set so that the lighting pattern does not repeat within the same show information 380. The combination mode 395 is a method for combining the light emission control of the light emission mode with the light emission control of the light emission mode having a lower priority than that of the light emission mode, and an appropriate combination method is selected from overlay, addition, α combination, color key combination, and the like. The optical component registration table 400 is information on optical components constituting the light emission pattern (see fig. 31). The interlock setting information 410 defines the interlock of the lighting performance of the control target LED strip 392 as the interlocking party (see fig. 32).
Fig. 31 is a diagram showing an example of the optical component registration table 400. As shown in fig. 31, the optical component registration table 400 defines an optical component number 401, a delay time 402 of the light emission control start time of the optical component with respect to the light emission control start time of the light emission pattern, a duration 403 of light emission control of the optical component, a synthesis priority 404, a synthesis method 405, an interlocking direction flag 406, and a light emission color change permission flag 407 for each optical component constituting the light emission pattern. The compositing priority 404 is set so that the optical components do not repeat within the same lighting pattern. The synthesizing method 405 is a synthesizing method of the light emission control of the optical component with respect to the light emission control of the optical component having a higher priority, and an appropriate synthesizing method is selected from synthesizing methods such as overlay, addition, α synthesis, and color key synthesis. An interlocking square mark 406 indicates the light emission of the optical component as an interlocking start point. The luminescent color change permission flag 407 indicates whether or not the luminescent color for the light emission control of the optical component can be changed.
From among the optical components set in advance in the optical component information 420, an optical component is selected and registered in the optical component registration table. In one light emission mode, the same optical component may be registered repeatedly.
Fig. 32 shows an example of the linkage setting information 410. As shown in fig. 32, the interlock setting information 410 includes setting information of an interlock party, such as an interlock start position 411 in the control target LED strip 392 as the interlock party; the linked party setting information includes, for example, a linked party LED strip 412 (including the device number of the game device 1000 in which the LED strip is provided), a linkage start position 413 in the linked party LED strip 412, and a linkage light emission pattern number 414 (including a show number).
Fig. 33 is an example of the optical component information 420. As shown in fig. 33, the optical component information 420 includes an optical component number 421 as the component identification number, a category 422, a luminescent color determination method 423, a luminescent range 424, luminescent color definition information 425, a transfer speed 426, and an attenuation coefficient 427. The category 422 indicates a visual image of a "light emission mode" when the optical component performs light emission control. The different types 422 differ in the light emission position, light emission color, light emission luminance, and change pattern with time of the light emission range (see fig. 4). The luminescent color determining method 423 determines luminescent colors and luminescent brightness at positions other than the luminescent position. The luminescent color determination method 423 includes, for example: "copy" which is the same as the emission color and the emission luminance of the emission position; "gradation" in which the light emission color is the same as that of the light emission position, but the light emission luminance increases or decreases according to the distance from the light emission position (specifically, the number of LED beads counted from the light emission position). The light-emitting range 424 is a range in which the light-emitting color and the light-emitting brightness are to be determined, such as "all" (i.e., all LED beads) and "n LED beads" (the number of LED beads based on the light-emitting position). The luminescent color definition information 425 is used to define the luminescent color of the luminescent position. The luminescent color is expressed by an HSV color space, and hue (H), saturation (S), and value (V) respectively define the values of the starting time of the light emission control by the optical component, i.e., initial values; the change period with time, and the like. The transfer speed 426 indicates a speed of change in changing the light emitting position with time, such as a length of change per unit time or the number of LEDs. The attenuation coefficient 427 indicates a change speed when the light emission luminance at the light emission position is changed with time, for example, a rate at which the light emission luminance increases or decreases with respect to the start timing of the light emission control.
[ treatment procedure ]
Fig. 34 is a flowchart of light emission rendering control processing executed by the game device 1000. This processing is realized by the processing unit 200 executing the light emission rendering control program 302.
