JP2009297159A - Game machine - Google Patents

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Publication number
JP2009297159A
JP2009297159A JP2008153263A JP2008153263A JP2009297159A JP 2009297159 A JP2009297159 A JP 2009297159A JP 2008153263 A JP2008153263 A JP 2008153263A JP 2008153263 A JP2008153263 A JP 2008153263A JP 2009297159 A JP2009297159 A JP 2009297159A
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Japan
Prior art keywords
image
door
display
blurring
display area
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JP2008153263A
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Japanese (ja)
Inventor
Akira Banno
暁 番野
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Daito Giken:Kk
株式会社大都技研
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Priority to JP2008153263A priority Critical patent/JP2009297159A/en
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Abstract

An object of the present invention is to provide a game stand that can reduce a sense of discomfort given to a player by making an image that is not supposed to be clearly visible to the player inconspicuous.
A slot machine according to the present invention includes an image display unit 700 for displaying an image, an image display control unit for controlling display of the image display unit 700, and at least a part of an image displayed on the image display unit 700. The image display control means has an image blurring means for blurring at least a part of the image displayed in the area shielded by the structure 610.
[Selection] Figure 20

Description

  The present invention relates to a game machine represented by a slot machine, a pachinko machine, and the like.

Conventionally, a gaming machine such as a slot machine or a pachinko machine has a display device for displaying an image, and a variety of images and moving images are displayed on the display device to produce a game. In such a gaming table, the display unit includes a see-through unit that can visually recognize a display area, and a decorative unit that is less transparent than the see-through unit or cannot be seen through. A game machine having a decorative film that can be stored outside the display area is proposed (see, for example, Patent Document 1).
JP 2006-280437 A

  However, in the gaming machine described in Patent Document 1, an image is displayed on the display device so that the player can see through the fluoroscope, but the player changes the viewpoint (for example, the display device). When viewing from an extreme angle with respect to the display surface, the image displayed on the back side of the decorative portion may be directly visible. That is, there is a problem in that an image displayed by the decoration portion that is difficult for the player to visually recognize is visually recognized by the player.

  Moreover, when moving the structure provided so that the front surface of the display apparatus can move like the decorative film with which the game stand of the said patent document 1 is equipped, although a display content is updated according to the movement of a structure, (For example, an image representing the content of the scroll is displayed on the liquid crystal in accordance with the movement of the structure simulating the scroll), the operation cycle of the motor that moves the structure, and the operation of the display control device that updates the display content If the period is different, an image that is originally shielded by the structure and is not at least directly visible will be visually recognized by the player due to this shift in the operation period, and the player will feel uncomfortable. There was a problem.

  The present invention has been made in order to solve such a problem, and prevents an image scheduled to be visually invisible to the player from conspicuous and reduces a sense of discomfort given to the player.

  (1) The present invention provides an image display means for displaying an image, an image display control means for controlling display of the image display means, and at least a part of the image displayed on the image display means. And the image display control means includes an image blurring means for blurring at least part of an image displayed in an area shielded by the structure. .

  In one embodiment of the present invention, in the case where the driving unit that moves the structure is provided, the image display control unit is shielded by the structure before the structure is moved when the structure is moved by the driving unit. After the object is moved, image processing for blurring the image displayed in the exposed area is performed on the exposed area where the shielding by the structure is released. In other words, the image displayed in the exposed area is the end of the image displayed in the area shielded by the structure on the side opposite to the direction in which the structure moves by the driving means, and blurs the end. Perform image display processing.

  This prevents changes in the player's viewpoint and the difference between the display cycle of the image display means and the operation cycle of the structure, thereby preventing the player from conspicuously displaying an image that is not clearly visible and reducing the player's discomfort. can do.

  (2) The present invention is also characterized in that at least a part of the structure is translucent.

  Thereby, the visibility of an image display means can be selected by the structure of a structure, and the variation of production can be increased.

  (3) In the present invention, the image blurring unit may change a parameter for changing at least one of color, transmittance, luminance, and brightness for at least a part of pixels constituting the image in a portion that blurs the image. It has the means.

  This effectively blurs part of the image that is originally shielded by the structure so that it is not visible to the player so that it is not noticeable even if the part of the image is viewed by the player. This makes it possible to reduce the uncomfortable feeling given to the player.

  (4) The present invention is also characterized in that the image blurring means has a divided area erasing means for erasing at least a part of pixels constituting the image in a portion where the image is blurred.

  This effectively blurs part of the image that is originally shielded by the structure so that it is not visible to the player, so that the part of the image is not noticeable even when viewed by the player. It is possible to reduce the uncomfortable feeling given to the player.

  (5) The present invention is also characterized in that the image blurring unit has a step blurring unit that blurs a portion that blurs an image in a stepwise manner.

  Thereby, even if it is a case where the blurred image is visually recognized through the structure comprised entirely translucent, the uncomfortable feeling given to a player can be reduced.

  (6) The present invention further includes drive means for moving the structure and drive control means for controlling the drive means, and the structure is displayed on the image display means by the drive means. It is configured to be movable so as to shield at least a part of the image to be displayed.

  Accordingly, by operating the structure, it is possible to select whether or not the image display unit is visually recognized, and to increase the variation of effects.

  (7) The present invention further includes position information acquisition means for acquiring position information of the structure, and position information storage means for storing the position information, and the image display control means includes the position information storage. Image display position control means for determining the display position of the image based on the position information stored in the means is provided.

  Thereby, based on the position of a structure, it becomes possible to arrange | position an image correctly in an appropriate position.

  (8) In the present invention, the drive control unit controls the drive unit to reciprocate the structure with a predetermined amplitude in a predetermined direction around a predetermined position in a specific performance, The position information acquisition means acquires the position information when the structure is at the predetermined position in the specific effect, and the image display position control means A shielded image in which at least a part of the shielded object is shielded is arranged based on the position information when the structure is at the predetermined position, and the image blurring means is configured to display the shielded image in the specific effect. The blur region set at at least one end in the predetermined direction is blurred, and the blur region is set to a width equal to or greater than the predetermined amplitude.

  As a result, when the structure reciprocates at high speed, it is not necessary to change the position of the shielded image arranged behind the structure according to the position of the structure, and the processing load can be reduced.

  (9) In the present invention, the structure includes a low shielding portion and a high shielding portion having a higher shielding degree than the low shielding portion provided around the low shielding portion. It is set to be equal to or larger than a predetermined amplitude and smaller than the width of the high shielding portion.

  Thereby, it is possible to prevent the blurred region from being visually recognized through the low shielding portion and giving the player a sense of incongruity.

  (10) The present invention also shields at least a part of the image displayed on the image display means, the image display control means for controlling the display of the image display means, and the image display means. The display area of the image display means is divided into a first display area shielded by the structure and a second display area not shielded by the structure. In addition, the image display control means spans the end on the second display area side in the image displayed in the first display area, the first display area, and the second display area. It is an amusement stand characterized by having an image blurring means for blurring one or both of the end portion on the second display area side in the displayed image.

  According to the present invention, it is possible to prevent a player from conspicuously displaying an image that is not clearly visible due to a change in the player's viewpoint or a difference between the display cycle of the image display means and the operation cycle of the structure. Discomfort can be reduced.

  (11) The present invention is also characterized in that the structure includes a low shielding portion and a high shielding portion having a higher shielding degree than the low shielding portion.

  In this way, by configuring the structure from a low shielding portion and a high shielding portion having different shielding degrees, it is possible to select whether or not the image display means can be visually recognized, and to increase the variation of effects.

  (12) In the present invention, when the first display area is divided into a third display area shielded by the high shielding part and a fourth display area shielded by the low shielding part, The image blurring means is an image displayed across the end on the second display area side in the image displayed in the third display area, the third display area, and the second display area. One or both of the end portions on the second display area side in the above are blurred.

  Thereby, it is possible to prevent the image that is scheduled to be shielded by the high shielding portion and not clearly seen by the player from being noticeable, and to reduce the uncomfortable feeling given to the player.

  According to the gaming machine according to the present invention, it is possible to achieve an excellent effect that an uncomfortable feeling given to the player can be reduced by making an image that is not supposed to be clearly visible to the player inconspicuous.

Hereinafter, a slot machine according to an embodiment of the present invention will be described in detail with reference to the drawings.
<Overall configuration>
First, the overall configuration of the slot machine 100 according to the present embodiment will be described with reference to FIG. The figure shows an external perspective view of the slot machine 100.

  The slot machine 100 includes a substantially box-shaped main body 101 and a front door 102 attached to the front opening of the main body 101. Inside the center of the main body 101 of the slot machine 100, three reels (left reel 110, middle reel 111, and right reel 112) having a plurality of types of symbols arranged on the outer peripheral surface for a predetermined number of frames are stored. It is configured to be able to rotate inside. In the present embodiment, an appropriate number of symbols are printed on the belt-like member at equal intervals, and the reels 110 to 112 are configured by affixing the belt-like member to a predetermined circular frame material. When viewed from the player, three symbols on the reels 110 to 112 are displayed in the vertical direction from the symbol display window 113 so that a total of nine symbols can be seen. Then, by rotating the reels 110 to 112, the combination of symbols that can be seen by the player varies. In this embodiment, three reels are provided in the center of the slot machine 100. However, the number of reels and the installation position of the reels are not limited to this.

  Further, a backlight (not shown) for illuminating each symbol displayed on the symbol display window 113 is disposed on the back surface of each reel 110 to 112. In addition, it is desirable that this backlight is shielded for each symbol so that each symbol can be irradiated evenly.

  Further, in the slot machine 100, an optical sensor (not shown) including a light projecting unit and a light receiving unit is provided in the vicinity of each of the reels 110 to 112. A light-shielding piece of a certain length provided on the reel passes between them. Based on the detection result of the sensor, the position of the symbol on the reel in the rotation direction is determined, and the reels 110 to 112 are stopped so that the target symbol is displayed on the winning line 114.

  The winning line display lamp 120 is a lamp that indicates an effective winning line. An effective winning line is determined in advance by the number of medals inserted into the slot machine 100. Of the five winning lines 114, for example, when one medal is inserted, the middle horizontal winning line is valid, and when two medals are inserted, the upper horizontal winning line and the lower horizontal winning line are added. When three medals are inserted and three medals are inserted, the five added with the right-down winning line and the upper-right winning line become effective as the winning line. Note that the number of winning lines 114 is not limited to five.

  The start lamp 121 is a lamp that informs the player that the reels 110 to 112 are in a state of being able to rotate. The replay lamp 122 informs the player that the current game can be replayed (the medal insertion is not required) when a replay game that is one of the winning games in the previous game is won. It is a lamp to inform. The notification lamp 123 is a lamp that informs the player that a specific winning combination (for example, a bonus such as BB (Big Bonus) or RB (Regular Bonus)) is won internally in the internal lottery. The medal insertion lamp 124 is a lamp that notifies that a medal can be inserted. The payout number display 125 is a display for displaying the number of medals to be paid out to the player as a result of winning a winning combination. The game number display 126 is an indicator for displaying an error display when a medal is inserted, the number of games during the big bonus game (in the BB game), the number of winnings of a predetermined winning combination, and the like. The stored number display 127 is a display for displaying the number of medals electronically stored in the slot machine 100. The reel panel lamp 128 is an effect lamp.

