JP2004287057A - Game machine - Google Patents

Game machine Download PDF

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Publication number
JP2004287057A
JP2004287057A JP2003078713A JP2003078713A JP2004287057A JP 2004287057 A JP2004287057 A JP 2004287057A JP 2003078713 A JP2003078713 A JP 2003078713A JP 2003078713 A JP2003078713 A JP 2003078713A JP 2004287057 A JP2004287057 A JP 2004287057A
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Japan
Prior art keywords
display
identification information
appearance
image
control
Prior art date
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Granted
Application number
JP2003078713A
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Japanese (ja)
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JP3795026B2 (en
Inventor
Sanji Arisawa
Sadao Ioki
Seijiro Tomita
定男 井置
誠次郎 富田
三治 有沢
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Sophia Co Ltd
株式会社ソフィア
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Application filed by Sophia Co Ltd, 株式会社ソフィア filed Critical Sophia Co Ltd
Priority to JP2003078713A priority Critical patent/JP3795026B2/en
Publication of JP2004287057A publication Critical patent/JP2004287057A/en
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Publication of JP3795026B2 publication Critical patent/JP3795026B2/en
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Abstract

<P>PROBLEM TO BE SOLVED: To match the stereoscopic recognition of stereoscopically displayed identification information by a player and the improvement of the interest in a variation display game by to an improvement in the visibility of the identification information in the variation display game. <P>SOLUTION: An image display device 8 capable of three-dimensionally displaying images by independently displaying the images for the left eye and for the right eye and a direction controller 150 for performing the variation display game by variably displaying a plurality of the identification information in a display region of the image display device 8 are equipped with a texture forming means for constituting texture by superposing the identification information and a foreground or background in the depth direction of the image display device 8 and a display position control means for controlling the appearance position of the three-dimensional images in the depth direction thereof by changing the display positions of the left eye image and right eye image of the texture displayed on the image display device 8. The display position control means regulates the projection of the appearance position of the identification information in the depth direction more to a player side than the foreground. <P>COPYRIGHT: (C)2005,JPO&NCIPI

Description

[0001]
TECHNICAL FIELD OF THE INVENTION
The present invention relates to a gaming machine such as a pachinko machine, a slot machine, an arcade game machine, and the like provided with an image display device, and particularly to a gaming machine provided with a stereoscopic image display device that allows a player to view stereoscopically.
[0002]
[Prior art]
As a conventional gaming machine, when a game ball wins at a predetermined winning opening, a number, a symbol, a pattern, or the like is variably displayed on a drum or a display arranged substantially in the center of a pachinko gaming board, and the same number or the like is displayed. There is a type in which a predetermined number of prize balls are played with a case where they stop together as a jackpot. The image displayed on the display that performs the variable display is a planar two-dimensional image. In order to further enhance the display effect, an image corresponding to the left and right eyes using a lenticular lens having sharp directivity. A device that provides information and displays a planar image as a stereoscopic image has been proposed.
[0003]
In addition, in a stereoscopic display device that displays such a stereoscopic image, a right-eye polarization filter unit and a left-eye polarization filter unit whose polarization directions are orthogonal to each other on the left and right sides of the front of the light source are arranged, and each of the light beams passing through each filter unit is arranged. The liquid crystal display element is irradiated with light as parallel light by a Fresnel lens, and each of the polarization filters on both sides of the liquid crystal display element is alternately arranged with linear polarization filter line sections orthogonal to each other for each horizontal line, and a light source. The opposite linear polarization filter line sections on the observation side and the observation side have orthogonal polarization directions, and the liquid crystal panel of the liquid crystal display element has one horizontal line for the right eye and one for the left eye in accordance with the light transmission lines of the two polarization filters. The video information was alternately displayed. Also, the light source side polarization filters are arranged alternately with linear polarization filter line portions orthogonal to each other for each horizontal line, and the observation side polarization filter is a linearly polarized light having one linear polarization filter line portion of the light source side polarization filter. As a filter, a liquid crystal panel of a liquid crystal display element has been proposed which alternately displays right-eye and left-eye video information for each horizontal line in accordance with a light-transmitting line of a polarizing filter on a light source side.
[0004]
[Patent Document 1]
Japanese Patent Application Laid-Open No. 7-31729 [Patent Document 2]
JP-A-10-63199
[Problems to be solved by the invention]
However, in the above-described conventional gaming machine that displays a stereoscopic image, it is difficult for a player to recognize the identification information to be displayed in a variable manner as a stereoscopic image. In some cases, the interest in the change in the identification information of the user was lost. As described above, many attempts have been made to achieve both the variable display and the stereoscopic image, such as playing the variable display game using the identification information displayed by the three-dimensional image, but most of them are supported by the player. It ends up as a short-lived gaming machine.
[0006]
The present invention has been made in view of the above-described problems, and has been made in consideration of the above-described problems. A player has a stereoscopic vision recognition of identification information displayed in a stereoscopic manner, and a variable display game by improving the visibility of identification information in a variable display game. It is an object of the present invention to provide a gaming machine cooperating with the improvement of interest in entertainment.
[0007]
[Means for Solving the Problems]
A first invention includes an image display device that displays an image that can be stereoscopically viewed by the parallax effect of the left and right eyes, and a display control unit that controls a display of a plurality of pieces of identification information, and is displayed on the image display device. In a gaming machine capable of performing a variable display game in which identification information is variably displayed and generating a special game state in which a specific game value is provided in relation to a result mode of the variable display game,
The display control unit includes an appearance position control unit that changes an amount of parallax between a left-eye image and a right-eye image displayed on the image display device to control an appearance position of a stereoscopic image in a depth direction. Means for identifying the identification information appearance position control means for controlling the appearance position of the identification information, and recognizing the identification information positioned in the back direction with a translucent or window portion including and overlapping the display area of the identification information. Foreground display appearance position control means for controlling the appearance position of the foreground display that has been enabled, wherein the identification information appearance position control means is configured such that parallax is set in the identification information, and the observer is displayed from the display surface of the image display device. When the three-dimensional image appears to protrude to the side, the parallax amount of the identification information is controlled within a range not exceeding the parallax amount of the foreground display controlled by the foreground display appearance position control means.
[0008]
In a second aspect based on the first aspect, the display control means can change the size of the identification information and the foreground display, and makes the change in the foreground display smaller than the change in the identification information. Set.
[0009]
In a third aspect based on the first or second aspect, when the identification information and the appearance position of the foreground display change,
The foreground display appearance position control means changes the appearance position of the foreground display more slowly than the identification information appearance position control means changes the appearance position of the identification information.
[0010]
In a fourth aspect based on any one of the first to third aspects, the foreground display appearance position control means increases the transmittance of the foreground display as the amount of parallax of the foreground display increases. .
[0011]
Further, the fifth invention includes an image display device that displays an image that can be stereoscopically viewed by a parallax effect of the left and right eyes, and a display control unit that controls a variable display of a plurality of pieces of identification information. In a gaming machine capable of performing a variable display game for variably displaying the identified information, and generating a special game state for providing a specific game value in association with a result mode of the variable display game,
The display control unit includes an appearance position control unit that changes an amount of parallax between a left-eye image and a right-eye image displayed on the image display device to control an appearance position of a stereoscopic image in a depth direction. The means includes identification information appearance position control means for controlling the appearance position of the identification information, and background display appearance position control means for controlling the appearance position of the background display that includes the display area of the identification information and overlaps, The identification information appearance position control means controls the background display appearance position control means when a parallax is set in the identification information and a stereoscopic image that is retracted from the display surface of the image display device toward the observer appears. The parallax amount of the identification information is controlled within a range not exceeding the parallax amount of the background display.
[0012]
In a sixth aspect based on the fifth aspect, the display control means can change the size of the identification information and the background display, and makes the change in the background display smaller than the change in the identification information. Set.
[0013]
In a seventh aspect based on the fifth aspect or the sixth aspect, when the identification information and the appearance position of the background display change, the background display appearance position control means sets the identification information appearance position control means to the identification information. The appearance position of the background display is changed more slowly than the appearance position of the background image is changed.
[0014]
In an eighth aspect based on any one of the fifth to seventh aspects, the background display appearance position control means increases the transmittance of the background display as the amount of parallax of the background display increases. .