First, the power supply of the device is turned on (step S1), and the communication connection setting unit 202 confirms the communication connection setting (whether the master unit, the slave unit, or the single unit) of the device (step S5). At this time, if a communication connection failure is detected (step S7: YES), the light emission control unit 220 performs a communication connection failure performance until the communication connection failure is resolved (step S11: NO) (step S9). If no communication connection failure is detected (step S7: NO), the flow proceeds to step S16, and the light emission control unit 220 starts standby rendering (step S16).
The communication connection failure is eliminated (step S11: YES), and then, if the device is the master, the packet setting section 204 transmits a predetermined notification; if the device is a slave device, the device is returned to the notification from the master device, and thereby, the other game devices in the same group and the device numbers of the device themselves are set and grouped (step S13). After the grouping is completed, the light emission control unit 220 performs the grouping recognition light emission in accordance with the light emission color set in accordance with the number of game devices in the group for a predetermined time (step S15). Then, the light emission control unit 220 starts standby rendering (step S16).
When the operation mode is switched to the test mode (step S17: YES), the light emission control unit 220 starts test rendering (step S19). The test performance is performed until the test mode is finished (switched to another operation mode).
When the operation mode is switched to the setting mode (step S21: "YES"), the packet setting unit 204 performs the grouping again in the setting mode if the communication connection setting is changed (step S23: "YES") (step S25). Then, the light emission control unit 220 performs group recognition light emission in accordance with the light emission color corresponding to the number of game devices of each of the reset groups within a predetermined time period (step S27).
When any game device 1000 in the group is in the prize acquisition state (step S29: yes), the light emission control unit 220 performs a prize acquisition performance (step S31). That is, when the game status of the device becomes the prize acquisition status, the device starts the light emission control according to the performance information corresponding to the prize performance, thereby performing the prize acquisition performance; if the game status of the other game devices in the group is the prize acquisition status, a prize acquisition performance is performed based on the joint start information transmitted from the other game devices.
If the body fault is detected in the self-apparatus (step S33: YES), the light emission control unit 220 performs body fault rendering (step S35) before the body fault is eliminated (step S37: NO).
Thereafter, it is judged whether or not the power supply is instructed to be turned off, and if not instructed (step S39: NO), the process returns to step S7. If the power off is instructed (step S39: YES), all the performances in execution are ended (step S41), and the power of the apparatus is turned off (step S43).
[ Effect of the invention ]
As described above, according to the present embodiment, the light emission pattern includes the optical component and the light emission mode, and by combining the light emission patterns, the performance information can be easily created, and the light emission performance of the light emission unit 1030 of the game device 1000 is defined by the performance information. Since the optical member and the light emission pattern are control data in which any one of the light emission position, the light emission color, and the light emission luminance is changed with time, it is possible to create performance information in which the light emission position, the light emission color, and the light emission luminance are changed variously by combining the optical member and the light emission pattern. However, the optical component may be control data in which the light emission position, the light emission color, and the light emission luminance do not change with time, and thus may be used to express a "fixed background" or a "fixed background color". Further, the optical component and the light emission pattern may be shared by different performance information, and by creating a plurality of optical components and light emission patterns and combining them, performance information of a plurality of contents can be created, thereby enabling various light emission performances, and the degree of freedom and flexibility in designing the light emission performance of the light emitting unit 1030 can be improved.
In addition, the game device 1000 is installed in a play facility, and it is possible to easily add or change performance information, and to freely combine effects and colors, thereby realizing customized performance with unique features. Thus, the manager of the amusement facility can appropriately perform various rich light emission performances in accordance with various situations such as the type of game, the event, the season, the target customer group, the lighting of the store, the installation location and the number of installed game devices, and the change in layout.
Further, a plurality of game devices 1000 are cascade-connected to constitute a game system. In each of the groups, the light emitting unit 1030 of the game device 1000 performs group identification light emission control. The light emitting units 1030 of the game devices 1000 of each group perform the combined light emission control. Thus, the administrator can easily grasp the grouping situation between the game devices 1000 by observing the grouping recognition light emission of each game device 1000.