  The medal insertion buttons 130 and 131 are buttons for inserting a predetermined number of medals stored electronically in the slot machine 100. In this embodiment, every time the medal insertion button 130 is pressed, a maximum of three are inserted one by one, and when the medal insertion button 131 is pressed, three are inserted. The medal slot 134 is an slot for a player to insert a medal when starting a game. That is, the medal can be inserted electronically by the medal insertion button 130 or 131, or the actual medal can be inserted through the medal insertion slot 134. The settlement button 132 is a button for settlement of the medals electronically stored in the slot machine 100 and the bet medals and discharging them to the medal tray 156 from the medal payout opening 155. The medal return button 133 is a button that is pressed to remove a medal when the inserted medal is jammed.

  The start lever 135 is a lever-type switch for performing a game start operation. That is, when a desired number of medals are inserted into the medal insertion slot 134 and the start lever 135 is operated, the reels 110 to 112 are rotated as a trigger, and the game is started. The stop buttons 137 to 139 are buttons for performing a stop operation on the reels 110 to 112 that have started rotating by operating the start lever 135, and are provided corresponding to the reels 110 to 112. When any one of the stop buttons 137 to 139 is operated, any one of the corresponding reels 110 to 112 is stopped.

  The door key 140 is a hole into which a key for unlocking the front door 102 of the slot machine 100 is inserted. The medal payout exit 155 is a payout exit for paying out medals. The medal tray 156 is a container for collecting medals paid out from the medal payout opening 155. In this embodiment, the medal tray 156 employs a tray that can emit light, and may be hereinafter referred to as a tray lamp.

The upper lamp 150, the side lamp 151, the center lamp 152, the waist lamp 153, the lower lamp 154, and the saucer lamp 156 are decorative lamps for exciting the game. The door-equipped liquid crystal display device 600 includes a left door 610, a right door 620, and a liquid crystal display device (LCD) 700 (details will be described later). The sound hole 160 is a hole for outputting the sound of a speaker provided inside the slot machine 100 to the outside. On the title panel 162, a pattern for decorating the slot machine 100 is drawn.
<Control unit>
Next, the circuit configuration of the control unit of the slot machine 100 will be described in detail with reference to FIGS.

The control unit of the slot machine 100 is roughly classified into a main control unit 300 that controls the central part of the game, a sub control unit 400 that controls various devices in accordance with commands transmitted from the main control unit 300, and a sub control. The production unit control unit 500 controls various devices in accordance with the command transmitted from the unit 400.
<Main control unit>
First, the main control unit 300 of the slot machine 100 will be described with reference to FIG. The main control unit 300 includes a CPU 310 that is an arithmetic processing unit for controlling the entire main control unit 300, a data bus and an address bus for the CPU 310 to transmit and receive signals to and from each IC and each circuit, It has the structure described below.

  The clock correction circuit 314 is a circuit that divides the clock oscillated from the crystal oscillator 311 and supplies it to the CPU 310. For example, when the frequency of the crystal oscillator 311 is 12 MHz, the divided clock is 6 MHz. The CPU 310 operates by receiving the clock divided by the clock circuit 314 as a system clock.

  The CPU 310 is connected to a timer circuit 315 for setting a monitoring cycle for constantly monitoring the states of sensors and switches, which will be described later, and a transmission cycle of motor drive pulses, via a bus. When the power is turned on, the CPU 310 transmits the frequency dividing data stored in the predetermined area of the ROM 312 to the timer circuit 315 via the data bus.

  The timer circuit 315 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 310 at each interrupt time. In response to this interrupt request, the CPU 310 executes monitoring of each sensor and transmission of drive pulses. For example, when the system clock of the CPU 310 is set to 6 MHz, the frequency division value of the timer circuit 315 is set to 1/256, and the data for frequency division of the ROM 312 is set to 44, the reference time for this interrupt is 256 × 44 ÷ 6 MHz = 1. 877 ms.

  In addition, the CPU 310 has a control program data for controlling each IC, a lottery data used for internal winning lottery, a ROM 312 for storing reel stop positions, and a RAM 313 for storing temporary data. Is connected. Other storage means may be used for these ROM 312 and RAM 313, and this point is the same in each control unit described later.

  The CPU 310 is connected to an input interface 360 for receiving an external signal. The CPU 310 receives a medal acceptance sensor 320, a start lever sensor 321, a stop button sensor 322, and the like via the input interface 360 every interruption time. The states of the medal insertion button sensor 323, the settlement switch 324, and the medal payout sensor 326 are detected, and each sensor is monitored.

  Two medal acceptance sensors 320 are installed in the passage inside the medal insertion slot 134 and detect whether or not a medal has passed. The start lever sensor 321 is installed on the start lever 135 and detects a start operation by the player. The stop button sensor 322 is installed in each of the stop buttons 137 to 139, and detects the operation of the stop button by the player.

  The medal insertion button sensor 323 is installed in each of the medal insertion buttons 130 to 132, and detects an insertion operation when a medal electronically stored in the RAM 313 is inserted as a game medal. For example, when the medal insertion sensor 323 corresponding to the medal insertion button 130 becomes H level, the CPU 310 electronically inserts one stored medal and the medal insertion sensor 323 corresponding to the medal insertion button 131 is H level. When it becomes, three stored medals are electronically inserted. When the medal insertion button 131 is pressed, two are inserted when the number of stored medals is two, and one is inserted when the number is one.

  The settlement switch 324 is provided on the settlement button 132. When the settlement switch 132 is pressed once, the stored medals are settled. The medal payout sensor 326 is a sensor for detecting a payout medal. Each of the above sensors may be a non-contact type sensor or a contact type sensor.

  The CPU 310 further has an input interface 361 and output interfaces 370 and 371 connected to an address bus via an address decoding circuit 350. The CPU 310 exchanges signals with external devices via these interfaces.

  An index sensor 325 is connected to the input interface 361. Specifically, the index sensor 325 is installed at a predetermined position on the mounting base of each of the reels 110 to 112, and becomes high level each time the light shielding piece provided on the reel passes through the index sensor 325. When detecting this signal, the CPU 310 determines that the reel has made one rotation, and resets the rotational position information of the reel to zero.

  The output interface 370 includes a reel motor driving unit 330 for driving the reels, and a motor for driving a hopper (a device for paying out medals accumulated in the bucket from a medal payout opening, not shown). A hopper motor driving unit 331, a game lamp 340 (specifically, a winning line display lamp 120, a start lamp 121, a re-game lamp 122, a notification lamp 123, a medal insertion lamp 124, etc.), and a 7-segment display 341 (payout) A number display device 125, a game number display device 126, a stored number display device 127, etc.) are connected.

  A random number generation circuit 317 is connected to the CPU 310 via a data bus. The random number generation circuit 317 is an increment counter capable of incrementing a value within a certain range based on clocks oscillated from the crystal oscillator 311 and the crystal oscillator 316 and outputting the count value to the CPU 310, which will be described later. Used for various lottery processes, including internal lottery for winning positions. The random number generation circuit 317 in this embodiment increments a value from 0 to 65535 using the clock frequency of the crystal oscillator 311 and increments a value from 0 to 16777215 using the clock frequency of the crystal oscillator 316. Two random number counters are provided.

Further, an output interface 371 for transmitting a command to the sub-control unit 400 is connected to the data bus of the CPU 310.
<Sub control unit>
Next, the sub-control unit 400 of the slot machine 100 will be described with reference to FIG. The sub-control unit 400 is a CPU 410 that is an arithmetic processing unit that controls the entire sub-control unit 400 based on a control command or the like transmitted from the main control unit 300, and the CPU 410 transmits and receives signals to and from each IC and each circuit. The data bus and the address bus are provided, and the configuration described below is provided.

  The clock correction circuit 414 is a circuit that corrects the clock oscillated from the crystal oscillator 411 and supplies the corrected clock to the CPU 410 as a system clock.

  Further, a timer circuit 415 is connected to the CPU 410 via a bus. The CPU 410 transmits the frequency dividing data stored in the predetermined area of the ROM 412 to the timer circuit 415 via the data bus at a predetermined timing. The timer circuit 415 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 410 at each interrupt time. The CPU 410 controls each IC and each circuit based on the interrupt request timing.

  In addition, the CPU 410 temporarily stores a ROM 412 in which commands and data for controlling the entire sub-control unit 400, data for controlling backlight lighting patterns and various displays, and data are stored. The RAM 413 is connected via each bus.

  The CPU 410 is connected to an input / output interface 460 for transmitting and receiving external signals. The input / output interface 460 includes a backlight 420 for illuminating the symbols of the reels 110 to 112 from the back, a front surface. A door sensor 421 for detecting opening / closing of the door 102 and a reset switch 422 for clearing data in the RAM 413 are connected.

  An input interface 461 for receiving a control command from the main control unit 300 is connected to the CPU 410 via a data bus, and the CPU 410 excites the entire game based on the command received via the input interface 461. Performing production processing and the like.

  A sound source IC 480 is connected to the data bus and address bus of the CPU 410. The sound source IC 480 controls sound according to a command from the CPU 410. The sound source IC 480 is connected to a ROM 481 that stores sound data. The sound source IC 480 amplifies the sound data acquired from the ROM 481 by the amplifier 482 and outputs the sound data from the speaker 483.

  The CPU 410 is connected to an address decoding circuit 450 for selecting an external IC, similar to the main control unit 300, and the input interface for receiving a command from the main control unit 300 is connected to the address decoding circuit 450. 461, an output interface 470, which will be described later, a clock IC 422, and an output interface 472 for outputting a signal to the 7-segment display 440 are connected.

  The CPU 410 can acquire the current time when the clock IC 422 is connected. The 7-segment display 440 is provided inside the slot machine 100, and for example, a store clerk or the like can check predetermined information set in the sub-control unit 400.

  Further, a demultiplexer 419 is connected to the output interface 470. The demultiplexer 419 distributes the signal transmitted from the output interface 470 to each display unit and the like. That is, the demultiplexer 419 performs the effect lamp 430 (upper lamp 150, side lamp 151, center lamp 152, waist lamp 153, lower lamp 154, reel panel lamp 128, saucer lamp 156, title, and the like according to the data received from the CPU 410. Control panel lamps, payout strobes, etc.) The title panel lamp is a lamp that illuminates the title panel 162, and the payout exit strobe is a strobe type lamp installed inside the medal payout exit 142.

In addition, the CPU 410 performs signal transmission to the effect unit control unit 500 via the demultiplexer 419. Conversely, CPU 410 receives a signal from presentation unit control unit 500 via an input interface (not shown). That is, the CPU 410 transmits information to the rendering unit control unit 500 via the demultiplexer 419 and the input interface.
<Direction unit control unit>
Next, the rendering unit control unit 500 of the slot machine 100 will be described with reference to FIG. The rendering unit control unit 500 includes a CPU 510 which is an arithmetic processing unit, a data bus and an address bus for transmitting and receiving signals to and from each IC and each circuit, and has a configuration described below.

  The CPU 510 operates by receiving the clock oscillated from the crystal oscillator 511 as a system clock. The CPU 510 receives a signal (control command) from the Sub CPU 410 of the sub-control unit 400 via the data bus, and controls the effect unit control unit 500 as a whole.

  In addition, a ROM 512, a RAM 513, and a VDP (video display processor) 560 are connected to the CPU 510 via a bus. The ROM 512 stores control program data and effect data for controlling the effect unit control unit 500 as a whole. The RAM 513 includes a work area for programs processed by the CPU 510. A crystal oscillator 511 is connected to the VDP 560, and further, a CG-ROM 515 and a VRAM 516 are connected via a bus. Although details will be described later, the VDP 560 reads out image data stored in the ROM 512 or CG-ROM 515 based on a signal from the CPU 510, generates an image signal using the work area of the VRAM 516, and displays the display screen of the LCD 700. Display an image. Note that a luminance adjustment signal is input to the LCD 700 so that the CPU 510 can adjust the luminance of the display screen of the LCD 700.

