JP4199184B2 - Amusement stand - Google Patents

Amusement stand Download PDF

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Publication number
JP4199184B2
JP4199184B2 JP2004355659A JP2004355659A JP4199184B2 JP 4199184 B2 JP4199184 B2 JP 4199184B2 JP 2004355659 A JP2004355659 A JP 2004355659A JP 2004355659 A JP2004355659 A JP 2004355659A JP 4199184 B2 JP4199184 B2 JP 4199184B2
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mirror
image
display
game
lcd
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JP2006158721A (en
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二郎 鈴木
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株式会社大都技研
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Description

  The present invention relates to a gaming machine such as a slot machine or a pachinko machine and an image display unit suitable for the gaming machine.

A slot machine is known as one of the game tables, but in recent years, the progress of the presentation device of the slot machine is remarkable. For example, many types of image display units such as liquid crystal display devices that display large and beautiful images as well as flashy effects by upper lamps and side lamps have appeared (for example, Patent Document 1).
JP 2001-353257 A

However, the various image display units mounted on the conventional game stand are not so different, and there is nothing to surprise the player.
In view of such problems, an object of the present invention is to realize an image display that surprises a player or the like.

According to the present invention, in a gaming machine including an image display unit, the image display unit includes an image display device, a half mirror that reflects an image projected from the image display device, and the image display device includes the image. Between the first position that becomes the display surface of the display unit and the second position that the image display device projects an image on the half mirror and the half mirror becomes the display surface of the image display unit in a first moving means for moving the image display device, a second moving means for moving the front Symbol half mirror, and a control unit which controls the second moving means, said control means, the image When the display device moves from the first position to the second position, the half mirror is moved from the retracted position to avoid interference between the moving image display device and the half mirror. A first control for moving the display unit to a display position serving as a display surface of the display unit; and a second control for moving the half mirror at the display position when the image display device is at the second position. amusement machine is provided, characterized in that.

  According to the present invention, when the image display device is in the first position, the image display device becomes a direct display subject, and a two-dimensional image by the image display device can be provided to the player. On the other hand, when the image display device is in the second position, the image display device becomes an indirect display subject, and the half mirror becomes a direct display subject. And the image by the said image display apparatus is provided as a virtual image to a player by the said half mirror. This image is a three-dimensional image with a three-dimensional effect.

Therefore, according to the present invention, a two-dimensional image and a three-dimensional image can be selectively provided, and an image display that surprises the player can be realized. In addition, by moving the image display device at the first and second positions, one image display device can display both a two-dimensional image and a three-dimensional image, and a plurality of the image display devices. The cost can be reduced without using the. Further, by the first and second control by using the common of said second moving means, is possible to achieve the interference prevention between the half mirror at the time of movement of the image display device, and provides a variety of virtual image, a it can.

As described above, according to the present invention, it is possible to realize an image display that surprises a player or the like. In addition, both a two-dimensional image and a three-dimensional image can be displayed on one image display device, so that it is not necessary to use a plurality of image display devices, and costs can be reduced. Further, by the first and second control by using the common of said second moving means, is possible to achieve the interference prevention between the half mirror at the time of movement of the image display device, and provides a variety of virtual image, a it can.

  FIG. 1 is an external view of a slot machine 100 according to an embodiment of the present invention.

<Overall configuration>
In the center of the main body 101 of the slot machine 100 shown in FIG. 1, three reels (a left reel 110, a middle reel 111, and a right reel 112) having a plurality of types of patterns arranged on the outer peripheral surface are stored. It is configured to be able to rotate inside. These reels 110 to 112 are rotationally driven by a driving means such as a stepping motor (not shown). In this embodiment, an appropriate number of each pattern is printed on the belt-like member at equal intervals, and the reels 110 to 112 are configured by sticking this belt-like member to a predetermined circular frame material. When viewed from the player, approximately three patterns on the reels 110 to 112 are displayed in the vertical direction from the pattern display window 113 so that a total of nine patterns can be seen. Then, by rotating each of the reels 110 to 112, the combination of pictures that can be seen by the player varies. That is, each of the reels 110 to 112 functions as a display unit that displays the pattern combination in a variable manner. As such a display means, an image display device such as a liquid crystal display device can be employed in addition to the reel. 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.