[ modified examples ]
The embodiment to which the present invention can be applied is not limited to the above-described embodiment, and can be appropriately modified within a range not departing from the gist of the present invention.
(A) Composition of game system
In the above embodiment, a plurality of game devices 1000 are cascade-connected via a communication cable, whereby a game system can be configured. As shown in fig. 35, the server apparatus 1200 and the plurality of game apparatuses 1000 constitute a game system via the communication network N.
As shown in fig. 35, in the game system, a server 1200 takes on a part of the functions of the host computer. That is, the server apparatus 1200 performs grouping according to the communication connection setting (master, slave, stand-alone) of the game apparatus 1000. For example, a temporary number is registered in advance in each game machine 1000 according to the installation layout of the game machine 1000, the temporary numbers are grouped as the connection order of cascade connection, and the machine number of each game machine 1000 of each group is specified. The communication connection setting of the game device 1000 may be set by an administrator on the game device or may be set in the server device 1200.
Further, communication between each group via the communication network enables a joint lighting performance between each group of game devices 1000 as in the above-described embodiment. That is, the standby performance starts with reference to the host machine, and the prize acquisition performance starts with reference to the game device in which the prize acquisition status is set.
(B) Structure of light emitting part 1
The number and the arrangement position of the LED strips are not limited to those described above, and the LED strips may be arbitrarily arranged according to the size and the shape of the body, as the light emitting portion 1030 is provided on the game device 1000. In the above embodiment, the game apparatus 1000 is shown as a single player game apparatus for playing by one player, but a double player game apparatus 1000A may be used as shown in fig. 36.
In the game device 1000A shown in fig. 36, the inside of the main body is divided into two game spaces by the casing, and two players can play a prize acquisition game at the same time. Further, since each play space of the game device 1000A can independently perform a light emission performance, the light emitting unit 1030 has a total of 6 LED strips: two upper LED strips 10a, 10a arranged along the left-right direction on the upper side of the housing; two lower LED lamp strips 10b and 10b are arranged below the shell along the left-right direction; a right LED strip 10c disposed on the right side of the housing; a left LED strip 10d provided on the left side of the housing.
(C) Structure of light emitting part 2
In the above embodiment, the light emitting unit 1030 is implemented by the LED strip, but the present invention is not limited to the LED strip, and may be implemented by any method as long as a plurality of light emitting elements are arranged, for example, a plurality of LEDs are arranged in an arbitrary manner to form one aggregate, and one aggregate corresponds to one LED strip of the above embodiment.
(D) Light emission control unit 1 of performance information
In the above embodiment, the show information (more precisely, the light emission pattern and the optical component constituting the show information) is subjected to light emission control in units of one LED strip 10 having a physical structure (solid structure). Of course, regardless of their physical structures, by software control, an arbitrary number of LED strips may be set as one group, and light emission control may be performed on a group-by-group basis. Specifically, one LED strip in a physical structure can be set into two LED strips through software, or the two LED strips in the physical structure can be set into one connected LED strip through software.
For example, as shown in fig. 36, in the game device 1000A, the two upper LED strips 10A and the two lower LED strips 10b and 10b are physically configured, but in terms of software, the adjacent ends thereof may be set in a connected state to form a "single LED strip". In addition, although not shown in the drawings, in the game device 1000A, if only one upper LED strip 10A and one lower LED strip 10b are physically provided, the software may be divided into "two LED strips" at their central portions.
(E) Unit 2 of lighting control of performance information
The light emission control is performed based on the performance information (more precisely, the light emission pattern and the components constituting the performance information). In the above embodiment, the LED strip is formed by linearly arranging a plurality of LED beads as light emitting elements, and light emission control is performed in units of the LED strip. In addition, regardless of the arrangement position, for example, light emission control can be performed in units of "LED aggregate" or "LED group" formed by a plurality of LED lamp beads. For example, in the game device 1000, a plurality of LED strips 10 are arranged in parallel, and a plurality of LED beads arranged in a matrix form an "LED block". In addition, in one LED lamp strip, counting from one end, LED lamp beads at odd positions form an LED group, and LED lamp beads at even positions form an LED group.