[0015]
【The invention's effect】
Therefore, in the first invention, since the appearance position (display position) of the identification information does not protrude toward the player side than the foreground, the player can jump out of the identification information by using the foreground as a stereoscopic index. The position can be easily understood, the stereoscopic view of the identification information can be easily obtained, and the stereoscopic effect can be easily obtained. When the display is changed, the visibility of the identification information can be increased, and the interest in the change display can be improved. . In addition, since a transparent or translucent area is provided inside the foreground to make the identification information behind visible, the identification information superimposed and displayed can be easily seen.
[0016]
Also, in the second invention, the change in the foreground display is set smaller than the change in the identification information, so that the player can easily understand the pop-out position of the identification information, and the stereoscopic vision of the identification information is facilitated. This makes it easy to obtain the information, and when the variable display is performed, the visibility of the identification information can be increased, and the interest in the variable display can be improved.
[0017]
According to the third aspect of the present invention, the change of the appearance position of the foreground display is made slower than the change of the appearance position of the identification information, so that stereoscopic vision using the foreground as an index in the depth direction is easily performed. be able to.
[0018]
According to the fourth aspect of the present invention, the crosstalk when the parallax between the left-eye image and the right-eye image increases is increased by increasing the transmittance of the foreground display as the amount of parallax of the foreground display increases.
[0019]
Further, in the fifth invention, since the appearance position of the identification information does not protrude further from the display surface than the background, the player can determine the pop-out position of the identification information by using the background as a stereoscopic index. This makes it easier to understand, facilitates stereoscopic viewing of the identification information, and makes it easier to obtain a stereoscopic effect. When the display is changed, the visibility of the identification information can be increased, and the interest in the change display can be improved.
[0020]
Further, in the sixth invention, by setting the change in the background display to be smaller than the change in the identification information, the player can easily understand the pop-out position of the identification information, and the stereoscopic view of the identification information can be made easier. It is easy to obtain a three-dimensional effect, it is possible to enhance the visibility of the identification information when performing variable display, and it is possible to improve interest in variable display.
[0021]
According to the seventh invention, the appearance position of the background display is changed more slowly than the appearance position of the identification information, so that the stereoscopic vision using the background as an index in the depth direction is easily performed. be able to.
[0022]
In the eighth invention, the crosstalk when the parallax between the left-eye image and the right-eye image increases can be suppressed by increasing the transmittance of the background display as the amount of parallax of the background display increases.
[0023]
BEST MODE FOR CARRYING OUT THE INVENTION
Hereinafter, embodiments of the present invention will be described with reference to the drawings.
[0024]
FIG. 1 is a front view showing the overall configuration of a gaming machine (CR machine with a card ball lending unit) according to an embodiment of the present invention.
[0025]
The front frame 3 of the gaming machine (pachinko gaming machine) 1 is assembled to a main body frame (outer frame) 4 via a hinge 5 so as to be openable and closable, and the gaming board 6 is mounted on a storage frame attached to the back of the front frame 3. Is stored.
[0026]
A game area surrounded by guide rails is formed on the surface of the game board 6, and a center case 11 in which an image display device (special symbol display device) 8 is provided is disposed substantially at the center of the game area. In the lower part, a variable winning device 10 having a large winning opening is arranged, and in the game area, each winning opening 15, a starting port 16, an ordinary symbol display 7, an ordinary variable winning device 9 and the like are arranged. A cover glass 18 is attached to the front frame 3 as a front component that covers the front of the game board 6.
[0027]
The display screen of the image display device 8 is configured by an LCD (liquid crystal display). A plurality of variable display areas are provided in an area (display area) where an image of the display screen can be displayed, and in each of the variable display areas, identification information (special symbol, normal symbol) or a character that creates a variable display game is displayed. Is displayed. That is, symbols (for example, numbers “0” to “9” and letters “A” and “B”) assigned as identification information are displayed in the variable display areas provided on the left, middle, and right sides of the display screen. Twelve types of characters) are displayed in a variable manner, and a variable display game is performed. In addition, an image based on the progress of the game is displayed on the display screen.
[0028]
Below the image display device 8, a starting port 16 having a normal fluctuation winning device (ordinary electric accessory) 9 is arranged, and a normal symbol starting gate 14 is arranged at predetermined positions on the left and right of the game area.
[0029]
In the gaming machine of the present embodiment, a game is performed by launching a game ball (pachinko ball) from a hit ball launching device (not shown) toward the game area, and the launched game ball is placed at various points in the game area. Flows down the game area while changing the rolling direction by a rolling guide member 12 such as a windmill arranged at the bottom of the game area, or wins at the starting port 16, the general winning port 15, and the special variable winning device 10. It is discharged from the provided outlet. The winning of the game ball to the general winning opening 15 is determined by N winning sensors 51.1 to 51. N (see FIG. 2).
[0030]
When a game ball wins in the starting port 16, the general winning port 15, and the special variable winning device (large winning port) 10, a number of prize balls according to the type of the winning port that is won are discharged from the payout unit (discharging device). It is supplied to the supply plate 21.
[0031]
When a game ball is awarded to the starting port 16, the image display device 8 starts a variable display game in which the identification information composed of the numbers and the like described above is sequentially displayed in a variable manner, and an image relating to the variable display game is displayed. When a winning in the starting opening 16 is made at a predetermined timing (specifically, when a special symbol random number counter value at the time of winning detection is a winning value), a big hit state is established, and three display symbols are aligned. Stop at (big hit symbol). At this time, the special variable prize winning device 10 closes the state where the special winning opening does not accept the game ball for a predetermined time (for example, 30 seconds) by energizing the special winning opening solenoid 10A (see FIG. 2). Is changed from an unfavorable state to an open state (a state advantageous to the player) in which game balls can be easily received. That is, since the special winning opening is greatly opened for a predetermined period of time, a game value that the player can acquire many game balls during this period is provided.
[0032]
The winning of the game ball to the starting port 16 is detected by the special symbol starting sensor 52 (see FIG. 2). The special symbol random number counter value extracted according to the passing timing of the game ball is stored in a predetermined storage area (special symbol winning storage area) in the game control device 100 as a special symbol winning memory for a predetermined number of times (for example, a maximum of consecutive numbers). (4 times). The number of the special symbol winning storage is displayed in a special symbol storage state display area provided on a part of the display screen of the image display device 8. The game control device 100 performs a variable display game on the image display device 8 based on the special symbol winning memory.
[0033]
The winning of the game ball to the special variable winning device 10 is detected by the count sensor 54 and the continuation sensor 55 (see FIG. 2).
[0034]
When the game ball passes through the ordinary symbol starting gate 14, the ordinary symbol display unit 7 starts to display a variation of the ordinary symbol (for example, a symbol consisting of a single digit). When the passage to the ordinary symbol starting gate 14 is detected at a predetermined timing (specifically, when the ordinary symbol random number counter value at the time of detecting the passage is a winning value), the ordinary symbol hits, and The symbol stops at the hit symbol (hit number). At this time, the normal variable winning device 9 provided in front of the starting port 16 keeps the entrance to the starting port 16 for a predetermined time (for example, 0.5) by energizing the normal electric accessory solenoid 9A (see FIG. 2). (Seconds), and the possibility of winning the game ball to the starting port 16 is increased.
[0035]
The passing of the game ball to the ordinary symbol starting gate 14 is detected by the ordinary symbol starting sensor 53 (see FIG. 2). The normal symbol random number counter value extracted according to the passing timing of the game ball is stored in a predetermined storage area (normal symbol winning storage area) in the game control device 100 as a normal symbol winning memory for a predetermined number of times (for example, a maximum of consecutive numbers). (4 times). The stored number of the ordinary symbol prize storage is displayed on the ordinary symbol storage state display 19 comprising a predetermined number of LEDs provided on the right side of the variable prize winning device 10. The game control device 100 performs a winning lottery on the normal symbol based on the normal symbol winning memory.