  In addition, a motor (left door) 8102 is connected to the CPU 510 via an address decoder 540, a data latch 520 and a motor driver (left door) 521, and an address decoder 540, a data latch 530 and a motor driver (right driver) A motor (right door) 8202 is connected via a door 531. Although details will be described later, the motor (left door) 8102 is a motor for moving the left door 610 (see FIG. 1) in the horizontal direction, and the motor (right door) 8202 is the right door 620 (see FIG. 1). This is a motor for moving the motor horizontally. The motor driver (left door) 521 is an IC that drives the motor (left door) 8102 based on a signal from the CPU 510, and the motor driver 531 controls the motor (right door) 8202 based on a signal from the CPU 510. IC to drive.

Further, four shutter sensors 550 to 553 (left door 1, left door 2, right door 1, right door 2) are connected to CPU 510. The shutter sensor (left door 1) 552 and the shutter sensor (left door 2) 553 are sensors for detecting the open / closed state of the left door 610. The shutter sensor (right door 1) 550 and the shutter sensor (right door 2). Reference numeral 551 denotes a sensor for detecting the open / closed state of the right door 620.
<VDP>
FIG. 5 is a block diagram of a display control board constituting the rendering unit control unit 500, and is a diagram showing the internal configuration of the VDP 560 in detail. The VDP 560 includes a CPU I / F 562, a CG bus I / F 564, and an attribute register 566 for temporarily storing instructions received via the CPU I / F 562. Note that the CPU I / F 562 is an I / F for transmitting and receiving data to and from the CPU 510, ROM 512, and RAM 513 connected to the bus B2, and the CG bus I / F 564 is a data with the CG-ROM 515 connected to the bus B3. It is I / F for transmitting / receiving.

  The CPU I / F 562, the CG bus I / F 564, and the attribute register 566 are connected to the drawing control unit 568, the data transfer control unit 570, and the display control unit 572 via the bus B4. The drawing control unit 568 reads out image data from the CG-ROM 515 and the ROM 512 in accordance with a command stored in the attribute register 566 and generates a predetermined image. To remember. The data transfer control unit 570 controls transfer of image data between the attribute register 566 and the VRAM 516. The display control unit 572 receives the image generated by the drawing control unit 568 and transmits the image to the DAC 576, and outputs a synchronization signal for causing the LCD 700 to sample the image signal from the DAC 576 at a predetermined timing. The DAC 576 converts the image data, which is a digital signal input from the display control unit 572, into analog R (red), G (green), and B (blue) signals and outputs them to the LCD 700.

The VRAM 516 is provided with two display areas 0 and 1 and other storage areas. Both the display area 0 and the display area 1 are storage areas for temporarily storing image data of an image to be displayed on the LCD 700, but either one can be designated as a drawing area and designated as a drawing area. When image data in a display area that is not displayed is displayed on the LCD 700 as an image, the image data can be expanded (stored) in the display area designated as the drawing area. With such a configuration, the image displayed on the LCD 700 can be easily switched by switching (swapping) the designation of the drawing area between the display area 0 and the display area 1. The other storage area stores a color palette storage area for storing image color information, information on frequently used image data, and the like. In this embodiment, the VDP 560 and the VRAM 516 are separated, but the VRAM 516 may be built in the VDP 560.
<ROM, CG-ROM>
FIG. 6 is a diagram schematically showing data stored in advance in the ROM 512 and the CG-ROM 515.

  The ROM 512 includes an image control data storage area CA for storing image control data for controlling an image to be displayed on the LCD 700, in addition to a program area PA for storing control program data sequentially read and executed by the CPU 510. A door control data storage area TA for storing door control data for controlling the operation of the left door 610 and the right door 620 is provided. In the image control data storage area CA, as image control data, attribute data (for example, drawing order, number of colors, enlargement / reduction ratio, palette number, coordinates, etc.) necessary for displaying an image on the LCD 700 is stored. The blur information, which is information necessary for executing the blur processing described later, is stored. This image control data is set for each of a plurality of types of character images. In the door control data storage area TA, for example, target coordinates, moving time, and the like are stored as door control data. This door control data is set for each of a plurality of types of operation patterns.

  Note that the CPU 510 of the rendering unit control unit 500 generates a control data table for controlling the liquid crystal display device with a door 600 from these image control data and door control data in a command setting process described later.

The CG-ROM 515 stores character image color palette data and character image data. The character image color palette data is composed of a plurality of types of palette data in accordance with a plurality of types of character images, and includes palette data of 16 colors and 64 colors in addition to the palette data of 256 colors. The character image data is composed of character image data using 256-color palette data, in which an 8-bit palette number is stored corresponding to each dot, and the character image data using 64-color palette data. The data stores a 6-bit palette number corresponding to each dot, and the character image data using 16-color palette data stores a 4-bit palette number corresponding to each dot. Yes. Note that the image data storage method is not limited to this, and a conventionally known image compression method such as a run length method can be applied.
<Liquid crystal display with door>
Next, a liquid crystal display device with a door will be described. FIG. 7A is a front view illustrating the liquid crystal display device 600 with a door extracted. As shown in the figure, the door-equipped liquid crystal display device 600 includes a left door 610, a right door 620, and an LCD 700. The left door 610 and the right door 620 are provided to be openable and closable in front of the LCD 700, and constitute a pair of door bodies that shield the display screen of the LCD 700 from the player when the LCD 700 is closed.

  In this embodiment, the left door 610 and the right door 620 can be moved independently. The fully open positions of the left door 610 and the right door 620 are as shown in FIG. 7B, and the fully closed position is as shown in FIG. 7C.

  Next, the detailed structure of the liquid crystal display device with a door 600 will be described. FIG. 8 is an exploded view of the liquid crystal display device 600 with a door, and the detailed structure is as follows.

  That is, the door-equipped liquid crystal display device 600 has a main body frame 630 having a horizontally long outer shape and a rectangular through-hole for incorporating the LCD 700 in the center thereof, and a pair of doors (the left door 610 and the right door 620). The two guide rails (upper guide rail 640 and lower guide rail 650) that are attached to the front surface of the main body frame 630 and slidably guide a pair of doors in the lateral direction, and these two doors 610 and 620 and upper and lower guides The transparent front cover 660 that covers the rails 640 and 650, the LCD 700 that is attached to the back surface of the main body frame 630, and the two doors 610 and 620 are moved. And comprising. In this embodiment, the main body frame 630 and the upper and lower guide rails 640 and 650 are made of metal, and the left and right doors 610 and 620 and the transparent front cover 660 are made of plastic. The above components are mounted with a relay substrate 670 and a transparent rear cover 680 made of plastic as shown in FIG. 9 to complete the assembled liquid crystal display device with a door.

  Next, the left door 610 and the right door 620 will be described in detail with reference to FIG. In this embodiment, the left door 610 and the right door 620 have the same structure. Therefore, here, the description will focus on the left door 610 (hereinafter simply referred to as a door).

  As shown in the figure, the door 610 includes a door frame 6101 and a decorative member 6102 in its constituent parts. In the present embodiment, as the decorative member 6102, a member simulating a shoji is used, and this shoji-shaped decorative member is pasted on the lattice-like crosspiece 6102 a and the lattice-like crosspiece 6102 a. A translucent sheet 6102b is provided. The grid-like crosspieces 6102 a can be fitted into the door frame 6101. After fitting the lattice-shaped crosspiece 6102a into the door frame 6101, a decorative member 6102 and the door frame 6101 are integrated by pasting a translucent sheet 6102b with an adhesive applied to the periphery from the back.

  On the other hand, rack teeth 6101 a having a certain length are formed on the upper portion of the door frame 6101. The rack teeth 6101a constitute a portion that receives a driving force from the driving unit 810. The length of the rack teeth 6101 is set to a length at which the door can be moved at least between a fully closed position where the door is completely closed and a fully opened position where the door is fully opened and the entire surface of the liquid crystal screen can be visually recognized. Has been.

  The door frame 6101 includes four rollers 6103a to 6103d for reducing friction of the door frame 6101 with respect to the upper guide rail 640 and four rollers 6104a for reducing friction of the door frame 6101 with respect to the lower guide rail 650. To 6104d are disposed. These rollers are made of hard plastic.

  Although the left door has been described above, the right door has the same structure. That is, as shown in the figure, the door 620 includes a door frame 6201 and a decorative member 6202 (lattice-shaped bar 6202a, translucent sheet 6202b).

  The door 620 includes four rollers 6204a to 6204d for reducing friction of the door frame 6201 with respect to the upper guide rail 640 and four rollers 6203a to 6200 for reducing friction of the door frame 6201 with respect to the lower guide rail 650. 6203d is provided. These rollers are also made of hard plastic. In addition, rack teeth 6201a that are the same as the rack teeth 6101a are formed in the lower portion of the door frame 6201, although they are hidden in the drawing.

  In the case of the present embodiment, the left door 610 and the right door 620 have exactly the same structure, and in the drawing, the left door 610 and the right door 620 are rotated 180 degrees relative to each other (the top and bottom are interchanged without changing the front and back sides). Therefore, the rack teeth 6201a of the left door 610 are positioned on the upper side, and the rack teeth 6201a of the right door 620 are positioned on the lower side.

  In other words, in the present embodiment, the right door 610 and the left door 620 are arranged at positions that are point-symmetric with respect to the center (the zero point in FIG. 7C) when the door is closed, for example, the left door 610. Then, the rack teeth are positioned on the upper side, and the rack teeth are positioned on the lower side in the right door 620.

  Next, the motor units 810 and 820 will be described with reference to FIG. In this embodiment, the left and right motor units 810 and 820 have the same structure. Therefore, the motor unit 810 of the left door 610 will be described as an example. However, in this document, regarding the configuration corresponding to each configuration of the motor unit 810 (symbol: 81XX), when describing each configuration of the corresponding motor unit 820, , 82XX.

  As shown in FIG. 5A, the motor unit 810 includes a support frame 8101, a motor 8102 fixed to the support frame 8101, a sensor 8103, and a large pinion 8104. The support frame 8101 is made of metal, and the large pinion 8104 is made of plastic. The motor 8102 is a stepping motor, but is not limited to this, and may be another type of motor.

  The sensor 8103 detects the rotational position of the large pinion 8104. As shown in FIG. 8B, the sensor 8103 is for an optical portion 8103a composed of a light projecting portion and a light receiving portion, and a signal line for taking out a detection signal. Socket 8103b, and a substrate 8103c that supports and electrically connects these components. Based on the detection result of the sensor 8103, the position of the left door 610 to be opened and closed (fully opened position and fully closed position) can be detected.

  The motor 8102 is disposed on one side of the support frame 8101 (upper surface side in the figure), and the large pinion 8104 is disposed on the other side of the support frame 8101 (lower surface side in the figure). In the figure, although hidden behind the motor 8102 and cannot be seen, a small pinion is attached to the rotating shaft of the motor 8102.

  The large pinion 8104 has a disc-shaped main body portion having cross-shaped ribs and tooth portions provided on the periphery thereof. In the embodiment, two light shielding pieces 8104a and 8104b) are provided. The light shielding pieces 8104a and 8104b are formed integrally with the main body of the large pinion 8104, and are provided so as to correspond to the fully open position and the fully closed position of the left door 610, respectively.