(F) Combined luminous performance
A plurality of game devices 1000 form a group, and perform a joint lighting performance in units of a group. The joint lighting show can implement two show modes: "synchronous rendering mode" in which all the game devices 1000 of one group perform the same light-emitting rendering at the same time; the "joint rendering mode" has been described as a representative example of joint light rendering in the above embodiment, that is, the timing and content of light rendering of each game device 1000 in the group are different. The administrator can set the host game machine 1000 for each group according to which performance mode the performance is performed. In the setting mode of the game device 1000, the administrator can change the slave unit to the master unit or the single unit (change of communication connection setting). Preferably, the entertainment mode may be selected and set in the change of the communication connection setting of the setting mode.
Fig. 37 is an example of a setting screen for communication connection setting. Fig. 37 (a) is an example of a screen in which the cascade connection is initially set as the master, and fig. 37 (b) is an example of a screen in which the cascade connection is initially set as the slave. As shown in fig. 37 (a), the host can select and set from two performance modes of the joint lighting performance. As shown in fig. 37 (b), the game device 1000 as a slave unit may be held as a slave unit (shown as "slave unit" in fig. 37 (b)), or may be selectively set as a single unit or a master unit. When the host is changed, the performance mode of the combined lighting performance can be further selected.
The game device 1000 stores performance information for realizing a light emission performance, and two performance modes (a synchronous performance mode and a joint performance mode) are stored for each of the performance information. In the above embodiment, the joint lighting show mode includes the standby show and the prize acquisition show, and show information for the synchronous show mode and show information for the joint show mode are stored for the two shows. The standby show stores a plurality of show information, and expresses each theme. The administrator can also set the theme of the standby show from the alternative candidate list, and therefore, each show information holds the show information for the synchronous show mode and the show information for the joint show mode. Specifically, in the standby performance candidate table 340 (see fig. 24), the performance numbers as the performance information corresponding to the performance names correspond to two types for the synchronous performance mode and the joint performance mode, respectively.
Likewise, the administrator can set the content of the prize acquisition show. That is, the administrator can set the content of the prize obtaining performance by selecting the performance information corresponding to the theme. Each piece of performance information stores piece of performance information for the synchronous performance mode and piece of performance information for the joint performance mode.
(G) Group identification lighting
In the above embodiment, the light emitting unit 1030 of the game device 1000, i.e., the LED strips 10a to 10b, is subjected to group recognition light emission (see fig. 12). The purpose of the group identification light emission is to make it easier for the administrator to grasp the grouping situation, so the following manner may also be adopted. For example, a performance is performed such that light is sequentially transmitted from the game device 1000 (master) at the head of the group to the game device 1000 at the end of the group in the order of connection. In order to emphasize the boundary of the group, for example, the game device 1000 at the head of the group and the game device 1000 at the end of the group emit light in a blinking manner, or only the game device 1000 at the head of the group and the game device 1000 at the end of the group transmit light between their respective LED strips. It is only necessary to adopt a light emitting method in which the front and rear game devices are different from the middle game device.
(H) Kind of game
The game device in the above embodiment has been described by taking only the example of the prize acquisition game, but may be any other type of game. Such as a coin hopper or other electronic gaming device, may also be suitable.