[0036]
Decorative light emitting devices such as decorative lamps and LEDs are provided at key points in the gaming machine. That is, the center case 11 provided at the center of the game board and the attacker provided at the lower part of the game board (around the variable winning device 10) are provided with decorative lamps which emit light in accordance with the progress of the game. Further, side case lamps are provided on upper left and right sides of the game board, and side lamps 33 are provided on left and right sides of the game board. In addition, a game frame decoration lamp is provided in the game frame. These lamps are turned on in accordance with the progress of the game, so that the interest of the player in the game continues. The front frame 3 above the cover glass 18 is provided with a first notification lamp 31 and a second notification lamp 32 for notifying a state such as abnormal discharge of a sphere by lighting.
[0037]
An upper plate 21 for supplying a ball to the hitting / launching device is provided on an opening / closing panel 20 below the front frame 3, and a lower plate 23 and an operation unit 24 of the hitting / launching device are arranged on a fixed panel 22. In addition, a sound output device (speaker) is provided.
[0038]
An operation panel 26 for the card ball lending unit 2 is formed on the outer surface of the upper plate 21 of the gaming machine 1 and has a card balance display section (not shown) for displaying a card balance, a ball lending switch 28 for commanding a ball lending, a card lending switch, A card return switch 30 for instructing the return of the card is provided.
[0039]
The card ball lending unit 2 has a card reader / writer and a ball lending control device for reading and writing data of a card (a prepaid card or the like) inserted into the card insertion section 25 on the front face.
[0040]
FIG. 2 is a block diagram showing a part of a control system centered on the game control device 100 of the gaming machine according to the embodiment of the present invention.
[0041]
The game control device 100 is a main control device that comprehensively controls the game, a CPU that controls the game control, a ROM that stores invariable information for the game control, and a RAM that is used as a work area at the time of the game control. , An input interface 102, an output interface 103, an oscillator 104, and the like.
The gaming microcomputer 101 includes various detection devices (general winning opening sensors 51.A to 51.N, special symbol start sensor 52, ordinary symbol start sensor 53, count sensor 54, continuation sensor 55) via the input interface 102. In response to the detection signal from, various processes such as a jackpot lottery are performed. Then, via the output interface 103, various control devices (effect control device 150, discharge control device 200, decoration control device 250, sound control device 300), the normal symbol display 7, the normal electric accessory solenoid 9A, the special winning opening A command signal is transmitted to the solenoid 10A and the like to control the game in a comprehensive manner.
[0042]
The discharge control device 200 controls the operation of the payout unit based on the prize ball command signal from the game control device 100 to discharge the prize balls. Further, based on the ball lending request from the card ball lending unit 2, the operation of the payout unit is controlled to discharge the ball lending.
[0043]
Based on a command signal from the game control device 100, the decoration control device 250 controls a decoration light, a decoration light emitting device such as an LED (a decoration lamp in the center case 11, a decoration lamp in the attacker, a side lamp 33, a side case lamp). , A game frame decoration lamp, a notification lamp 31, etc.), and also controls the display of the ordinary symbol prize storage display 19 to function as a lamp LED control device.
[0044]
The sound control device 300 functions as a sound control device by controlling a sound effect output from a speaker.
[0045]
In the present embodiment, the decoration control device 250, the sound control device 300, and the effect control device 150 are separately provided. However, the decoration control device 250, the sound control device 300, and the effect control device 150 are integrally configured. Is also good.
[0046]
The communication from the game control device 100 to the various dependent control devices (the effect control device 150, the emission control device 200, the decoration control device 250, and the sound control device 300) is performed in a unidirectional manner from the game control device 100 to the dependent control device. Only communication is allowed. Thereby, it is possible to prevent an illegal signal from being input from the slave control device side of the game control device 100.
[0047]
The power supply device (not shown) of the gaming machine includes a backup power supply unit and a power failure monitoring circuit in addition to the power supply circuit. When detecting a predetermined voltage drop of the power supply device, the power failure monitoring circuit sequentially outputs a power failure detection signal and a reset signal to the game control device 100 and the like. The game control device 100 performs a predetermined power failure process when receiving the power failure detection signal, and stops the operation of the CPU when receiving the reset signal. The backup power supply unit supplies backup power to the RAM of the game control device 100 and the like to back up game data (game information, game control information: including variable display game information) and the like.
[0048]
The effect control device 150 controls image display, and functions as a display control unit together with the game control device 100 and the composition conversion device 170. Further, it also functions as an appearance position control unit, an identification information appearance position control unit, a foreground display appearance position control unit, and a background display appearance position control unit.
[0049]
The effect control device 150 stores a CPU 151, a VDC (Video Display Controller) 156, a RAM 153, an interface 155, a ROM 152 storing programs and the like, and image data (design data, background image data, moving image character data, texture data, etc.). The font ROM 157 includes an oscillator 158 that generates a clock signal for generating a synchronization signal and a strobe signal.
[0050]
The CPU 151 executes a program stored in the ROM 152 and, based on a signal from the game control device 100, image control information for a predetermined variable display game (symbol display information composed of sprite data, polygon data, etc., background screen). VDC 156 is instructed to calculate the image signal for the right eye and the image signal for the left eye alternately by calculating the information and the moving image object screen information. An L / R signal is generated in accordance with the generation timing of the right-eye image signal and the left-eye image signal so that it is possible to identify whether the generated image signal is a right-eye image signal or a left-eye image signal. Has become.
[0051]
The VDC 156 performs, for example, polygon drawing (or normal bitmap drawing) of an image based on the image data stored in the font ROM 157 and the content of the image control information calculated by the CPU 151, and a predetermined texture for each polygon. Is pasted and stored in the RAM 153 as a frame buffer. Then, the VDC 156 transmits the image in the RAM 153 to the LCD side (synthesis conversion device 170) at predetermined timing (vertical synchronization signal V_SYNC, horizontal synchronization signal H_SYNC).
[0052]
The drawing processing performed by the VDC 156 performs point drawing, line drawing, triangle drawing, and polygon drawing, and further performs texture mapping, alpha blending, shading processing (such as glow shading), and hidden surface removal (such as Z buffer processing) to perform γ correction. The image signal is output to the synthesis conversion device 170 via the circuit 159.
[0053]
Note that the VDC 156 may temporarily store the drawn image data in the RAM 153 as a frame buffer, and then output the image data to the synthesizing / conversion device 170 in accordance with a synchronization signal (V_Sync or the like).
[0054]
Here, as the frame buffer, a plurality of frame buffers are respectively set in a predetermined storage area or the like of the RAM 153, and the VDC 156 can output the image by superimposing (overlaying) it on an arbitrary image.
[0055]
An oscillator 158 that supplies a clock signal is connected to the VDC 156. The clock signal generated by the oscillator 158 defines the operation cycle of the VDC 156, and generates a signal output from the VDC 156, for example, a vertical synchronizing signal (V_SYNC) and a horizontal synchronizing signal (H_SYNC). Output to the display device 8.
[0056]
The RGB signals output from the VDC 156 are input to the gamma correction circuit 159. The γ correction circuit 159 corrects the non-linear characteristic of the illuminance with respect to the signal voltage of the image display device 8, adjusts the display illuminance of the image display device 8, and generates an RGB signal to be output to the image display device 8. .
[0057]
Further, the CPU 151 of the effect control device 150 identifies whether the image data (RGB) to be output to the combination conversion device 170 is a left-eye image or a right-eye image based on the clock signal of the oscillator 158. An L / R signal is output.
[0058]
Further, the CPU 151 controls the brightness (the amount of light emitted from the backlight) of the image display device 8 based on the state of the variable display (for example, whether the display is a normal variable display game or a big hit display) or a game state. Therefore, the duty control signal DTY_CTR is generated based on the clock signal of the oscillator 158, and is output to the image display device 8.
[0059]
The synthesizing converter 170 determines whether the image signal sent from the VDC 156 is a right-eye image signal or a left-eye image signal based on the L / R signal output from the CPU 151. Further, the synthesizing conversion device 170 is provided with a right-eye frame buffer, a left-eye frame buffer, and a stereoscopic frame buffer, and writes the determined right-eye image signal to the right-eye frame buffer, and outputs the left-eye image signal. Write to left eye frame buffer. Then, the right-eye image and the left-eye image are combined to generate a stereoscopic image, the stereoscopic image signal is written to a stereoscopic frame buffer, and the stereoscopic image data is converted into an RGB signal as an RGB signal. 8 is output.