  Next, the support frame 8101 has two large and small circular through holes 8101a and 8101b. In assembling the motor unit 810, first, the small pinion of the motor 8102 is inserted into the larger through-hole 8101a, and the small pinion is disposed below the support frame 8101a.

  In this state, the motor 8102 is moved obliquely forward so that the rotating shaft of the motor 8102 passes through the communicating portion of the two through holes, and when the small pinion is located just below the smaller through hole 8101b, the motor 8102 8102 is screwed to the support frame 8101.

  On the other hand, the large pinion 8104 is rotatably attached to a bearing portion on the lower side of the support frame 8104 that is not visible in the drawing. Thus, the large pinion 8104 and the small pinion of the motor are engaged with each other, and the rotational force of the small pinion is directly transmitted to the large pinion when the motor 8102 is driven.

The support frame 8101 has a through hole 8101c for the sensor 8103. The light projecting portion and the light receiving portion of the sensor 8103 are inserted into the through hole 8101c, and the sensor 8103 is screwed to the support frame 8101. To do. This mounting position is adjusted in advance to a position where the light blocking pieces 8104a and 8104b of the large pinion can pass just between the light projecting portion and the light receiving portion of the sensor 8103.
<Main control unit main processing>
Next, the main process of the main control unit 300 will be described with reference to FIG. FIG. 3 is a flowchart showing the flow of main processing of the main control unit 300.

  When power is turned on to the slot machine 100, first, various initialization processes are executed in step S101. Thereafter, in step S102 of the main control unit main process, a process related to medal insertion is performed. Here, it is checked whether or not medals have been inserted, and the winning line display lamp 120 is turned on according to the number of medals inserted. It is not necessary to insert a medal when winning the re-game in the previous game. In step S102, a process related to a game start operation is performed. Here, it is checked whether or not the start lever 135 has been operated. If it is determined that the start operation has been performed, the number of inserted medals is determined.

  In step S103, a valid pay line 114 is determined. In step S104, the random number generated by the random number generator 317 is acquired. In step S105, the winning combination internal lottery is performed using the random value acquired in step S104 and the winning combination lottery table stored in the ROM 312. As a result of the internal lottery, when any winning combination is won internally, the flag of the winning combination is internally set to ON. Note that the random value acquired in step S104 may be used not only for the winning combination internal lottery but also for the lottery when the reel stop control table is selected.

  In step S106, one of the reel stop control tables is selected with reference to the stop position data selection table based on the result of the internal lottery in step S105. In step S107, rotation of all reels 110 to 112 is started by reel rotation start processing. In step S108, the reels 110 to 112 corresponding to the pressed stop buttons 137 to 139 are stopped from rotating by the reel stop control process. At this time, the reels 110 to 112 are stopped based on the reel stop control table selected in step S106.

  In step S109, the winning determination of the symbols stopped when the stop buttons 137 to 139 are pressed is performed. Here, it is determined that the winning combination is won when the winning symbol combination corresponding to the winning combination that has been won internally or the winning combination having the flag carried over is arranged (displayed) on the activated winning line. For example, if “replay-replay-replay” is arranged on the activated pay line, it is determined that the replay is won. In addition, the flag corresponding to the winning combination won is reset.

  In step S110, a medal payout process is performed. In this medal payout process, if a winning combination with a payout is won, the number of medals corresponding to the winning combination is paid out. In step S111, game state control processing is performed. In this game state control process, control for shifting the game state is performed. For example, in the case of BB winning, preparation is made so that the BB game can be started from the next time, and in those final games, the normal game can be started from the next time. Get ready.

Thus, one game is completed, and thereafter, the game proceeds by repeating the main control unit main process. Although not shown, the main control unit 300 periodically executes a timer interrupt process based on a timer interrupt in addition to the main process, and sends a command to the sub-control unit 400 in the timer interrupt process. Configured to send.
<Sub control section main processing>
Next, the main process of the sub control unit 400 will be described with reference to FIG. This figure is a flowchart showing the flow of the main process of the sub-control unit 400.

  In step S201, various initial settings such as variable initialization are performed. In step S202, command input processing is performed. Although details will be described later, in the command input process, various processes are performed according to the command received from the main control unit 300.

  In step S203, it is determined whether or not there is an output request to the device driver. If there is an output request, the process proceeds to step S204 to set data in the device driver having the output request, and if there is no output request. Proceed to step S205.

In step S205, it is determined whether or not there is a command transmission request to the rendering unit control unit 500. If there is a transmission request, the process proceeds to step S206 to transmit a command with a transmission request to the rendering unit control unit 500. If there is no transmission request, the process returns to step S202.
<Strobe processing of sub-control unit>
Next, the strobe process of the sub control unit 400 will be described with reference to FIG. This figure is a flowchart showing the flow of the strobe process of the sub-control unit 400.

The sub-control unit 400 performs this strobe process when it detects a change in the strobe signal input from the main control unit 300. In step S301 of the strobe process, the command received from the main control unit 300 is stored in the predetermined storage area of the RAM 413 as an unprocessed command, and the process ends.
<Command input processing>
Next, the command input process (step S202) in the above-described sub control unit main process will be described with reference to FIG. This figure is a flowchart showing the flow of command input processing.

In step S401, the contents of the predetermined storage area of the RAM 413 are confirmed, and it is determined whether or not there is an unprocessed command among the commands received from the main control unit 300. If there is an unprocessed command, the process proceeds to step S402. If there is no unprocessed command, the process ends. In step S402, various processes are performed according to the command received from the main control unit 300.
<Sub-control unit timer interrupt processing>
Next, timer interrupt processing of the sub-control unit 400 will be described with reference to FIG. This figure is a flowchart showing the flow of timer interrupt processing of the sub-control unit 400.

The sub-control unit 400 periodically executes this timer interrupt process based on the timer interrupt request signal output from the timer circuit 415. In step S501, the effect data is updated according to the gaming state and the like, and in step S502, the device is controlled to control the sound and the lamp, and the process ends.
<Production unit controller main processing>
Next, the main process of the rendering unit control unit 500 will be described with reference to FIG. In addition, the figure is a flowchart which shows the flow of a production | generation unit control part main process.

  In step S601, various initial settings such as variable initialization are performed. In step S602, a VSYNC waiting process is performed (details will be described later). In step S603, the display area 0 and the display area 1 of the VRAM 516 are swapped. That is, when the display area 0 is designated as the drawing area, the display area 1 is designated as the drawing area, and when the display area 1 is designated as the drawing area, the display area 0 is designated as the drawing area.

In step S604, command setting processing is performed, and in step S605, VDP control processing is performed (details of each processing will be described later).
<VSYNC interrupt processing>
Next, the VSYNC interruption process of the rendering unit control unit 500 will be described with reference to FIG. This figure is a flowchart showing the flow of VSYNC interrupt processing.

Every time the effect unit control unit 500 detects that a VSYNC signal (vertical synchronization signal) is input from the VDP 560 (in this embodiment, 60 times per second (once about 16.66 ms)), this VSYNC Perform interrupt processing. In step S701 of the VSYNC interrupt process, the VSYNC signal counter is incremented by 1, and the process ends.
<VSYNC wait processing>
Next, the VSYNC waiting process (step S602) in the above-described production unit controller main process will be described with reference to FIG. This figure is a flowchart showing the flow of the VSYNC waiting process.

  In step S801, the processing wait flag is set to ON, and in step S802, it is determined whether or not the VSYNC signal counter added in the VSYNC interrupt processing described above has become 2. If the VSYNC signal counter becomes 2 (about 33 ms (= 16.66 ms × 2) has elapsed since the previous image display switching), the process proceeds to step S803, and the VSYNC signal counter is not 2 In step S802, the determination in step S802 is repeatedly executed to wait for the VSYNC signal counter to become 2. In this embodiment, the subsequent processing is performed after the VSYNC signal is input twice. However, the present invention is not limited to this, and waits for the VSYNC signal to be input once. (After waiting for about 16.66 ms from the previous image display switching), the subsequent processing may be performed, or waiting for the VSYNC signal to be input twice or more (from the previous image display switching). Subsequent processing may be performed after waiting for about 33 ms or more (for example, about 49.98 ms (= 16.66 ms × 3)) to elapse.

In step S803, the above-described processing waiting flag is set to OFF, and in step S804, the VSYNC signal counter is cleared (initialized).
<Strobe processing of production unit control unit>
Next, the strobe process of the effect unit control unit 500 will be described with reference to FIG. In addition, the figure is a flowchart which shows the flow of the strobe process of the production | presentation unit control part 500. FIG.

The rendering unit control unit 500 performs this strobe process when it detects a change in the strobe signal input from the sub-control unit 400. In step S901 of the strobe process, the command received from the sub-control unit 400 is stored in the predetermined storage area of the RAM 513 as an unprocessed command, and the process ends.
<Command setting process>
Next, the command setting process (step S604) in the production unit control unit main process described above will be described with reference to FIG. This figure is a flowchart showing the flow of command setting processing.

  In step S1001, it is determined whether or not a motor control command is received from the sub-control unit 400. If a motor control command is received, the process proceeds to step S1002, and if a motor control command is not received, the process proceeds to step S1005. move on.

  In step S1002, the motor control command is stored in a predetermined area of the RAM 513. In step S1003, door control data is transferred from the ROM 512 to a predetermined area of the RAM 513 based on the stored motor control command, and door control data (target coordinates, moving time, etc.) in the control data table is set. In step S1004, the door control flag is set to ON.

  In step S1005, it is determined whether an image display control command has been received from the sub-control unit 400. If an image display control command has been received, the process proceeds to step S1106. If an image display control command has not been received, the process proceeds to step S1106. The process ends.

In step S1006, image control data is transferred from the ROM 512 to a predetermined area of the RAM 513 based on the stored image display control command, and image control data in the control data table (what scene is displayed on the LCD 700) is set. To do.
<VDP control processing>
Next, the VDP control process (step S705) in the production unit control unit main process described above will be described with reference to FIG. This figure is a flowchart showing the flow of VDP control processing.

  In step S1101, an instruction is given to transfer character image data and the like stored in the CG-ROM 515 to the VRAM 516. Specifically, the CPU 510 stores information for specifying image data in the attribute register 566 of the VDP 560 (for example, address information of the transfer source CG-ROM 515, address information of the transfer destination VRAM 516, image data size, etc.). Set. The VDP 560 transfers image data or the like to the display area of the VRAM 516 in accordance with a command set in the attribute register 566, and then outputs a transfer end interrupt signal to the CPU 510.

  In step S1102, it is determined whether or not a transfer end interrupt signal from the VDP 560 is input. If a transfer end interrupt signal is input, the process proceeds to step S1103. If not, the transfer end interrupt signal is determined. Wait for input.

  In step S1103, an attribute instruction is given. In this attribute instruction, the CPU 510 sets information for generating an image based on the image data or image palette data transferred to the VRAM 516 (for example, the coordinate axis of the VRAM 516, the size of the image data, etc.) in the attribute register 566 of the VDP 560. . The VDP 560 sets attribute data and blur information in the attribute register 566 in accordance with the instruction set in the attribute register 566.

  In step S1104, an image generation instruction is issued. In this image generation instruction, CPU 510 sets an instruction for instructing start of image generation in attribute register 566. The VDP 560 outputs a generation end interrupt signal to the CPU 510 when the image generation is completed after generating the image based on the information set in the attribute register 566 in step S1103 described above.