  A backlight (not shown) for illuminating each picture displayed on the picture display window 113 is disposed on the back of each reel 110 to 112. It is desirable that the backlight is shielded for each pattern so that each pattern can be illuminated evenly. 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. The light projecting unit and the light receiving unit of this optical sensor are provided. A light shielding piece of a certain length provided on the reel passes between the parts. Based on the detection result of this sensor, the position of the pattern on the reel in the rotation direction is determined, and the reels 110 to 112 are stopped so that the target pattern 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 notification lamp 121 is, for example, a lamp that informs the player that a specific winning combination (specifically, a bonus) has been won internally in an internal lottery to be described later. The start lamp 122 is a lamp that informs the player that the reels 110 to 112 are in a state of being able to rotate. The re-playing lamp 123 is a lamp for notifying the player that the current game is re-playable (no medal insertion is required) when a re-game, which is one of the winning combinations in the previous game, is won. . The medal insertion lamp 124 is a lamp that notifies that a medal can be inserted. The reel panel lamp 125 is an effect lamp.

  The medal insertion buttons 132 and 133 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 132 is pressed, a maximum of three is inserted one by one, and when the medal insertion button 133 is pressed, three are inserted. The medal slot 160 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 132 or 133, or the actual medal can be inserted from the medal insertion slot 160. The insertion means to include both. The stored number display 126 is a display for displaying the number of medals stored electronically in the slot machine 100. The display device 127 is a display device for displaying various internal information as numerical values. The payout number display 128 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 start lever 130 is a lever type switch for starting the rotation of the reels 110 to 112. In other words, when a desired number of medals is inserted into the medal insertion slot 160 or when the medal insertion buttons 132 and 133 are operated and the start lever 135 is operated, the reels 110 to 112 start to rotate. The stop button unit 131 is provided with stop buttons 131a to 131c. The stop buttons 131a to 131c are button-type switches for individually stopping the reels 110 to 112 that have started rotating by operating the start lever 130. Note that a light emitter may be provided inside each of the stop buttons 131a to 131c. When the stop buttons 131a to 131c can be operated, the light emitter can be turned on to notify the player.

  The medal return button 134 is a button that is pressed to remove a medal when the inserted medal is clogged. The adjustment button 135 is a button for adjusting 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 outlet 161. The door key 136 is a hole into which a key for unlocking the front door 102 of the slot machine 100 is inserted. The operation button 137 is a button used when the player performs various selection operations. The medal payout port 161 is a payout port for paying out medals. The medal tray 156 is a container for collecting medals paid out from the medal payout outlet 161. 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 ashtray unit 170 is a container for storing cigarette butts, and is screwed inside the medal tray 156. The sound hole 171 is a hole for outputting the sound of a speaker provided inside the slot machine 100 to the outside. The upper lamp 151, the side lamp 152, the center lamp 153, the waist lamp 154, the lower lamp 155, and the saucer lamp 156 are decorative lamps for exciting the game. The title panel 140 is a panel on which the model name of the slot machine and various designs are drawn, and the reel panel 141 is a panel having a picture display window 113. A production unit A is provided at the top of the slot machine 100. In front of the production unit A, a transparent plate 180 for protecting the production unit A is provided. Hereinafter, the configuration of the rendering unit A will be described.

<Directing unit>
Next, the configuration of the effect unit A will be described with reference to FIGS. The effect unit A constitutes an image display unit including a liquid crystal display device (hereinafter referred to as LCD) 10 that is an image display device and a half mirror 20. The production unit A has a storage unit 1. The storage unit 1 includes a top plate 1a, a pair of side plates 1b, a back plate 1c, and a bottom plate 1d that constitute a ceiling portion, a pair of side portions, a back portion, and a bottom portion, and has a hollow substantially rectangular parallelepiped shape that is open at the front. The LCD 10 and the half mirror 20 are accommodated therein. A shutter unit 50 is provided in front of the storage unit 1, and this functions as a shielding unit that can shield a display image by the LCD 10 and the half mirror 20 from a viewer. Details will be described later.

  The LCD 10 is an image display device capable of displaying an electronic image on the display screen 11. In this embodiment, an LCD is used, but other types of image display devices may be used. A connector portion 10a is formed on the upper surface of the LCD 10, and a cable for a display control circuit of the LCD 10 is connected thereto through a hole 1a 'provided in the top plate 1a. A shaft 12 is provided on each of the left and right side surfaces of the LCD 10, and the shaft 12 is supported by a bearing 1b 'provided on the side plate 1b. The LCD 10 is supported on the side plate 1b via a shaft 12 and a bearing 1b '.