[0060]
As described later, a right-eye image and a left-eye image are generated for each horizontal line (scanning line) of a display unit of the liquid crystal display by a stereoscopic image signal obtained by combining the right-eye image and the left-eye image. Stereoscopic images are displayed such that they are displayed alternately.
[0061]
Specifically, based on the depth information of the stereoscopic image information (display object), the image is generated with parallax between the right-eye image and the left-eye image. In the case of polygon drawing, rendering is performed at the left-eye viewpoint and the right-eye viewpoint, and a right-eye image and a left-eye image are generated, respectively. When sprite data is used, the image is drawn shifted in the left-right direction by the parallax.
[0062]
Thus, the left-eye image and the right-eye image are generated alternately, and the left-eye image is stored in the left-eye frame buffer, and the right-eye image is stored in the right-eye frame buffer. That is, the image data for the left eye transmitted from the VDC 156 during the output of the L signal is written to the frame buffer for the left eye, and the image data for the right eye transmitted from the VDC 156 during the output of the R signal is written to the frame buffer for the right eye. Then, the image data for the left eye written in the frame buffer for the left eye and the image data for the right eye written in the frame buffer for the right eye for each scanning line are read out and written in the frame buffer for stereoscopic vision.
[0063]
The CPU 151, the VDC 156, and the synthesizing conversion device 170 function as described above to generate a left-eye image and a right-eye image, generate binocular parallax depending on their display positions, and cause the image to be recognized as a three-dimensional stereoscopic image. By performing display control as described above, a display position control unit is configured.
[0064]
A liquid crystal driver (LCD DRV) 181 and a backlight driver (BL DRV) 182 are provided in the image display device 8. The liquid crystal driver 181 sequentially applies a voltage to the electrodes of the liquid crystal display panel 804 based on the V_SYNC signal, the H_SYNC signal, and the RGB signal sent from the synthesizing conversion device 170, and applies a stereoscopic synthesized image to the image display device 8. Is displayed.
[0065]
The backlight driver 182 changes the duty ratio of the voltage applied to the backlight based on the DTY_CTR signal output from the VDC 156, and changes the brightness of the image display device 8.
[0066]
That is, when the game ball hit in the game area wins the starting port 16, the game control device 100 extracts and stores a predetermined random number (special symbol random number, jackpot random number). Then, the game control device 100 edits the display control command signal for instructing the effect control device 150 to perform the variable display, and transmits the edited display control command signal. When receiving the display control command signal, the CPU 151 of the effect control device 150 reads out the display image data corresponding to the display control command signal from the font ROM 157 (storage means), and cooperates with the VDC 156 and the synthesis conversion device 170. The display data to be displayed on the image display device 8 is generated. Thus, the lottery means and the game control means are configured by the function of the game control device 100. In addition, the operation of the effect control device 150 and the synthesis conversion device 170 constitutes an arithmetic unit.
[0067]
In front of the interface 155 for receiving the effect control command signal from the game control device 100, a buffer circuit 160 serving as a signal transmission direction regulating means is provided, and only a signal input from the game control device 100 to the effect control device 150 is allowed. Therefore, signal output from the effect control device 150 to the game control device 100 is prohibited. When performing bidirectional communication between the game control device 100 and the effect control device 150, a bidirectional buffer may be used for the buffer circuit 160.
[0068]
The LED 34 is turned on during the display of the three-dimensional stereoscopic image, and is controlled by the CPU 151 to turn on / off when a voltage is applied to the LED 34 via the driver 161. That is, when an image that can be viewed stereoscopically is displayed on the image display device 8, the display mode is changed (for example, the display is turned on or the emission color is changed) to display stereoscopically. To the player.
[0069]
In addition, by turning on the LED 34, an auxiliary display for giving a sense of depth to the near side of the image display device 8 may be provided to assist the stereoscopic view of the player.
[0070]
The effect control device 150 may be configured by including the decoration control device 250 and the sound control device 300 in the effect control device 150 among the dependent control devices described above.
[0071]
FIG. 3 is an explanatory diagram illustrating a configuration of the image display device according to the embodiment of the present invention.
[0072]
The light source 801 includes a light emitting element 810, a polarizing filter 811, and a Fresnel lens 812. The light emitting element 810 is configured by using a white light emitting diode or the like and arranging a point light source such as a horizontal line, or a linear light source such as a cold cathode tube or the like horizontally. The polarization filter 811 is set so that the polarization of the light transmitted through the right region 811a and the polarization of the light transmitted through the left region 811b are different (for example, the polarization of the light transmitted through the right region 811a and the polarization of the light transmitted through the left region 811b are shifted by 90 degrees). The Fresnel lens 812 has a lens surface having concentric unevenness on one side surface.
[0073]
As for the light emitted from the light emitting element 810, only light having a certain polarization is transmitted by the polarization filter 811. That is, of the light emitted from the light emitting element 810, the light passing through the right region 811a of the polarizing filter 811 and the light passing through the left region 811b are irradiated to the Fresnel lens 812 as light of different polarizations. As described later, light passing through the right region 811a of the polarizing filter 811 reaches the left eye of the observer, and light passing through the left region 811b reaches the right eye of the observer.
[0074]
Note that, without using a light-emitting element and a polarizing filter, it is sufficient to irradiate light of different polarizations from different positions.For example, two light-emitting elements that generate light of different polarizations are provided, and different polarizations are provided. Light may be applied to the Fresnel lens 812 from different positions.
[0075]
The light transmitted through the polarizing filter 811 is applied to the Fresnel lens 812. The Fresnel lens 812 is a convex lens, and the Fresnel lens 812 refracts the optical path of light radiated so as to diffuse from the light emitting element 810 substantially in parallel and transmits through the fine retardation plate 802 to form the liquid crystal display panel 804 (fine display). Irradiate the phase difference plate 802).
[0076]
At this time, light emitted from the fine retardation plate 802 is emitted so as not to spread in the vertical direction, and is emitted to the liquid crystal display panel 804. That is, light transmitted through a specific area of the fine phase difference plate is transmitted through a specific display unit of the liquid crystal display panel 804.
[0077]
Further, of the light applied to the liquid crystal display panel 804, the light passing through the right region 811a and the light passing through the left region 811b of the polarizing filter 811 enter the Fresnel lens 812 at different angles, and The light is refracted and emitted from the liquid crystal display panel 804 in different directions in different directions.
[0078]
In the liquid crystal display panel 804, a liquid crystal that is oriented by being twisted at a predetermined angle (for example, 90 degrees) is disposed between two transparent plates (for example, a glass plate). Make up. The light incident on the liquid crystal display panel is emitted with the polarization of the incident light shifted by 90 degrees when no voltage is applied to the liquid crystal. On the other hand, when a voltage is applied to the liquid crystal, the liquid crystal is untwisted, so that the incident light is emitted as it is.
[0079]
A fine retardation plate 802 and a polarizing plate 803 (first polarizing plate) are arranged on the light source 801 side of the liquid crystal display panel 804, and a polarizing plate 805 (second polarizing plate) is arranged on the viewer side. I have.
[0080]
In the fine phase difference plate 802, regions where the polarization of transmitted light is different are repeatedly arranged at fine intervals. Specifically, a region 802a where a half-width plate 821 having a fine width is provided on a light-transmitting base material 822 and a region 1/2 at a fine interval equal to the width of the half-wave plate 821. A region 802b where the two-wavelength plate 821 is not provided is alternately and repeatedly provided at a fine interval. That is, a region 802a that changes the phase of light transmitted by the provided half-wave plate and a region 802b that does not change the phase of light transmitted because the half-wave plate 821 is not provided are minute intervals. Is provided repeatedly. This half-wave plate functions as a phase difference plate that changes the phase of transmitted light.
[0081]
The half-wave plate 821 is arranged such that its optical axis is inclined by 45 degrees with respect to the polarization axis of the light transmitted through the right region 811a of the polarizing filter 811 and rotates the polarization axis of the light transmitted through the right region 811a by 90 degrees. Out. In other words, the polarization axis of the light transmitted through the right region 811a is rotated by 90 degrees so as to be equal to the polarization of the light transmitted through the left region 811b. That is, the region 802b where the half-wave plate 821 is not provided transmits light having the same polarization as the polarizing plate 803 and has passed through the left region 811b, and the region 802a where the half-wave plate 821 is provided is Light that has passed through the right region 811a and whose polarization axis is orthogonal to the polarization plate 803 is rotated and emitted to be equal to the polarization axis of the polarization plate 803.