In step S1105, it is determined whether or not the generation end interrupt signal from VDP 560 is input. If the generation end interrupt signal is input, the process ends. If not, the generation end interrupt signal is not detected. Wait for input.
<Timer interrupt processing of production unit control unit>
Next, timer interrupt processing of the rendering unit control unit 500 will be described with reference to FIG. In addition, the figure is a flowchart which shows the flow of the timer interruption process of the production | presentation unit control part 500. FIG.

In step S1201, the door control in-progress flag is set to ON in step S1004 in the command setting process described above, and it is determined whether door control data is set. If applicable, the process proceeds to step S1202, and if not, the process ends. In step S1202, door drive processing is performed.
<Door drive processing>
Next, the door drive process (step S1202) in the above-described timer interrupt process will be described with reference to FIG. In addition, the figure is a flowchart which shows the flow of a door drive process.

  The rendering unit control unit 500 periodically executes this timer interrupt process (once in this embodiment once every 500 μs) based on a timer interrupt request signal output from a timer circuit (not shown). In step S1301, door position information is acquired. Here, the information on the current positions of the left door 610 and the right door 620 is acquired with reference to the door position information stored in a predetermined area of the RAM 513. In the present embodiment, the current positions of the left door 610 and the right door 620 are acquired by storing the total number of pulses output to the motor driver (left door) 521 and the motor driver (right door) 531. However, the present invention is not limited to this, and the current positions of the left door 610 and the right door 620 may be acquired from the rotation speed and rotation angle of the motor. Further, a photoelectric sensor or the like may be provided on the upper guide rail 640 or the lower guide rail 650 to acquire the current positions of the left door 610 and the right door 620.

  In step S1302, the pulse output timing management counter is updated. The pulse output timing management counter is a counter that determines the timing of outputting a pulse to the motor driver (left door) 521 and the motor driver (right door) 531 based on the door control data. Here, the update setting of the pulse output timing management counter is performed.

  In step S1303, based on the value of the pulse output timing management counter, it is determined whether it is time to output a pulse to move the left door 610 and the right door 620. If it is time to output a pulse, the process proceeds to step S1304. If not, the process ends. In step S1304, pulses are output to the motor driver (left door) 521 and the motor driver (right door) 531 to move the left door 610 and the right door 620.

In step S1305, the door position information is updated based on the pulse output in step S1304. In step S1306, the door control data is updated based on the pulse output in step S1304. In step S1307, it is determined based on the door control data whether or not to end the movement of the left door 610 and the right door 620. If the movement of the left door 610 and the right door 620 is to be terminated, the process proceeds to step S1308. If not, the process is terminated. In step S1308, the door control in progress flag is set to OFF.
<VDP main processing>
Next, the main process of the VDP 560 will be described with reference to FIG. This figure is a flowchart showing the flow of main processing of the VDP 560.

In step S1401, image transfer processing is performed. Details of the image transfer process will be described later. In step S1402, a transfer end interrupt signal is transmitted to CPU 510. In step S1403, attribute setting processing is performed. Details of the attribute setting process will be described later. In step S1404, an image generation process is performed. Details of the image generation processing will be described later. In step S1405, a generation end interrupt signal is transmitted to CPU 510.
<Image transfer processing>
Next, the image transfer process of the VDP 560 will be described with reference to FIG. This figure is a flowchart showing the flow of image transfer processing of the VDP 560.

In step S1501, it is determined whether an image transfer instruction (step S1101 in the above-described VDP control process) has been issued from CPU 510. If an image transfer instruction is given, the process proceeds to step S1502, and if not, the process waits until an image transfer instruction is given. In step S1502, the image data and the like are transferred to the display area of the VRAM 516 in accordance with the instruction set in the attribute register 566.
<Attribute setting process>
Next, attribute setting processing of the VDP 560 will be described with reference to FIG. This figure is a flowchart showing the flow of attribute setting processing of the VDP 560.

In step S1601, it is determined whether or not an attribute instruction (step S1103 in the above-described VDP control process) has been issued from CPU 510. If the attribute is designated, the process proceeds to step S1602, and if not, the process waits until the attribute is designated. In step S1602, in accordance with the instruction set in the attribute register 566, the attribute data and blur information are read from the ROM 512 for each image to be displayed on the LCD 700, and the read attribute data and blur information are set in the attribute register 566.
<Image generation processing>
Next, the image generation processing of the VDP 560 will be described with reference to FIG. This figure is a flowchart showing the flow of image generation processing of the VDP 560.

In step S1701, it is determined whether an image generation instruction (step S1104 in the VDP control process described above) has been issued from CPU 510. If an image generation instruction is given, the process proceeds to step S1702, and if not, the process waits until an image generation instruction is given. In step S1702, the attribute is referred to. Specifically, the attribute stored in the attribute register 566 is read. In step S1703, each image is arranged in the display area 0 or 1 designated as the drawing area based on the read attribute. In step S1704, a matte image generation process is performed.
<Matte image generation processing>
Next, the VDP 560 matte image generation process will be described with reference to FIG. This figure is a flowchart showing the flow of the matte image generation process of the VDP 560.

  In step S1801, door position information is acquired. Here, the door position information updated in step S1305 in the door driving process described above is acquired for the left door 610 and the right door 620. In step S1802, it is determined whether door position = 0. That is, it is determined whether or not the left door 610 and the right door 620 are in the fully open position. If the left door 610 and the right door 620 are in the fully open position, the process ends. If not, the process proceeds to step S1803.

  In step S1803, based on the door position information, mat images are respectively arranged at positions corresponding to the left door 610 and the right door 620 (the positions behind the left door 610 and the right door 620). In step S1804, image blur processing is performed.

  18A and 18B are diagrams showing images arranged on the LCD 700. FIG. In these drawings, a liquid crystal display device 600 with a door is shown in a perspective view on the right side, and a schematic diagram showing a positional relationship between an image arranged (displayed) on the LCD 700 and a left door 610 on the left side.

  As shown in FIG. 6A, first, a background image 700a is arranged on the entire surface of the display area on the LCD 700 (on the front side), an image 700b of the character A (an image of Tono) and a matte image 700c. Are displaced in the front-rear direction. In this example, the image 700b of the character A is arranged in an area that is not shielded by the left door 610 or the right door 620 (second display area according to the present invention), and the mat image 700c is the left door 610 or the right door. It is arranged in a rear area (first display area according to the present invention) shielded by 620.

  In the present embodiment, as described above, the left door 610 and the right door 620 are configured to have a translucent sheet 6202b, and the area behind the decoration portion 6102 (the first embodiment according to the present invention) is formed through the translucent sheet 6202b. 4), the display on the LCD 700 can be blurred. Therefore, when the background image 700a and the character image 700b are shielded by the left door 610 or the right door 620 as they are, these images are blurred and visually recognized through the translucent sheet 6202b, so that the appearance is very poor. End up. Therefore, the appearance is improved by arranging the mat image 700c having a uniform color such as white behind the left door 610 and the right door 620. For example, as shown in FIG. 6A, when the mat image 700c made of uniform white is arranged, the player can only see the white through the translucent sheet 6202b, so the left door 610 and The right door 620 is visually recognized as a shoji with white paper.

  Since the door frame 6101 of the left door 610 and the right door 620 is made of an opaque material, the area behind the door frame 6101 (the third display area according to the present invention) is not seen from the player's line of sight. Visible. Therefore, in this embodiment, the left door 610 and the right door 620 are composed of two parts, a door frame 6101 (with a high degree of shielding) and a decorative portion 6102 (with a low degree of shielding) having different shielding degrees.

  Further, as shown in FIG. 5B, by forming the mat image 700c from a white background and a black silhouette (human figure), it is possible to express the appearance of the human figure on the shoji screen. In this way, by using an image with a clear contrast as the mat image 700c, it is possible to make the player visually recognize the mat image 700c through the left door 610 or the right door 620 and to notify various information. Thereby, the production can be made more diverse.

  In addition, in the same figure (a) and (b), although the example which match | combined the position of the right end of the left door 610 and the right end of the mat | matte image 700c is shown, it is not limited to this, For example, the left door 610 If the background image 700a is configured to be difficult for the player to visually recognize through the translucent sheet 6202b provided in the mat, the right end of the mat image 700c is inside the right end of the left door 610 (the direction in which the left door 610 opens). You may make it locate in. The same applies to the left end of the right door 620 and the left end of the mat image 700c.

Further, the mat image 700c including the white background and the black silhouette shown in FIG. 5B may store the white background and the black silhouette in the ROM 512 as separate image data, or one image. It may be stored as data.
<Image blur processing>
Next, the image blurring process of the VDP 560 will be described with reference to FIG. This figure is a flowchart showing the flow of image blurring processing of the VDP 560.

  In step S1901, an image to be blurred is designated. Note that the image on which the blurring process is performed is not limited to the mat image 700c, and a character image or background that may be visually recognized by the player despite being displayed behind the left door 610 or the right door 620. Images and the like are also included.

  In step S1902, blurring processing is performed on the image specified in step S1901. Here, the blurring process is performed after the blurring area to be blurred is specified based on the blurring information. That is, in this embodiment, the position and width of the blur area are set in advance in the blur information. Note that settings such as the width of the blur region may be determined by lottery performed during the game.

  In the present embodiment, the blurring process is performed by performing the translucent process on the blurring area of the image (upper image) superimposed on the image (lower image). This translucency processing is performed by, for example, synthesizing RGB values for each pixel (the region when the image is divided into a plurality of two-dimensionally arranged regions). Specifically, for example, when two images are superimposed, the RGB values of the pixels of the upper image are (Rs, Gs, Bs), and the RGB values of the pixels of the lower image are (Rd, Gd, Bd). ), And the transmittance divided into 32 steps is TRS (previously set in the blur information), the RGB value of the pixel after the translucent processing is (R, G, B) = (Rd, Gd, Bd) * TRS / 32 + (Rs, Gs, Bs) * (32-TRS) / 32.

  For example, the RGB value of a specific pixel in the upper image is (200, 180, 180), the RGB value of the pixel in the lower image overlapping with this is (100, 80, 80), and TRS is 16 (transmittance) 50%), R = 100 × 16/32 + 200 × (32−16) / 32 = 150, G = 80 × 16/32 + 180 × (32−16) / 32 = 130, B = 80 × 16/32 + 180 Since x (32-16) / 32 = 130, the RGB value of the pixel after the translucent processing is (150, 130, 130).

  Note that the TRS (transmittance) is not limited to the above-described 32 stages, and may be at other stages, or the TRS may be set from 0% to 100%. Further, the change of the transmittance by combining the RGB values of the pixels to be superimposed may be performed using the alpha channel. Further, the degree of translucent processing may be varied for each pixel. In this case, the degree of translucency processing may be changed randomly, or the degree of translucency processing may be changed continuously.

  Moreover, you may perform translucent processing by methods other than the said method. For example, the translucency processing may be performed by setting the pixel values of the lower image for a plurality of pixels in the blur region of the upper image. In this case, the greater the number of pixels for which the pixel values of the lower image are set, the higher the transparency. In this method, the pixels of the upper image may be erased, and the pixels of the lower image overlapping therewith may be assigned. Alternatively, a transparent color is set for the pixels of the upper image, and the pixels of the lower image are set. May be displayed through this. In this case, it is previously set in the blur information that the ratio of pixels in the blur region to be subjected to the above processing.

These semi-transparency processes only need to change at least one of the parameters constituting the image such as transmittance, color, brightness, or brightness, and are displayed on a display device such as the LCD 700. The present invention is not limited to the above as long as the visibility of the image can be lowered.
<Example of blur processing>
Next, an example of the blurring process will be described with reference to FIGS.
<Bluring processing for matte images corresponding to moving doors>
First, the blurring process for the mat image 700c arranged corresponding to the moving left door 610 or right door 620 will be described.