  The shaft 12 is provided in the vicinity of the end portion on the upper surface side of the LCD 10, and is provided at a position eccentric from the center of the left and right side surfaces of the LCD 10. For this reason, the LCD 10 can be rotated around the shaft 12. Of the pair of bearings 1b ', the motor 30 is disposed on one of the bearings 1b'. The motor 30 is fixed to the side plate 1b by an appropriate method. The output shaft of the motor 30 is connected to the shaft 12, and when the motor 30 is rotated, the LCD 10 can be rotated. That is, the motor 30 functions as a moving unit that moves the LCD 10. The motor 30 is, for example, a DC motor with a built-in reduction gear mechanism. A rotary encoder 31 is attached to the motor 30 and the rotational position of the output shaft of the motor 30 is detected.

  The LCD 10 is moved between the first position shown in FIG. 2 and the second position shown in FIG. 4 by the rotation of the LCD 10 driven by the motor 30. FIG. 3 shows the LCD 10 being moved. In the first position shown in FIG. 2, the LCD 10 has a display screen 11 in a substantially vertical state and is exposed to the front of the storage unit 1. This first position is a position where the half mirror 20 is hidden behind the LCD 10, and the display surface of the effect unit A is the display screen 11 of the LCD 10. In other words, the LCD 10 becomes a direct display subject.

  On the other hand, in the second position shown in FIG. 4, the LCD 10 is rotated approximately 90 degrees from the position shown in FIG. 2, the display screen 11 is in a substantially horizontal state, and the half mirror 20 is exposed to the front of the storage unit 1. It is in. In this second position, the LCD 10 projects an image onto the half mirror 20, and the half mirror 20 becomes the display surface of the effect unit A. In other words, the LCD 10 is an indirect display subject, and the half mirror 20 is a direct display subject.

  Next, the half mirror 20 will be described. The half mirror 20 is, for example, a mirror having a light transmittance of about 50%. In the present embodiment, the half mirror 20 is supported by the support 21 at an angle of about 45 degrees from the horizontal plane. As shown in FIG. 2, when the rendering unit A is viewed from the front when the LCD 10 is in the first position, the LCD 10 is arranged in the order of the half mirror 20 so that the half mirror 20 is hidden by the presence of the LCD 10. It is arranged.

  The support 21 includes a top plate 21a, a back plate 21b, and a bottom plate 21c that constitute the ceiling, back, and bottom thereof, and the half mirror 20 is supported between the top plate 21a and the bottom plate 21c. The support 21 and the half mirror 20 form a hollow trapezoidal shape whose both sides are open, and the internal space forms a storage portion for a compound to be described later.

  Here, in this embodiment, the half mirror 10 is movable together with the support 21. FIG. 5 is an explanatory diagram of a mechanism for moving the half mirror 10. In the present embodiment, the half mirror 10 can be moved when the LCD 10 is in the second position. In the present embodiment, when the LCD 10 is moved between the first and second positions, the half mirror 10 can be moved to prevent interference with the half mirror 10. Each movement of the half mirror 10 can be realized by separate mechanisms, but in the present embodiment, both mechanisms are shared by one mechanism.

  In FIG. 5, a pair of guide members 21 d are fixed to the bottom plate 21 c of the support 21 at both side ends of the bottom surface. The guide member 21d is provided on the surface of the bottom plate 1d of the storage unit 1 and fits into two grooves 21c 'on both sides of the three grooves 21c' extending in the depth direction of the effect unit A. The support 21 is guided by the guide member 21d and the two grooves 21c 'on both sides, and can be translated in the depth direction of the effect unit A (the player's viewing direction).

  A ball screw 42 is disposed in a central groove 21 c ′ provided on the surface of the bottom plate 1 d of the storage unit 1. One end of the ball screw 42 is connected to the end of the groove 21c ', and the other end is connected to the output shaft of the motor 40, so that it can be rotated on the spot. The motor 40 is fixed to the back plate 1c of the storage unit 1 by an appropriate method, and is, for example, a DC motor. A rotary encoder 41 is attached to the motor 40, and the rotational position of the output shaft of the motor 40 is detected.