[0082]
The repetition of the polarization characteristics of the fine retardation plate 802 is performed by setting the polarization of light transmitted through each display unit (that is, each horizontal line in the horizontal direction of the display unit) at substantially the same pitch as the display unit of the liquid crystal display panel 804. To be different. Therefore, the polarization characteristics of the fine phase difference plate corresponding to each horizontal line (scanning line) of the display unit of the liquid crystal display panel 804 are different, and the direction of the emitted light is different for each horizontal line.
[0083]
Alternatively, the polarization characteristic of the fine retardation plate 802 is repeated as a pitch of an integral multiple of the pitch of the display unit of the liquid crystal display panel 804, and the polarization characteristic of the fine retardation plate 802 is changed for each of a plurality of display units (that is, a plurality of display units). (For each horizontal line), so that the polarization of the transmitted light is different for each of the plurality of display units. Therefore, the polarization of the fine phase difference plate is different for each of a plurality of horizontal lines (scanning lines) of the display unit of the liquid crystal display panel 804, and the direction of light emitted for each of the plurality of horizontal lines is different.
[0084]
As described above, it is necessary to irradiate the display element (horizontal line) of the liquid crystal display panel 804 with different light every time the polarization characteristic of the fine phase difference plate 802 is repeated. The light applied to the 804 needs to suppress diffusion in the vertical direction.
[0085]
That is, the region 802a of the fine retardation plate 802 that changes the phase of light transmits the light transmitted through the right region 811a of the polarizing filter 811 with the same polarization as the light transmitted through the left region 811b. The region 802b of the fine phase difference plate 802 in which the phase of light does not change transmits the light transmitted through the left region 811b of the polarizing filter 811 as it is. Then, the light emitted from the fine retardation plate 802 has the same polarization as the light transmitted through the left region 811b, and enters the polarizing plate 803 provided on the light source side of the liquid crystal display panel 804.
[0086]
The polarizing plate 803 functions as a first polarizing plate, and has a polarization characteristic of transmitting light having the same polarization as light transmitted through the fine retardation plate 802. That is, the light transmitted through the left area 11b of the polarizing filter 811 transmits through the first polarizing plate 803, and the light transmitted through the right area 11a of the polarizing filter 811 is rotated by 90 degrees in the polarization axis, thereby causing the first polarizing plate 803 to rotate. To Penetrate. Further, the polarizing plate 805 functions as a second polarizing plate, and has a polarizing property of transmitting light having a polarization different from that of the polarizing plate 803 by 90 degrees.
[0087]
Such a fine phase difference plate 802, a polarizing plate 803, and a polarizing plate 805 are attached to a liquid crystal display panel 804, and an image display device is obtained by combining the fine phase difference plate 802, the polarizing plate 803, the liquid crystal display panel 804, and the polarizing plate 805. 8. At this time, when a voltage is applied to the liquid crystal, since the liquid crystal molecules of the liquid crystal display panel 804 are aligned, the light transmitted through the fine retardation plate 802 transmits through the polarizing plate 805. On the other hand, when no voltage is applied to the liquid crystal, since the liquid crystal molecules of the liquid crystal display panel 804 are twisted and oriented by 90 degrees, the light transmitted through the fine phase difference plate 802 is twisted by 90 degrees and the polarization thereof is twisted by 90 degrees. , And does not pass through the polarizing plate 805.
[0088]
Note that the polarization characteristics of the polarizing plate (first polarizing plate) 803 are equal to the polarization characteristics of the polarizing plate 822 used as the base material of the fine retardation plate 802, and only light that can pass through the polarizing plate 803 is polarized. Since the light is transmitted through the plate 822, even if polarized light of uniform polarization is made to enter the liquid crystal display panel 804 by the polarizing plate 822 used as a base material of the fine retardation plate 802 without providing the polarizing plate 803. Good.
[0089]
The diffuser 806 is attached to the front surface (viewer side) of the second polarizing plate 805, and functions as a diffusion unit that vertically diffuses light transmitted through the liquid crystal display panel. Specifically, the light transmitted through the liquid crystal display panel is vertically diffused using a lenticular lens in which vertical and concave portions are repeatedly provided.
[0090]
FIG. 4 is a plan view showing an optical system of the image display device according to the embodiment of the present invention.
[0091]
As shown in FIG. 4, light emitted from the light emitting element 810 is transmitted through the polarizing filter 811 and spreads radially. Of the light emitted from the light source, the light transmitted through the right side region 811a of the polarizing filter 811 (the center of the optical path is indicated by a dashed line) reaches the Fresnel lens 812, and the traveling direction of the light is changed by the Fresnel lens 812. The light passes through the fine phase difference plate 802, the polarizing plate 803, the liquid crystal display panel 804, and the polarizing plate 805 substantially vertically (slightly from the right to the left) to reach the left eye.
[0092]
On the other hand, of the light emitted from the light source, the light transmitted through the left region 811b of the polarizing filter 811 (the center of the optical path is indicated by a broken line) reaches the Fresnel lens 812, and the traveling direction of the light is changed by the Fresnel lens 812. Then, the light passes through the fine retardation plate 802, the polarizing plate 803, the liquid crystal display panel 804, and the polarizing plate 805 almost vertically (slightly from left to right) and reaches the right eye.
[0093]
In this manner, the light emitted from the light emitting element 810 and transmitted through the polarization filter 811 is irradiated on the liquid crystal display panel 804 almost vertically by the Fresnel lens 812 as an optical unit. That is, the light source 801 that irradiates the liquid crystal display panel 804 with light having different polarization planes substantially vertically and through different paths by the light emitting element 810, the polarizing filter 811 and the Fresnel lens 812 is formed, and transmitted through the liquid crystal display panel 804. Light is emitted in different paths to reach the right or left eye. That is, the scanning line pitch of the liquid crystal display panel 804 is made equal to the repetition pitch of the polarization characteristics of the fine phase difference plate 802, and light arriving from a different direction for each scanning line pitch of the liquid crystal display panel 804 is irradiated and different. Emit light in the direction.
[0094]
That is, light emitted from the light emitting element 810 and transmitted through the right region 811a of the polarizing filter passes through the Fresnel lens 812, reaches the fine retardation plate 802, and emits light by rotating the polarized light by 90 degrees (right region). 811a), passes through the region 802a of the fine retardation plate 802, and further passes through the polarizing plate 803, the liquid crystal display panel 804, and the polarizing plate 805 to reach the left eye. That is, the left-eye image displayed by the display element at a position corresponding to the area 802a of the liquid crystal display panel 804 reaches the left eye.
[0095]
Since the regions 802b arranged alternately with the regions 802a of the fine retardation plate 802 do not change the polarization of the transmitted light, the light from the right region 811a of the polarizing filter does not transmit through the polarizing plate 803. The right-eye image displayed on the display element at a position corresponding to the area 802b of the liquid crystal display panel 804 does not reach the left eye.
[0096]
On the other hand, light emitted from the light emitting element 810 and transmitted through the left region 811b of the polarizing filter passes through the Fresnel lens 812, reaches the fine retardation plate 802, and emits light having the same polarization as the left region 811b of the polarizing filter. The light passes through the area 802b of the fine phase difference plate 802 that transmits, passes through the liquid crystal display panel 804 and the polarizing plate 805, and reaches the right eye. That is, the right-eye image displayed by the display element at a position corresponding to the area 802b of the liquid crystal display panel 804 reaches the right eye.
[0097]
Since the regions 802a arranged alternately with the regions 802b of the fine retardation plate 802 change the polarization of the transmitted light, the light from the left region 811b of the polarizing filter does not pass through the polarizing plate 803. The left-eye image displayed on the display element at a position corresponding to the area 802a of the liquid crystal display panel 804 does not reach the right eye.
[0098]
FIG. 5 is a diagram illustrating the appearance position of the stereoscopic image in the image display device 8 according to the embodiment of the present invention.
[0099]
FIG. 5A shows a state in which a two-dimensional planar image is displayed, and a right-eye image and a left-eye image are displayed on the display screen at the same position without causing binocular parallax. That is, since an image having no binocular parallax is displayed on the image display device 8, the display screen is the appearance position of the image.