  FIGS. 19A to 19D are diagrams showing an example of a case where the blurring process is not performed on the mat image 700c arranged corresponding to the moving left door 610. FIG. FIGS. 20A to 20D are diagrams showing an example in which the blurring process is performed on the mat image 700c arranged corresponding to the moving left door 610. FIG. In these figures, the LCD 700 and the left door 610 are viewed from the front on the right side (assuming the viewpoint of the player who is playing the game), and the image to be placed (displayed) on the LCD 700 and the left door 610 on the left side. The schematic showing the positional relationship of is shown.

  In the example shown in FIGS. 19A to 19D and FIGS. 20A to 20D, first, an image 700b of a character A (dono) and an image 700d of a character B (侍) are placed on a background image 700a. At the same time, the left door 610 is placed in the fully closed position to shield the image 700d of the character B. Further, in the area shielded by the left door 610, the mat image 700c is arranged so as to overlap the character B image 700d so that the character B image 700d is not visually recognized through the translucent sheet 6102b. The mat image 700c includes a white background and a black silhouette that suggests a habit of the character B. Thus, this silhouette is made visible to the player through the translucent sheet 6102b of the left door 610, suggesting that the character B's bag appears after the left door 610 is opened.

  Then, from this state, the left door 610 is moved in the opening direction (the left direction in the figure) to gradually release the shielding of the character B image 700d, thereby allowing the player to visually recognize the character B image 700d little by little. The arrangement position of the mat image 700c is changed as the left door 610 moves.

  As described above, the image displayed on the LCD 700 is drawn in the display area 0 or 1 designated as the drawing area of the VRAM 516, and is output and displayed on the LCD 700 for the first time after the display areas 0 and 1 are swapped. It becomes. Therefore, there is a time lag of 33 ms at maximum (until the VSYNC signal is received twice) from when the image is generated in the VRAM 516 until it is displayed on the LCD 700. Therefore, if the arrangement position of the mat image 700c is determined based on the door position information at time t = 0 (FIG. 19A), the image is displayed on the LCD 700 at t = 33 ms (FIG. 19). 19 (b)). That is, in this embodiment, an image similar to the image displayed before t = 0 ms is displayed even at t = 33 ms.

  On the other hand, the pulse output to the motor driver 521 of the motor 8102 that drives the left door 610 is executed based on the interrupt cycle (once every 500 μs) of the timer interrupt processing of the sub-control unit 500 described above. Therefore, the position of the left door 610 is changed at a cycle shorter than the cycle at which the image of the LCD 700 is updated. For this reason, as shown in FIG. 19B, when t = 33 ms, the left door 610 moves in the opening direction, and a shift occurs with respect to the position of the mat image 700c.

  Further, the image updated at t = 33 ms is displayed until t = 66 ms when the next image is updated, and the left door 610 moves during this time, so that as shown in FIG. 19B (t = 60 ms). The deviation between the left door 610 and the mat image 700c is further increased. Then, at t = 66 ms (FIG. 19D), the image on the LCD 700 is updated and the position of the mat image 700c is also changed. At this time, the position of the mat image 700c is the door position information at t = 33 ms. Since this is based, the same deviation as in FIG. 19B (t = 33 ms) occurs.

  As described above, when the image update period of the LCD 700 is different from the operation period of the left door 610, it is difficult to synchronize the position of the left door 610 and the position of the mat image 700c, and a shift occurs and the mat image 700c is changed. A part (right end portion) may be exposed on the right side of the left door 610 (the same applies to the right door 620). For this reason, a part of the white mat image 700c is directly recognized by the player, and sometimes the player feels uncomfortable. In particular, when the left door 610 is moved at a high speed, this shift becomes large, and the player's willingness to play may be reduced due to a lack of effect images.

  In such a case, when the driving means for moving the structure is provided, the image display control means is shielded by the structure before the structure is moved when the structure is moved by the driving means. After the movement, image processing for blurring an image displayed in the exposed area is performed on the exposed area where the shielding by the structure is released. In other words, the image displayed in the exposed area is the end of the image displayed in the area shielded by the structure on the side opposite to the direction in which the structure moves by the driving means, and the end is blurred. Perform image display processing.

  For example, as shown in FIGS. 20A to 20D, it is possible to reduce a sense of discomfort given to the player by setting a blur region 700e in the right end portion of the mat image 700c and performing blur processing. That is, in this example, as shown in FIGS. 20B to 20D (t = 33 ms to 66 ms), when the position of the left door 610 is shifted from the position of the mat image 700c, the mat image 700 is blurred. A region 700e is exposed on the right side of the left door 610. In the blurred region, a part of the background image 700a under the matte image 700c is visually recognized through the matte image by the translucent process. That is, the background image 700a is blurryly displayed in the blur area. Therefore, unlike the case where a part of the white mat image 700c is visually recognized as shown in FIGS. 19B to 19D, the player feels less uncomfortable.

  In this example, as shown in FIG. 20A, the width of the blur region 700e is set to be substantially the same based on the width of the door frame 6101 of the left door 610. That is, when the left door 610 and the right door 620 are configured to have semi-transparent translucent sheets 6102b, 6202b, etc. and opaque door frames 6101, 6201, etc., the door frames 6101, 6201, etc. The width of the blur area 700e is set so as not to exceed the width. As a result, the blur region 700e is visually recognized through the translucent sheets 6102b, 6202b, and the like, so that the player does not feel uncomfortable.

  Further, the width of the blur region 700e may be changed based on the door control data and the image control data. For example, the width of the blur region 700e is set based on the moving speed of the left door 610, the width is wide when the left door 610 is moved at high speed, and the width is narrowed when the left door 610 is moved at low speed. You may do it.

  Further, the width, transmittance, etc. of the blur region 700e may be changed in accordance with the change of the background image 700a or the like accompanying the change of the game state or the effect stage.

In the present embodiment, the left door 610 and the right door 620 are configured to be movable by the motors 8102 and 8202. However, the present invention is not limited to this. For example, the door is configured to be movable so that the player can You may comprise so that a door may actually be moved to right and left.
<Blur processing for matte images corresponding to reciprocating doors>
Next, the blurring process for the mat image 700c arranged corresponding to the left door 610 or the right door 620 that reciprocates will be described. FIGS. 21A to 21C are diagrams illustrating an example in which the blurring process is performed on the mat image 700c arranged in correspondence with the left door 610 that reciprocates. In these figures, the LCD 700 and the left door 610 are viewed from the front on the right side (assuming the viewpoint of the player who is playing the game), and the image to be placed (displayed) on the LCD 700 and the left door 610 on the left side. The schematic showing the positional relationship of is shown.

  In this example, as shown in FIG. 5A, first, the image 700b of the character A (donor) and the image 700d of the character B (侍) are superimposed on the background image 700a, and the left door 610 is fully closed. The image 700d of the character B is shielded so that it is difficult for the player to visually recognize it. Further, in the area shielded by the left door 610, the mat image 700c is arranged so as to overlap the character B image 700d so that the character B image 700d is not visually recognized through the translucent sheet 6102b. The mat image 700c is composed of a uniform white color, and a blur region 700e is set at the right end portion. In this example, the width of the blur region 700e is set to half the width of the door frame 6101 of the left door 610.

  Then, as shown in FIG. 6B, the left door 610 is moved rightward until the position of the right inner wall 6101b of the door frame 6101 coincides with the position of the left end 700e1 of the blurring area 700e. As shown in (c), the operation of moving the left door 610 to the left is repeated until the position of the right outer wall 6101c of the door frame 6101 coincides with the position of the left end 700e1 of the blurring area 700e. That is, the left door 610 is reciprocated left and right with a predetermined amplitude (equal to the width of the blur area) around the position shown in FIG. 5A, and the left door 610 vibrates due to an earthquake or the like. To do.

  In this example, the mat image 700c is arranged in a fixed position corresponding to the case where the left door 610 is at the center position. Therefore, as shown in FIG. 5C, when the left door 610 moves from the center position to the left side, the right end portion of the mat image 700c is exposed. However, since the right end portion of the mat image 700c exposed is set in the blur region 700e, the background image 700a below the mat image 700c and a part of the character B image 700d are visible through the mat image 700c. ing. Thereby, for example, when the player performs an effect of raising the player's expectation such that a part of the image 700d of the character B suggesting the game result or the like is hidden or hidden with the reciprocation of the left door 610, The feeling of incongruity given can be reduced.

Note that the center position (the position shown in FIG. 5A) and the amplitude (the movement distance from the center position to the right and the movement distance from the center position to the left) of the reciprocation of the left door 610 are door control data. In advance. Further, the width of the blur area 700e may be set in advance in the blur information, or may be set based on the center position and amplitude of the reciprocation described above.
<Bluring processing for an image that is totally blocked by an opaque door>
Next, instead of the left door 610 and the right door 620 simulating a shoji screen, when the left door 1610 and the right door 1620 simulating a bag made entirely opaque (high shielding degree) are used, The blurring process for the image blocked by the left door 1610 and the right door 1620 will be described. FIGS. 22A to 22C are diagrams illustrating an example in which the blurring process is performed on an image shielded by the left door 1610 which is entirely opaque.

  In this example, the left door 1610 is stationary at the fully closed position and the right door 1620 is stationary at the fully open position, as shown in FIG. That is, the left half of the LCD 700 is shielded. The LCD 700 displays a background image 700a and, in the right half area, two “7” symbol images 700f are arranged side by side on the background image 700a and shielded by the left door 1610. In the left half area, a “3” symbol image 700g is arranged on the background image 700a.

  Then, after a predetermined time has elapsed from this state, the left door 1610 is opened (moved to the fully opened position) to allow the player to visually recognize the image 700g of the symbol “3”. That is, in this example, the left door 1610 is opened from the reach state of the symbol “7”, and the player is informed that the result of the internal lottery is lost because three symbols “7” are not aligned. It is an example of the effect to alert | report. When notifying that the result of the internal lottery has won a winning combination such as a bonus, each image is selected and arranged so that three symbols are aligned when the left door 1610 is opened.

  When a door is provided in front of the LCD 700 as in this embodiment, it is difficult to prevent a gap between the LCD 700 and the left door 1610 or the right door 1620 from being generated. Therefore, when performing such an effect as in this example, the player looks into the gap between the LCD 700 and the left door 1610 from the right direction to identify what the design of the image shielded by the left door 1610 is. There are cases where it is possible. Then, since the player knows the result of the internal lottery at a timing earlier than the timing set appropriately in advance, the player loses his expectation with respect to the result of the internal lottery, and as a result, the game motivation is reduced. There was a case.

  Therefore, in this example, a blur region is set in the right end portion (the portion that can be seen by the player looking into the gap between the LCD 700 and the left door 1610) of the “3” symbol image 700g shielded by the left door 610. By performing the blurring process, it is possible to prevent the player from identifying the “3” symbol image 700g shielded by the left door 610. As a result, it is possible to prevent a situation in which the player is discouraged by knowing the result of the internal lottery at a timing earlier than the preset timing.