Claims (12)

1. A game device is characterized by comprising:
a light emitting section provided with a plurality of light emitting elements;
a setting operation section that sets selection rendering information from among a plurality of rendering information defining the lighting rendering of the light emitting section, and sets a base color from among a plurality of base color candidates; and
a control unit that controls light emission of the light emitting unit based on the selected performance information,
the performance information includes a light emission scheme, wherein the light emission scheme is control data in which at least one of a light emission position, a light emission color, and a light emission luminance changes with the passage of time, and different pieces of the performance information can share the light emission scheme,
the control section changes the emission color of the emission scheme included in the selected rendering information to the base color, or synthesizes the emission color of the emission scheme included in the selected rendering information with the base color to control the emission of the emission section.
2. A gaming apparatus as defined in claim 1,
the performance information includes a plurality of the light emission schemes for causing the same light emitting element to emit light at the same timing,
the control unit performs a composite light emission control according to a predetermined composite method so that the plurality of light emission patterns emit light from the same light emitting element at the same timing.
3. Gaming apparatus according to claim 2,
the rendering information includes information for specifying a synthesis method of the synthesis methods, and the control unit performs the synthetic light emission control according to the specified synthesis method.
4. A gaming apparatus as defined in claim 3,
the synthesis manner includes priorities of the respective lighting schemes to be synthesized.
5. Game apparatus according to any one of claims 1 to 4,
the light emission pattern includes a wavy light emission pattern that emits light in a manner that a portion emitting light with a predetermined light emission color sequentially passes along an arrangement order of the plurality of light emitting elements of the light emitting section.
6. Game apparatus according to claim 5,
the show information includes information for specifying a wavy light emission start position, which is a position at which the wavy light emission pattern starts to emit light in the light emitting section,
the control unit controls so that light emission in the wave-shaped light emission pattern is started with the wave-shaped light emission start position as a start point.
7. The game device according to any one of claims 1 to 4, further comprising:
a specific game situation detection unit that detects whether or not the game situation of the game device is a specific game situation,
when the specific game situation detection section detects the specific game situation, the control section executes specific game situation light emission control on the light emission section, the specific game situation light emission control being light emission control on the light emission section based on specific game situation time performance information that is performance information set in advance for the specific game situation time,
the control unit causes the specific play situation light emission control to replace the light emission control of the light emission unit based on the selected play information, or causes the specific play situation light emission control to be combined with the light emission control of the light emission unit based on the selected play information.
8. The game device according to any one of claims 1 to 4, further comprising:
a specific operating state detecting unit that detects whether or not an operating state of the game device is a specific operating state,
the control section performs specific operation state light emission control on the light emitting section when the specific operation state detection section detects the specific operation state, the specific operation state light emission control being light emission control on the light emitting section based on specific operation state performance information which is preset performance information for the specific operation state,
the control unit causes the specific operation state light emission control to replace the light emission control for the light emission unit based on the selected performance information, or causes the specific operation state light emission control to be combined with the light emission control for the light emission unit based on the selected performance information.
9. A game apparatus according to any one of claims 1 to 4, wherein the game apparatus comprises:
a plurality of the light-emitting sections,
the setting operation section determines selection performance information to be executed for each of the light emitting sections,
the control unit controls the light emission of each of the light emitting units based on the determined selected performance information.
10. Game apparatus according to any one of claims 1 to 4,
the game device provides a prize acquisition game, a player acquires a prize in a game space by performing an operation of moving a prize acquisition unit,
the game space is a space surrounded by the housing,
the light emitting portion is provided at a peripheral portion of the housing.
11. The game device according to any one of claims 1 to 4, further comprising:
a communication unit for communicating with another game device; and
a relationship setting unit for setting whether the game device is a master or slave of the other game device,
the control unit includes:
a host cooperation control unit configured to transmit cooperation start information to the other game device when the game device is set as the host; and
and a slave unit cooperation control unit for performing light emission control of the light emission unit based on the cooperation start information received from the other game device when the game device is set as the slave unit.
12. Gaming apparatus according to claim 11,
the host-use combination control unit transmits the combination start-up information in accordance with light emission of a start-up light-emitting element that is a light-emitting element specified in advance among a plurality of light-emitting elements that constitute the light-emitting unit.
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