[0100]
FIG. 5B shows a state in which the three-dimensional stereoscopic image is displayed at a position on the near side of the display surface, and the right-eye image and the left-eye image are displayed on the display screen at a distance of parallax x1. That is, since the image display device 8 displays an image having binocular parallax in which the right-eye image is shifted to the left and the left-eye image is shifted to the right, the stereoscopic image is positioned so as to be positioned y1 in front of the display screen. Appears as if popping out.
[0101]
FIG. 5C shows a state in which the three-dimensional stereoscopic image is displayed at a position deeper than the display surface, and the display screen separates the right-eye image and the left-eye image by parallax x2 (see FIG. 5B). (Parallax in the direction opposite to the state shown). That is, since the image display device 8 displays an image with binocular parallax in which the right-eye image is shifted to the right and the left-eye image is shifted to the left, the stereoscopic image is positioned so that it is located y2 behind the display screen. Appears.
[0102]
This binocular parallax is determined by how many display units (dots) of the liquid crystal display panel 804 are shifted to display the right-eye image and the left-eye image. In a range where the number of shifted dots is small (a few dots), the number of dots and the stereoscopic image are determined. Is approximately proportional to the amount of movement before and after the appearance position of. That is, in FIG. 5, when the shift directions of the left-eye image and the right-eye image are different and the shift amounts are equal (x1 = x2), the appearing three-dimensional image is the same amount (y1 = y2) from the reference position (display screen). ) Appears at a position shifted back and forth.
[0103]
As described above, when displaying an image that can be stereoscopically viewed using parallax, the same image is used for the left-eye image and the right-eye image, and the display position of the left-eye image and the right-eye image is changed and displayed with parallax added. A case where different images (for example, images viewed from the left-eye position and the right-eye position) are used for the left-eye image and the right-eye image, and the display positions of the left-eye image and the right-eye image are changed and displayed with parallax. There is.
[0104]
FIG. 6 shows an example of the variable display, and shows a state of the identification information (symbol) during the variable display. FIG. 6A is a perspective view showing a display state, and FIG. 6B is a plan view showing a display position of a symbol between the display surface 8A of the image display device 8 and the player side. The horizontal coordinate of the display surface 8A of the image display device 8 is the X axis, the vertical coordinate is the Y axis, and the coordinate of the display surface 8A in the depth direction (the axial direction orthogonal to the display surface 8A) is the Z axis. .
[0105]
The symbol 850 is displayed (appears or forms an image) at a position protruding from the display surface 8A of the image display device 8 toward the player by a predetermined amount Z1, and performs variable display (for example, vertical scrolling).
[0106]
A foreground 900 composed of a frame-shaped figure is displayed around the symbol 850, and the foreground 900 is also displayed at a position protruding from the display surface 8A toward the player by a predetermined amount Z1. The foreground 900 is formed by a frame surrounding the changing symbol 850, and has an inner periphery in the form of a transparent window. The transparent window-shaped portion is a variable display area of the symbol 850, and the symbol 850 and the foreground are changed. One three-dimensional pattern is constructed from 900.
[0107]
When the foreground 900 is fixed at a predetermined pop-out position Z1 and the symbol 850 is moved in the Z-axis direction (along the axis 8Z in FIG. 6B) to change the pop-out amount, The fixed foreground 900 allows the player to easily perform stereoscopic vision, enhance the visibility of the variable display of the symbol 850, and improve the interest in the variable display.
[0108]
In particular, by setting the display position of the symbol 850 so as not to exceed the projection amount Z1 of the foreground 900, the player can easily understand the projection position of the symbol 850 using the foreground 900 as a stereoscopic index. Become.
[0109]
FIG. 7 similarly shows the state of the identification information (symbol) during the variable display, in which the projection amount Z1 of the foreground 900 is maintained and the symbol 850 is a two-dimensional image.
[0110]
In the state of FIG. 7, the pattern 850 is moved from the state of FIG. 6 to the display surface 8A along the axis 8Z, and the amount of protrusion = 0, that is, a two-dimensional image without parallax.
[0111]
The symbol 850 moves to the back side, but the projection amount Z1 of the foreground 900 does not change. Therefore, the state in which the symbol 850 fluctuates inside the three-dimensional foreground 900 does not change, and the player moves the symbol 850 in the depth direction for the player. Can be easily visually recognized.
[0112]
Since the pattern 850 itself is a two-dimensional image having no parallax, the visibility of the player is extremely good, and the foreground 900 is a three-dimensional pattern. It can be recognized as a symbol, and the interest of the variable display game can be improved.
[0113]
Note that, even when the state of FIG. 7 changes to the state of FIG. 6, the pop-out amount Z1 of the foreground 900 does not change. Therefore, even if the pop-out amount of the symbol 850 changes gradually, the player is fixed at Z1. By using the foreground 900 as an index for stereoscopic vision, a symbol 850 whose jump-out amount changes within the foreground 900 can be easily recognized.
[0114]
FIG. 8 also shows the state of the identification information (symbol) during the variable display, in which the projection amount Z1 of the foreground 900 is maintained and the symbol 850 is projected to the middle between the foreground 900 and the display surface 8A.
[0115]
In the state of FIG. 8, the pattern 850 is moved from the state of FIG. 7 along the axis 8Z to the position of the protrusion amount Z2 from the display surface 8A. When the protrusion amount Z1> Z2, the parallax of the foreground 900 is changed. Is large, and the parallax of the symbol 850 is smaller than that of the foreground 900.
[0116]
The symbol 850 moves from the display surface 8A to the player side, but the projection amount Z1 of the foreground 900 does not change, so that the state in which the symbol 850 fluctuates inside the three-dimensional foreground 900 does not change. The pop-out amount of the symbol 850 during movement can be easily recognized.
[0117]
In this case, the symbol 850 is displayed at a position slightly deeper than the foreground 900 inside the frame-shaped foreground 900.
[0118]
Note that, even when the state of FIG. 8 changes to the state of FIG. 7, the pop-out amount Z1 of the foreground 900 does not change. Therefore, even if the pop-out amount of the symbol 850 changes gradually, the player is fixed at Z1. By using the foreground 900 as a stereoscopic index, it is possible to easily recognize a symbol 850 in which the amount of pop-out changes in the foreground 900.
FIG. 9 also shows the state of the identification information (symbol) during the variable display, maintaining the amount of projection Z1 of the foreground 900, projecting the symbol 850 halfway between the foreground 900 and the display surface 8A, and further setting the background 910 to two. It is added as a two-dimensional image.
[0119]
The background 910 is formed of a frame-shaped figure smaller than the foreground, and the foreground 900, the design 850, and the background 910 are arranged at the same axial position on the axis 8Z as shown in FIG. 9B.
[0120]
The frame-shaped foreground 900 has the largest amount of protrusion, then the symbol 850 projects from the display surface 8A with the amount of protrusion Z2, and a frame-shaped background 910 is displayed at the farthest position. The foreground 900, the symbol 850, and the background 910 are three. It is possible to provide a variable display game full of interest by forming a three-dimensional design from a player.
[0121]
Here, the foreground 900 and the background 910 are configured as frame-shaped figures. For example, when the pattern 850 is displayed in a spherical three-dimensional figure such as a soap bubble, the foreground 900 is formed in a hemispherical shape of the front half of the soap bubble. What is necessary is just to make it into a figure, and let the background 910 be the hemispherical figure of the back half of a soap bubble.
[0122]
FIG. 10 shows the state of the identification information (symbol) during the variable display. The projection amount of the symbol 850 is increased from Z2 to Z1 and is enlarged at a predetermined enlargement ratio b, and the projection amount of the foreground 900 is shown in FIG. The projection amount is further increased from the position on the player side than Z1 toward the player side to Z3, and the frame-shaped foreground 900 is enlarged at a predetermined enlargement factor a.
[0123]
The foreground 900 moves by the distance A along the axis 8Z from the position on the player side (position 900 ′ in the figure) to the amount of protrusion Z3 toward the player further than the protrusion amount Z1 shown in FIG. At the same time, the outer shape is enlarged at a predetermined ratio a.