Note that instead of setting a blur region on a part of the image blocked by the left door 610 or the right door 620, the entire image blocked by the left door 610 or the right door 620 may be blurred. . In addition, when a structure such as a fixed (non-operating) decoration or the like is not a structure having a moving mechanism such as the left door 610 and the right door 620 but covers at least a part of the LCD 700, this fixing is performed. A blur region may be set for an image shielded by the structured object, and blur processing may be performed.
<Bluring processing for an image that is totally blocked by a translucent door>
Next, instead of the left door 610 and the right door 620 simulating shoji, when the left door 1630 and the right door 1640 configured to be semi-transparent as a whole (low shielding degree) are used, the left door 1630 The blurring process for the image blocked by the right door 1640 will be described. FIGS. 23A to 23C are diagrams illustrating an example in which the blurring process is performed on an image shielded by the left door 1630 which is entirely translucent. 2B is an enlarged view of a part of FIG. 1A, and FIG. 2C is a schematic view of an image arranged (displayed) on the LCD 700. FIG.

  In this example, as shown in FIGS. 5A and 5C, first, the image 700b of the character A (dono) is overlaid on the background image 700a and is shielded by the left door 610 placed at the fully closed position. The mat image 700c is arranged in the area to be processed. The mat image 700c is composed of a uniform white color, and a blur region 700e is set at the right end portion.

  If at least a part of the left doors 610, 1610 and the right doors 620, 1620 is configured to be opaque, when the doors 610, 1610, 620, 1620 are in a stationary state, the opaque parts are blurred. By shielding the area 700e, the blurred area 700e can be made difficult to be visually recognized by the player. However, in the case of the left door 1630 and the right door 1640 configured to be semitransparent as a whole in this example, the blur region 700e is always visible through the left door 1630 and the right door 1640, and therefore by setting the blur region 700e, On the contrary, the player may feel uncomfortable.

  Therefore, in this example, the translucency is set stepwise in the blur area 700e, and the blur feeling is given to the player by making the blur area 700e look like a predetermined pattern. Specifically, in this example, as shown in FIG. 4B, the blurring area 700e is divided into three areas 700e1, 700e2, and 7000e3, and the transmittance is higher as the image is displayed in the direction in which the door is unshielded. For example, the region 700e1 is set to 40% transmittance, the region 700e2 is set to 60% transmittance, and the region 700e3 is set to 80% transmittance.

  In this way, the discomfort given to the player can be reduced by configuring the blur region 700e in a gradation. The gradation of the blur region 700e is not limited to the linear configuration shown in this example, and may be configured as a predetermined pattern such as a wave shape or an uneven shape.

  As described above, the slot machine 100 according to this embodiment includes the image display means (LCD in this embodiment) 700 for displaying an image and the image display control means (this embodiment) for controlling the display of the image display means 700. In the example, the VDP control process in the main process of the rendering unit control unit 500) and a structure provided so as to shield at least a part of the image displayed on the image display means 700 (in this embodiment, left Doors and right doors) 610, 620, 1610, 1620, 1630, 1640, and the image display control means displays an image displayed in an area shielded by the structures 610, 620, 1610, 1620, 1630, 1640. Image blurring means (in this embodiment, image blurring processing executed by the VDP 560) for blurring at least a part of the image.

  For this reason, an image that is not scheduled to be clearly seen by the player due to a change in the player's viewpoint or a difference in the display cycle of the image display means 700 and the operation cycle of the structures 610, 620, 1610, 1620, 1630, 1640. It is possible to prevent the player from conspicuous and to reduce the uncomfortable feeling given to the player.

  In addition, when an image is displayed in an area shielded by a stationary structure, it is desirable to perform blurring processing on at least a part of the image, and the image is displayed in an area shielded by a moving structure. Is displayed, it is desirable to perform a blurring process on the portion of the image that is visible by the movement of the structure. In addition, when one image is shielded by a plurality of structures, or when a plurality of images are respectively shielded by one or a plurality of structures, blurring processing is performed on all parts that can be visually recognized by the player. Alternatively, the blurring process may be performed on only a part of the image.

  The structures 610, 620, 1630, and 1640 are at least partially configured to be translucent. The present invention is suitable for making the mat image 700c or the like visually recognized through the translucent portions of such structures 610, 620, 1630, and 1640 inconspicuous. In addition, it is possible to select whether or not the image display unit 700 is visually recognized depending on the configuration of the structures 610, 620, 1630, and 1640, and increase the variation of effects.

  In addition, the image blurring unit changes at least one of the parameters of color, transmittance, luminance, and brightness in at least a part of the pixels constituting the image in a portion (e.g., blur region) 700e that blurs the image. Parameter changing means (in this embodiment, blur processing in image blur processing). For this reason, a part of the image that is originally shielded by the structures 610, 620, 1610, 1620, 1630, and 1640 so as to be invisible to the player is effectively blurred, and even if visually recognized by the player This makes it possible to reduce the uncomfortable feeling given to the player.

  In addition, the image blurring unit includes a divided region erasing unit (in this embodiment, a blurring process in the image blurring process) that erases at least a part of the pixels constituting the image in the portion 700e that blurs the image. For this reason, a part of the image that is originally shielded by the structures 610, 620, 1610, 1620, 1630, and 1640 so as to be invisible to the player is effectively blurred, and even if visually recognized by the player Can not be.

  Further, the image blurring unit includes a stage blurring unit (in this embodiment, a blurring process in the image blurring process) that blurs the portion 700e that blurs the image in a stepwise manner. For this reason, even if it is a case where the blurring area | region 700e is visually recognized through the structure 1630, 1640 comprised entirely as translucent, the discomfort given to a player can be reduced.

  Further, the slot machine 100 controls the drive means (motor unit in this embodiment) 810 and 820 for moving the structures 610, 620, 1610, 1620, 1630 and 1640, and the drive control for controlling the drive means 810 and 820. Means (mainly door drive processing in timer interrupt processing of the rendering unit control unit 500 in this embodiment), and the structures 610, 620, 1610, 1620, 1630, 1640 are driven by the drive means 810, 820. The image display unit 700 is configured to be movable so as to block at least a part of the image displayed on the image display unit 700.

  The present invention is suitable for the case where the arrangement position of an image is changed in synchronization with the structures 610, 620, 1610, 1620, 1630, and 1640 operating in this way. In addition, by operating the structures 610, 620, 1610, 1620, 1630, and 1640, it is possible to select whether or not the image display unit 700 is visually recognized, and to increase the variation of effects.

  Further, the slot machine 100 includes position information acquisition means for acquiring position information of the structures 610, 620, 1610, 1620, 1630, and 1640 (in this embodiment, mainly steps S1301 and S1305 in the door driving process) Position information storage means (RAM 513 in this embodiment) for storing information, and the image display control means determines the display position of the image based on the position information stored in the position information storage means 513. Image display position control means (in this embodiment, steps S1801 to S1803 of matte image generation processing executed by the VDP 560) is included. For this reason, based on the positions of the structures 610, 620, 1610, 1620, 1630, and 1640, it is possible to accurately arrange the images at appropriate positions. Thus, by blurring a part of the image, it is possible to prevent the player from feeling uncomfortable, and to improve the appearance of the image display means 700.

  Further, the drive control means controls the drive means 810 and 820 so as to reciprocate the structures 610 and 620 with a predetermined amplitude in a predetermined direction centering on a predetermined position in a specific effect, and position information acquisition means Acquires position information when the structures 610 and 620 are at predetermined positions in a specific performance, and the image display position control unit 700 at least partially includes the structures 610 and 620 in the specific performance. The image to be shielded (in this embodiment, the matte image 700c) is arranged based on the position information when the structures 610 and 620 are in a predetermined position, and the image blurring means is configured to cover the image in a specific effect. The blurred area 700e set at at least one end in the predetermined direction of the occluded image 700c is blurred, and the blurred area 700e is set to a width equal to or larger than a predetermined amplitude.

  For this reason, when the structures 610 and 620 reciprocate at a high speed, it is not necessary to change the position of the shielded image 700e arranged behind according to the position of the structures 610 and 620, thereby reducing the processing load. can do. Note that, depending on the moving speed of the structures 610 and 620, the position of the shielded image 700e may be changed according to the position of the structures 610 and 620 to further reduce the uncomfortable feeling given to the player.

  The structures 610 and 620 include a low shielding portion (decorative member in this embodiment) 6102 and a high shielding portion (this embodiment) having a higher shielding degree than the low shielding portion provided around the low shielding portion 6102. Then, the blur region 700e is set to a width not less than a predetermined amplitude and not more than the width of the high shielding portion 6101. For this reason, when the structures 610 and 620 are stationary, it is possible to prevent the blur region 700e from being visually recognized through the low shielding portion 6102 and causing the player to feel uncomfortable.

  Further, the slot machine 100 according to the present embodiment includes an image display unit 700 that displays an image, an image display control unit that performs display control of the image display unit 700, and at least a part of an image displayed on the image display unit 700. Structure 610, 620, 1610, 1620, 1630, 1640, and the display area of the image display means 700 is shielded by the structures 610, 620, 1610, 1620, 1630, 1640. In the case where the display area is divided into the first display area and the second display area not covered by the structures 610, 620, 1610, 1620, 1630, and 1640, the image display control means The image displayed across the end on the second display area side in the image displayed on the first display area and the second display area Definitive has a second end portion of the display region side, the image blurring unit for blurring one or both of the.

  For this reason, an image that is not scheduled to be clearly seen by the player due to a change in the player's viewpoint or a difference in the display cycle of the image display means 700 and the operation cycle of the structures 610, 620, 1610, 1620, 1630, 1640. It is possible to prevent the player from conspicuous and to reduce the uncomfortable feeling given to the player.

  In the present invention, the movement of the structures 610, 620, 1610, 1620, 1630, 1640 releases the shielding of the image displayed in the area shielded by the structures 610, 620, 1610, 1620, 1630, 1640, This is particularly suitable when a part of the image is directly visible, but the image is partially projected from the area shielded by the structures 610, 620, 1610, 1620, 1630, and 1640. This is also suitable when the protruding portion is directly visible.

  The structures 610 and 620 include a low shielding portion 6102 and a high shielding portion 6101 having a higher shielding degree than the low shielding portion 6102. The present invention is suitable for making the mat image 700c or the like visually recognized through the low shielding portions 6102 of the structures 610 and 620 inconspicuous. Further, by configuring the structures 610 and 620 from a low shielding portion and a high shielding portion having different shielding degrees, it is possible to select whether or not the image display means 700 is visually recognized, and to increase the variation of effects.

  Further, when the first display area is divided into the third display area shielded by the high shielding part 6101 and the fourth display area shielded by the low shielding part 6102, the image blurring means An end on the second display area side in the image displayed in the display area, an end on the second display area side in the image displayed across the third display area and the second display area, and Blur one or both of them. For this reason, it is possible to prevent the image that is planned to be shielded by the high shielding portion 6101 and not clearly seen by the player from being noticeable, and to reduce the uncomfortable feeling given to the player.

  Further, when the first display area is divided into the third display area shielded by the high shielding part 6101 and the fourth display area shielded by the low shielding part 6102, the image blurring means An end on the fourth display area side in the image displayed in the display area, an end on the fourth display area side in the image displayed across the third display area and the fourth display area, You may make it blur. In this case, an image that is shielded by the high shielding portion 6101 and is not clearly visible to the player is prevented from being noticeable when the player becomes visible through the low shielding portion 6102, thereby reducing the sense of discomfort given to the player. can do.

  It should be noted that the game table according to the present invention is not limited to the above-described embodiment, and it is needless to say that various changes can be made without departing from the gist of the present invention. For example, the door-equipped liquid crystal display device 600 is not limited to the one having the left doors 610, 1610, 1630 and the right doors 620, 1620, 1630 shown in the above embodiment, You may provide only a door. Further, the door of the door-equipped liquid crystal display device 600 is not limited to the one that moves in the horizontal direction (left-right direction) as shown in the above-described embodiment, but the one that moves in the vertical direction (up-down direction) or diagonally. There may be.