  On the surface of the bottom plate 1d of the support 21, ball nut members 21e having ball nuts that are screwed into the ball screws 42 are provided at the center front and rear ends of the bottom plate 1d. Accordingly, when the motor 40 is rotated, the ball screw 42 is rotated, whereby the support 21 and the half mirror 20 are translated in the depth direction of the effect unit A. That is, the motor 40, the ball screw 42, and the ball nut member 21e function as moving means for the half mirror 20. Then, the half mirror 20 moves between the display position shown in FIG. 4 and the retracted position shown in FIG.

  In the display position shown in FIG. 4, the half mirror 20 is positioned on the front side of the effect unit A so that the visibility of the effect unit A is improved. On the other hand, in the retracted position shown in FIG. 3, the half mirror 20 is located on the back side of the effect unit A in order to avoid interference with the LCD 10 that is in the middle of movement. In the present embodiment, when the LCD 10 is in the first position (see FIG. 2), the half mirror 20 is positioned at the display position. Further, the mechanism for moving the half mirror 20 is not limited to the above, and various mechanisms can be employed.

  Now, an image display mode of the rendering unit A having such a configuration will be described with reference to FIGS. 6 (a) and 6 (b). FIG. 6A is an explanatory diagram of the principle of display of a three-dimensional image by the rendering unit A, and the right side of the drawing is a view of the main part of the rendering unit A viewed from the side. The figure shows a display image that is visible to the player when the LCD 10 is in the second position. In the example shown in the figure, a three-dimensional object X1 is disposed in the support 21 as a compound. The three-dimensional object X1 is a model simulating a mountain.

  Now, referring to FIG. 6A, when the LCD 10 is in the position of the broken line (first position) in the same figure, as described above, the display screen 11 of the LCD 10 is exposed to the front of the storage unit 1. Yes, the player can see the display screen 11, but the half mirror 20 and the support 21 are hidden behind the LCD 10 and cannot be seen. From the effect unit A, a two-dimensional image by the LCD 10 is presented to the player.

  On the other hand, when the LCD 10 is at the solid line position (second position) in the figure, the display screen 11 of the LCD 10 is substantially horizontal, so that the player cannot directly see the display screen 11. Then, an image (virtual image) projected from the LCD 10 onto the half mirror 20 is presented to the player. As seen from the player, this virtual image appears to be floating behind the half mirror 20 and becomes a three-dimensional image with a three-dimensional feeling. The position of the virtual image is determined by the distance (L1, L2) between the LCD 10 and the half mirror 20 and the angle between the LCD 10 and the half mirror 20 (approximately 45 degrees in this example). A virtual image can be seen at a position away from 20 by L1 and L2 in the depth direction.

  In the example of FIG. 6A, the three-dimensional object X1 is arranged behind the half mirror 20 and behind the virtual image position in the player's visual recognition direction. The three-dimensional object X1 passes through the half mirror 20 as a real image and is visible to the player. For this reason, in the display image shown on the left side of the figure, a virtual image (UFO) and a three-dimensional object X1 are combined, and when viewed from the player, these are located in the order of virtual image (UFO) → three-dimensional object X1. Looks like. The presence of the three-dimensional object X1 increases the sense of depth, resulting in a further three-dimensional image.

  FIG. 33A is a display image example that more realistically represents the composite image, where the image of the king's face and a gentleman with a diamond is a virtual image, and the other is a model arranged behind the half mirror 20. It is. In the example of the figure, a dark color is used as the color of the gentleman's image so that the model existing behind the virtual image is difficult to see through. FIGS. 33B and 33C are more realistic representations of examples of three-dimensional objects (models) disposed in the support 21.

  Next, in the present embodiment, as described above, the half mirror 20 can be translated together with the support 21 in the depth direction of the effect unit A (the player's viewing direction). When the LCD 10 is in the second position, that is, when the position of the half mirror 20 is moved during display of a three-dimensional image, the position of the virtual image changes. FIG. 6B is a diagram showing a state in which the half mirror 20 is retracted from the state of FIG. When the position of the image displayed on the LCD 10 on the display screen 11 does not change before and after the movement of the half mirror 20 (the broken line Lc indicates the center position of the UFO image), as shown in FIG. Since the distance (L3, L4) between the LCD 10 and the half mirror 20 changes, the position of the virtual image also changes.