[0124]
The symbol 850 moves by a distance B along the axis 8Z from the protrusion amount Z2 (850 'in the figure) to the protrusion amount Z2 toward the player, and enlarges the outer shape at a predetermined ratio b.
[0125]
Here, the movement amount A of the foreground 900 and the movement amount B of the symbol 850 are:
A <B
And the enlargement ratio a of the foreground 900 and the enlargement ratio b of the symbol 850 are
a <b
The movement and enlargement are performed synchronously within a predetermined time.
[0126]
When the symbol 850 and the foreground 900 are projected in the X-axis and Y-axis directions, respectively, while protruding toward the player, the amount of movement of the foreground 900 is smaller than the amount of movement of the symbol 850, and the enlargement ratio of the foreground 900 is reduced. The foreground 900 and the design 850 can be moved in the depth direction while changing the sense of depth of the design 850 by reducing the enlargement ratio of the design 850, thereby increasing the interest of the variable display game with the three-dimensional design. be able to.
[0127]
FIG. 11 shows the state of the identification information (symbol) during the variable display. The foreground is omitted, and the frame-shaped background 910 is displayed as if it is drawn into the back of the display surface 8A. It is displayed as.
[0128]
The frame-shaped background 910 is displayed at a position where the amount of projection (retraction amount) = − Z1 to the back of the display surface 8A, and the symbol 850 is displayed as a two-dimensional image on the display surface 8A with zero parallax.
[0129]
In this case, the symbol 850 can be visually recognized by jumping out toward the player relatively to the background 910, and when the symbol 850 is scrolled at a high speed, the visibility decreases when the symbol 850 is displayed in a three-dimensional symbol. By displaying the image as a two-dimensional image on the surface 8A, the visibility is ensured. Further, by drawing the background 910 into the depth of the display surface 8A, it becomes possible to recognize the image as a whole with the design 850 protruding. It is possible to greatly improve the interest of the variable display game as a good three-dimensional design.
[0130]
Note that, in FIGS. 6 to 10 as well, the same can be applied in the relationship between the background and the symbol from the relationship between FIGS. 5B and 5C, and the symbol 850 is displayed on the display surface 8A. When the symbol 850 is scrolled at a high speed by causing the foreground 900 to appear relatively at the player side and displaying the symbol 850 in a three-dimensional symbol, the visibility is reduced. By displaying as a two-dimensional image, visibility is secured, and by projecting the foreground 900 from the display surface 8A, the interest of the variable display game can be greatly improved as a three-dimensional pattern with good visibility.
[0131]
FIG. 12 is an example showing a display state from the start of the variable display game to the conclusion of the jackpot through the reach state.
[0132]
The state of the identification information (symbol) during the variable display is shown, the variable display area of the identification information 850 is included inside the frame-shaped foreground 900, and the identification information 850 is displayed in the depth direction of the foreground.
[0133]
In FIG. 12 (A), a left symbol 850L, a middle symbol 850C, and a right symbol 850R composed of a frame-shaped foreground 900 and a symbol 850 start a variable display game by symbol variation (for example, vertical scrolling, symbol switching, etc.). At this time, as shown in FIG. 7, the symbol 850 is displayed as a two-dimensional image, and only the frame-shaped foreground 900 is projected toward the player by a predetermined amount, and the relative positional relationship between the foreground and the symbol is determined. A three-dimensional effect is played to perform a variable display game. The foreground 900 is large compared to the symbol 850 and has a small change in the display mode compared to the symbol 850 that is displayed in a fluctuating manner. The display 850 in which the change of the display mode is large due to the variable display (for example, a high-speed symbol change and a variable display accompanied by a symbol switch) is not displayed as a stereoscopic image but is displayed as a two-dimensional image because stereoscopic viewing is not easy ( The amount of parallax is limited) to enhance the visibility of the symbol. And a three-dimensional effect is produced by contrasting the foreground 900.
[0134]
When the left symbol 850L and the right symbol 850R are determined to be “seven”, the reach state is established, and both the left symbol 850L and the right symbol 850R are in a stopped state (for example, vibration in the vertical direction or the depth direction). The temporary pattern 850C, which continues to fluctuate, periodically repeats enlargement / reduction, etc., while the pattern 850C continues to fluctuate, for example, as shown in FIG. It protrudes to the position of Z1, and emphasizes the three-dimensional effect of the most noticeable image. When changing from the state of FIG. 12A to the state of FIG. 12C, the display mode of the foreground 900 is slowly changed as shown in FIG. Do it in a way that makes it easier.
[0135]
In FIG. 9 (C) in which the symbols 850L to 850R are aligned at “seven” and the jackpot is determined, as shown in FIG. 6 or FIG. 7, the foreground 900 is displayed as a three-dimensional symbol, and the symbol 850 is three-dimensional. Alternatively, it is displayed as a two-dimensional image.
[0136]
In this way, by changing the amount of projection of the pattern 850 while maintaining the amount of projection of the symbol 850 so as not to exceed the amount of projection of the foreground 900, the frame-shaped foreground 900 can be three-dimensionally displayed from a high-speed change display to the confirmation of the symbol. As a visual index, a variable display game can be performed with a three-dimensional design while greatly improving visibility. Then, both the stereoscopic vision and the variable display can be achieved, and the interest can be improved.
[0137]
FIG. 13 shows the relationship between the symbol 850 superimposed in the depth direction, the foreground 900, and the background 910.
[0138]
FIG. 13A shows a symbol when the display surface 8A is viewed from the front, and FIG. 13B is an explanatory diagram in which each element constituting the symbol is shifted in the horizontal direction.
[0139]
In the foreground 900, the frame portion on the outer periphery is set to a predetermined color, while the inner periphery is set to be transparent, and is superimposed behind, so that the symbol 850 can be visually recognized in the window-shaped foreground 900. Behind the pattern 850, a background 910 set to a predetermined color is arranged.
[0140]
By superposing these in the depth direction with respect to the display surface 8A, one symbol can be configured as shown in FIG. The design 850 may be made translucent.
[0141]
FIG. 14 shows a case where the foreground 900 in FIG. 13 is made translucent.
[0142]
FIG. 14A shows a pattern when the display surface 8A is viewed from the front, and FIG. 14B is an explanatory diagram in which each element constituting the pattern is shifted in the horizontal direction.
[0143]
The foreground 900 is constituted by a plane having a predetermined transmittance (transparency), and allows the symbol 850 and the background 910 to be superimposed behind to be visually recognized.
[0144]
FIG. 15 is an explanatory diagram showing how the transmittance is set for the amount of projection of the foreground 900.
[0145]
The transmittance of the frame-shaped foreground 900 is set based on the amount of protrusion in the depth direction. For example, the transmittance is 0% when the amount of protrusion is small, the transmittance is 50% when the amount of protrusion is maximum, and the amount of protrusion is At a medium level, the transmittance is set to 30% or the like.
[0146]
As the amount of protrusion (projection amount) in the depth direction increases, the parallax (the amount of displacement between the left-eye image and the right-eye image) increases, and the crosstalk between the left-eye image and the right-eye image also becomes conspicuous. By setting the transmittance of the foreground 900 to increase as the size increases, crosstalk can be made inconspicuous, and the visibility of the foreground 900 can be improved.
[0147]
Similarly, the relationship between the amount of protrusion (projection amount) of the background 910 and the transmittance is the same. As shown in FIG. 16, the transmittance of the background 910 is set based on the amount of protrusion (or the amount of pull-in) in the depth direction. For example, when the amount of protrusion is small, the transmittance is set to 0%, when the amount of protrusion is maximum, the transmittance is set to 50%, and when the amount of protrusion is medium, the transmittance is set to 30%.
[0148]
By setting the transmittance of the background 910 to increase as the amount of protrusion increases, crosstalk can be made inconspicuous, and the visibility of the background 910 can be improved.
[0149]
Note that the parallax amount is related to the size of the protrusion amount (projection amount, pull-in amount), and the amount of left-right deviation of the display position between the left-eye display and the right-eye display (for example, pixel Difference).