  In addition, the game stand according to the present invention includes: a launching device that launches a ball into a predetermined game area, a winning opening configured to be able to enter a ball launched from the launching device, and a ball that has entered the winning entrance Detection means, a payout means for paying out a ball when the detection means detects a ball, and a variable display device for variably displaying a predetermined symbol (identification information). Taking this as an opportunity, it is also suitable for a “pachinko machine” in which a variable display device displays a stop after changing a symbol to notify a game state transition. In addition to pachinko machines (1 type), it can also be applied to pachinko machines (2 types, 3 types), enclosed pachinko machines, pachinko machines, etc., arrange ball game machines, jade ball game machines, smart balls The present invention can also be applied.

  Further, the actions and effects described in the embodiments of the present invention are merely a list of the most preferable actions and effects resulting from the present invention, and the actions and effects according to the present invention are described in the embodiments of the present invention. It is not limited to things.

  The gaming machine of the present invention can be used particularly in the field of gaming machines represented by slot machines and pachinko machines.

FIG. 3 is an external perspective view of the slot machine according to the embodiment of the present invention. It is the figure which showed the circuit structure of the main control part of the slot machine. It is the figure which showed the circuit structure of the sub-control part of the slot machine. It is the figure which showed the circuit structure of the presentation unit control part of the slot machine. It is a block diagram of a display control board that constitutes the effect unit control unit, and is a diagram showing in detail the internal configuration of the VDP. It is the figure which showed typically the data previously memorize | stored in ROM and CG-ROM. It is explanatory drawing which shows a mode that a door moves. It is an exploded view of the front | former part of a liquid crystal display device with a door. It is an exploded view of the back | latter stage part of the liquid crystal display device with a door. It is a structural diagram of a door. It is an exploded view of a motor unit. It is a flowchart which shows the flow of a main control part main process. (A) is a flowchart showing the flow of the sub-control unit main process, (b) is a flowchart showing the flow of the strobe process of the sub-control unit, (c) is a flowchart showing the flow of the command input process, (D) is a flowchart showing the flow of timer interrupt processing of the sub-control unit. (A) is a flowchart showing the flow of the production unit control unit main process, (b) is a flowchart showing the flow of the VSYNC interrupt process, (c) is a flowchart showing the flow of the VSYNC waiting process, (d ) Is a flowchart showing the flow of strobe processing of the rendering unit control unit. (A) is a flowchart showing the flow of command setting processing, and (b) is a flowchart showing the flow of VDP control processing. (A) is a flowchart which shows the flow of the timer interruption process of a production | presentation unit control part, (b) is a flowchart which shows the flow of a door drive process. (A) is a flowchart showing the flow of VDP main processing, (b) is a flowchart showing the flow of image transfer processing, (c) is a flowchart showing the flow of attribute setting processing, and (d) is a flowchart showing the flow of image setting processing. 5 is a flowchart showing a flow of generation processing, (e) is a flowchart showing a flow of mat image generation processing, and (f) is a flowchart showing a flow of image blurring processing. (A) And (b) It is the figure which showed the image arrange | positioned on LCD. (A)-(d) It is the figure which showed an example when not performing a blurring process with respect to the mat | matte image arrange | positioned corresponding to the moving left door. (A)-(d) It is the figure which showed an example in the case of performing a blurring process with respect to the mat | matte image arrange | positioned corresponding to the moving left door. (A)-(c) It is the figure which showed an example in the case of performing a blurring process with respect to the mat | matte image arrange | positioned corresponding to the reciprocating left door. It is the figure which showed an example in the case of performing a blurring process with respect to the image which the whole (a)-(c) is shielded by the opaque left door. (A)-(c) is the figure which showed an example in the case of performing a blurring process with respect to the image shielded by the semi-transparent left door 1630. FIG.

Explanation of symbols

100 slot machine 513 rendering unit control unit RAM
610, 1610, 1630 Left door 620, 1620, 1640 Right door 700 Image display means 700c Matte image 700e Blur area 810, 820 Motor unit 6102b Translucent sheet 6101 Door frame

Claims (12)

  1. Image display means for displaying an image;
    Image display control means for performing display control of the image display means;
    A structure provided to shield at least part of an image displayed on the image display means,
    The game table, wherein the image display control means includes image blurring means for blurring at least a part of an image displayed in an area shielded by the structure.
  2. The structure is characterized in that at least a part is configured to be translucent,
    The game table according to claim 1.
  3. The image blurring unit includes a parameter changing unit that changes at least one of color, transmittance, luminance, and brightness for at least a part of pixels constituting the image in a portion that blurs the image. ,
    The game table according to claim 1 or 2.
  4. The image blurring means has a divided area erasing means for erasing at least a part of pixels constituting the image in a portion that blurs the image,
    The game table according to claim 1.
  5. The image blurring means includes stage blurring means for blurring a part to blur the image in stages.
    The game table according to claim 1.
  6. Drive means for moving the structure;
    Drive control means for controlling the drive means, and
    The structure is configured to be movable by the driving unit so as to shield at least a part of an image displayed on the image display unit.
    The game table according to claim 1.
  7. Position information acquisition means for acquiring position information of the structure;
    Position information storage means for storing the position information;
    The image display control means includes image display position control means for determining a display position of an image based on the position information stored in the position information storage means.
    The game table according to claim 6.
  8. The drive control means controls the drive means to reciprocate the structure with a predetermined amplitude in a predetermined direction around a predetermined position in a specific performance,
    The position information acquisition means acquires the position information when the structure is at the predetermined position in the specific performance,
    The image display position control means arranges a shielded image in which at least a part of the structure is shielded by the structure based on the position information when the structure is at the predetermined position in the specific effect. And
    The image blurring means blurs a blurring area set at at least one end in the predetermined direction of the shielded image in the specific effect,
    The blur region is set to a width equal to or greater than the predetermined amplitude.
    The game table according to claim 7.
  9. The structure includes a low shielding part and a high shielding part having a higher shielding degree than the low shielding part provided around the low shielding part,
    The blur region is set to be not less than the predetermined amplitude and not more than the width of the high shielding portion,
    The game table according to claim 8.
  10. Image display means for displaying an image;
    Image display control means for performing display control of the image display means;
    A structure provided to shield at least part of an image displayed on the image display means,
    When the display area of the image display means is divided into a first display area shielded by the structure and a second display area not shielded by the structure,
    The image display control means is displayed across the end on the second display area side in the image displayed in the first display area, the first display area, and the second display area. An image blurring means for blurring one or both of the end on the second display area side in the image to be displayed.
  11. The structure is composed of a low shielding part and a high shielding part having a higher shielding degree than the low shielding part,
    The game table according to claim 10.
  12. When the first display area is divided into a third display area shielded by the high shielding part and a fourth display area shielded by the low shielding part,
    The image blurring means is displayed across the end on the second display area side in the image displayed in the third display area, the third display area, and the second display area. One or both of the ends on the second display area side in the image are blurred,
    The game table according to claim 11.
JP2008153263A 2008-06-11 2008-06-11 Game machine Pending JP2009297159A (en)

Priority Applications (1)

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Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP2008153263A JP2009297159A (en) 2008-06-11 2008-06-11 Game machine

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Cited By (13)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2011098064A (en) * 2009-11-06 2011-05-19 Daito Giken:Kk Game machine
JP2012115509A (en) * 2010-12-01 2012-06-21 Kyoraku Sangyo Kk Game machine
JP2012130548A (en) * 2010-12-22 2012-07-12 Daito Giken:Kk Game machine
JP2012157634A (en) * 2011-02-02 2012-08-23 Heiwa Corp Game machine
JP2012210330A (en) * 2011-03-31 2012-11-01 Olympia:Kk Yakumono for game machine, and game machine including the same
JP2012210331A (en) * 2011-03-31 2012-11-01 Olympia:Kk Yakumono (accessory) for game machine and game machine including the yakumono
JP2013075213A (en) * 2013-01-28 2013-04-25 Daiichi Shokai Co Ltd Game machine
JP2013075214A (en) * 2013-01-28 2013-04-25 Daiichi Shokai Co Ltd Game machine
JP2013150860A (en) * 2013-04-03 2013-08-08 Daito Giken:Kk Game machine
JP2014028177A (en) * 2013-08-26 2014-02-13 Universal Entertainment Corp Game machine
JP2015003057A (en) * 2014-09-03 2015-01-08 株式会社大都技研 Game machine
JP5869077B1 (en) * 2014-08-29 2016-02-24 京楽産業.株式会社 Game machine
JP2016106985A (en) * 2014-12-10 2016-06-20 山佐株式会社 Game machine

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Publication number Priority date Publication date Assignee Title
JP2001058041A (en) * 1999-08-20 2001-03-06 Daiichi Shokai Co Ltd Game machine
JP2003325876A (en) * 2002-05-16 2003-11-18 Sankyo Kk Game machine
JP2004350988A (en) * 2003-05-29 2004-12-16 Daito Giken:Kk Game stand
JP2005000540A (en) * 2003-06-13 2005-01-06 Daito Giken:Kk Game table
JP2005118146A (en) * 2003-10-14 2005-05-12 Sankyo Kk Game machine
JP2008099945A (en) * 2006-10-20 2008-05-01 Daito Giken:Kk Game machine

Patent Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2001058041A (en) * 1999-08-20 2001-03-06 Daiichi Shokai Co Ltd Game machine
JP2003325876A (en) * 2002-05-16 2003-11-18 Sankyo Kk Game machine
JP2004350988A (en) * 2003-05-29 2004-12-16 Daito Giken:Kk Game stand
JP2005000540A (en) * 2003-06-13 2005-01-06 Daito Giken:Kk Game table
JP2005118146A (en) * 2003-10-14 2005-05-12 Sankyo Kk Game machine
JP2008099945A (en) * 2006-10-20 2008-05-01 Daito Giken:Kk Game machine

Cited By (13)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2011098064A (en) * 2009-11-06 2011-05-19 Daito Giken:Kk Game machine
JP2012115509A (en) * 2010-12-01 2012-06-21 Kyoraku Sangyo Kk Game machine
JP2012130548A (en) * 2010-12-22 2012-07-12 Daito Giken:Kk Game machine
JP2012157634A (en) * 2011-02-02 2012-08-23 Heiwa Corp Game machine
JP2012210330A (en) * 2011-03-31 2012-11-01 Olympia:Kk Yakumono for game machine, and game machine including the same
JP2012210331A (en) * 2011-03-31 2012-11-01 Olympia:Kk Yakumono (accessory) for game machine and game machine including the yakumono
JP2013075214A (en) * 2013-01-28 2013-04-25 Daiichi Shokai Co Ltd Game machine
JP2013075213A (en) * 2013-01-28 2013-04-25 Daiichi Shokai Co Ltd Game machine
JP2013150860A (en) * 2013-04-03 2013-08-08 Daito Giken:Kk Game machine
JP2014028177A (en) * 2013-08-26 2014-02-13 Universal Entertainment Corp Game machine
JP5869077B1 (en) * 2014-08-29 2016-02-24 京楽産業.株式会社 Game machine
JP2015003057A (en) * 2014-09-03 2015-01-08 株式会社大都技研 Game machine
JP2016106985A (en) * 2014-12-10 2016-06-20 山佐株式会社 Game machine

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