[0150]
In addition, as shown in FIG. 17, the symbols 850L, 850C, and 850R are viewed through a window 990 provided in the foreground 900 (for example, a mode in which the surrounding field of view is limited by looking through a viewing hole such as a binocular or a telescope). Observe. That is, a display for limiting the display area is provided at the periphery (for example, the outer periphery) of the display area, the area is set to the maximum amount of protrusion (projection amount), and the amount of protrusion in the display area desired from the window 990 of the area is set to the amount. The display is limited to the amount of protrusion of the area or less. Thereby, the three-dimensional effect of the pattern 850 can be felt richly. Further, even if the visibility of the symbol 850 to be displayed in a variable manner is obtained and the amount of protrusion of the symbol 850 is suppressed, a richer three-dimensional effect can be perceived by contrasting the window portion, and both the three-dimensional effect and the interest of the variable display game can be achieved. In FIG. 17, symbols 850L, 850C, and 850R protrude between the foreground 900 and the display surface 8A.
[0151]
The embodiments disclosed this time are to be considered in all respects as illustrative and not restrictive. The scope of the present invention is defined by the terms of the claims, rather than the description above, and is intended to include any modifications within the scope and meaning equivalent to the terms of the claims.
[Brief description of the drawings]
FIG. 1 is a front view showing a configuration of an entire gaming machine according to an embodiment of the present invention.
FIG. 2 is a block diagram showing a control system.
FIG. 3 is an exploded perspective view for explaining the optical system.
FIG. 4 is a plan view of the optical system.
FIG. 5 is an explanatory diagram of an appearance position of a three-dimensional image in the image display device.
6A and 6B show states of identification information (symbols) during variable display, wherein FIG. 6A is a perspective view showing a display state, and FIG. 6B is a symbol between the display surface of the image display device and the player. It is a top view which shows the display position of.
FIG. 7 is a perspective view showing the state of the identification information (symbol) during the variable display. FIG. 7 (A) is a perspective view showing the display, and FIG. 7 (B) is a view from the display surface of the image display device to the player. It is a top view which shows the display position of the symbol of FIG.
FIG. 8 is a perspective view showing a state of identification information (symbol) during variable display. FIG. 8A is a perspective view showing a display state, and FIG. 8B is a view from a display surface of the image display device to a player side. It is a top view which shows the display position of the symbol of FIG.
FIG. 9 is a perspective view showing a state of identification information (symbol) during variable display, wherein FIG. 9A is a perspective view showing a display state, and FIG. 9B is a view from the display surface of the image display device to the player side. It is a top view which shows the display position of the symbol of FIG.
FIG. 10 is a perspective view showing the state of identification information (symbol) during variable display, (A) is a perspective view showing a display state, and (B) is a view from the display surface of the image display device to the player side. It is a top view which shows the display position of the symbol of FIG.
11A and 11B are views showing the state of identification information (symbols) during variable display, wherein FIG. 11A is a perspective view showing a display state, and FIG. 11B is a view from the display surface of the image display device to the player It is a top view which shows the display position of the symbol of FIG.
FIG. 12 is an example showing a display state before the jackpot is determined via the reach state from the start of the variable display game, where (A) shows the start of the variable display, (B) shows the reach state, and (C) shows the state of the reach. ) Indicates the jackpot determination state.
13A and 13B are diagrams illustrating a configuration of a symbol, wherein FIG. 13A illustrates a symbol when a display surface is viewed from the front, and FIG. 13B is an explanatory diagram in which elements constituting the symbol are shifted in a horizontal direction.
FIGS. 14A and 14B show another symbol configuration, wherein FIG. 14A shows a symbol when the display surface is viewed from the front, and FIG. 14B is an explanatory diagram in which each element constituting the symbol is shifted in the horizontal direction. is there.
FIG. 15 is an explanatory diagram showing how to set the transmittance with respect to the amount of projection of the foreground.
FIG. 16 is an explanatory diagram showing how the transmittance is set with respect to the amount of background protrusion.
FIG. 17 is an explanatory diagram illustrating a display state when a window is provided in the foreground.
[Explanation of symbols]
8 Image display device 150 Effect control device 151 CPU
153 RAM
156 VDC
157 Font ROM
170 Combination conversion device 181 LCD driver 182 Backlight driver 810 Light emitting element 811 Polarization filter 812 Fresnel lens 802 Fine phase difference plate 803 Polarization plate 804 Liquid crystal display panel 805 Polarization plate 806 Diffuser 850 Design 900 Foreground 910 Background

Claims (8)

  1. An image display device that displays an image that can be viewed stereoscopically by the parallax effect of the left and right eyes, and a display control unit that controls the variable display of a plurality of pieces of identification information, wherein the identification information displayed on the image display device is variably displayed. In a gaming machine capable of performing a variable display game and generating a special game state of providing a specific game value in relation to a result mode of the variable display game,
    The display control means,
    An appearance position control unit that changes an amount of parallax between a left-eye image and a right-eye image displayed on the image display device and controls an appearance position of a stereoscopic image in a depth direction,
    The appearance position control means,
    Identification information appearance position control means for controlling the appearance position of the identification information,
    A foreground display appearance position control unit that controls the appearance position of the foreground display that includes the display area of the identification information and overlaps, and has a translucent or window portion and is capable of recognizing identification information located in the back direction. Prepare,
    The identification information appearance position control means,
    A range that does not exceed the parallax amount of the foreground display controlled by the foreground display appearance position control unit when parallax is set in the identification information and a stereoscopic image appears to protrude from the display surface of the image display device toward the observer and the stereoscopic image appears. A gaming machine characterized in that the amount of parallax of identification information is controlled by the game machine.
  2. The gaming machine according to claim 1, wherein the display control means is capable of changing the size of the identification information and the foreground display, and sets a change in the foreground display to be smaller than a change in the identification information. .
  3. When the appearance position of identification information and foreground display changes,
    2. The foreground display appearance position control means changes the appearance position of the foreground display more slowly than the identification information appearance position control means changes the appearance position of the identification information. Or the gaming machine according to claim 2.
  4. The gaming machine according to any one of claims 1 to 3, wherein the foreground display appearance position control means increases the transmittance of the foreground display as the amount of parallax of the foreground display increases.
  5. An image display device that displays an image that can be viewed stereoscopically by the parallax effect of the left and right eyes, and a display control unit that controls the variable display of a plurality of pieces of identification information, wherein the identification information displayed on the image display device is variably displayed. In a gaming machine capable of performing a variable display game and generating a special game state of providing a specific game value in relation to a result mode of the variable display game,
    The display control means,
    An appearance position control unit that changes an amount of parallax between a left-eye image and a right-eye image displayed on the image display device and controls an appearance position of a stereoscopic image in a depth direction,
    The appearance position control means,
    Identification information appearance position control means for controlling the appearance position of the identification information,
    Background display appearance position control means for controlling the appearance position of the overlapping background display including the display area of the identification information,
    The identification information appearance position control means,
    When the parallax is set in the identification information and a stereoscopic image that is recessed from the display surface of the image display device appears, the parallax amount of the background display controlled by the background display appearance position control means does not exceed the parallax amount. A gaming machine characterized by controlling a parallax amount of identification information.
  6. The gaming machine according to claim 5, wherein the display control means is capable of changing the size of the identification information and the background display, and sets a change in the background display to be smaller than a change in the identification information. .
  7. When the appearance position of identification information and background display changes,
    6. The background display appearance position control means changes the appearance position of the background display more slowly than the identification information appearance position control means changes the appearance position of the identification information. Or the gaming machine according to claim 6.
  8. 8. The gaming machine according to claim 5, wherein the background display appearance position control unit increases the transmittance of the background display as the amount of parallax of the background display increases. 9.
JP2003078713A 2003-03-20 2003-03-20 Game machine Expired - Fee Related JP3795026B2 (en)

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JP2013022388A (en) * 2011-07-25 2013-02-04 Sankyo Co Ltd Game machine
JP4968400B1 (en) * 2011-08-08 2012-07-04 奥村遊機株式会社 Pachinko machine
JP2013034633A (en) * 2011-08-08 2013-02-21 Sophia Co Ltd Game machine
JP4853598B1 (en) * 2011-08-08 2012-01-11 奥村遊機株式会社 Pachinko machine
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US10347073B2 (en) 2014-05-30 2019-07-09 Igt Canada Solutions Ulc Systems and methods for three dimensional games in gaming systems
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