  In the example of FIG. 6B, since the half mirror 20 is moved backward, the position of the virtual image on the display screen is lowered as shown on the left side of the figure. Further, the position of the virtual image and the three-dimensional object X1 retreat with the retraction of the half mirror 20, and both the virtual image of the UFO and the real image of the three-dimensional object X1 appear to retreat. Since the size of the UFO virtual image does not change, when viewed from the player, both the virtual image of UFO and the real image of the mountain indicated by the three-dimensional object X1 move away, and the virtual image of UFO descends a little closer to the mountain. Will look like this.

  As described above, the half mirror 20 can be moved between the display position shown in FIG. 4 and the retracted position shown in FIG. 3 in order to avoid interference between the LCD 10 and the half mirror 20 when the LCD 10 is moved. In the present embodiment, the half mirror 20 can be moved within the maximum range between the display position and the retracted position even when a three-dimensional image is displayed. In other words, in the present embodiment, the movement of the half mirror 20 when the LCD 10 is in the second position constitutes at least a part of the movement of the half mirror 20 between the display position and the retracted position. The movement route is at least partially shared. By doing so, the mechanism can be made simpler than when both are separated.

  Thus, according to the production unit A of the present embodiment, it is possible to selectively provide a two-dimensional image and a three-dimensional image, and it is possible to realize an image display that surprises the viewer. In particular, since the half mirror 20 is disposed behind the LCD 10 at the first position, when the rendering unit A is viewed from the front, the image display area of the LCD 10 at the first position and the image display area by the half mirror 20 are substantially the same. The two dimensional images and the three dimensional images are exchanged by moving the LCD 10. In addition, by moving the LCD 10 between the first and second positions, it is possible to display both a two-dimensional image and a three-dimensional image on one LCD 10, and it is not necessary to use a plurality of image display devices. Reduction can be achieved. Furthermore, various virtual images can be provided by moving the half mirror 20 when the LCD 10 is in the second position, that is, when displaying a three-dimensional image.

<Shutter unit>
Next, the configuration of the shutter unit 50 will be described. FIG. 7 is an exploded perspective view of the shutter unit 50. The shutter unit 50 includes a left door 51a and a right door 51b (hereinafter, both are collectively referred to as the door 51). The left door 51a and the right door 51b are provided on the front surface of the storage unit 1 so as to be freely opened and closed, and constitute a pair of shielding members that shield the display image by the LCD 10 and the half mirror 20 from the player when the storage is closed. 1 to 4 show a case where the left door 51a and the right door 51b are in the closed position (shielding position). The left door 51a and the right door 51b move outward from the shield positions in FIGS. 1 to 4, respectively, so that the display image by the LCD 10 and the half mirror 20 is located at a position where the player can see (non-shield position). Become.

  In FIG. 7, guide rail members 52 and 53 are U-shaped cross-sections, and the lower end portion and the upper end portion of the door 51 are fitted therein to guide the parallel movement of the door 51 in the left-right direction. The frame 54 is a member that supports the guide rail members 52 and 53. The guide rail members 52 and 53 are fixed to the frame 54 by pins 55a and 55b that fit into the holes 52a and 53a, respectively. Motor units 56 and 57 are attached to the frame 54 from the back side. The motor units 56 and 57 are drive means for moving the left door 51a and the right door 51b individually independently.

  The motor units 56 and 57 include motors 56a and 57a, gears 56b and 57b connected to output shafts of the motors 56a and 57a, and sensors 56c and 57c that detect rotational positions of the gears 56b and 57b, respectively. These units have the same configuration and are attached to the frame 54 by turning them upside down. The motors 56a and 57a are stepping motors. The sensors 56c and 57c are optical sensors, and their rotational positions are detected by slits provided in the gears 56b and 57b.

  In a state where the motor units 56 and 57 are mounted on the frame 54, the gear 56b is arranged so that the teeth protrude forward from the upper left end portion of the frame 54, and the gear 57b is moved forward from the lower right end portion of the frame 54. Is arranged so as to protrude. The left door 51a and the right door 51b are members having the same configuration in which racks 51a 'and 51b' are provided in the left-right direction, and are attached to the guide rail members 52 and 53 by turning them upside down. Thus, the rack 51a ′ of the left door 51a meshes with the gear 56b, and the rack 51b ′ of the right door 51b meshes with the gear 57b. The rotation of the gear 56b caused by the rotation of the motor 56a causes the left door 51a to rotate due to the rotation of the motor 57a. The left door 51b is moved by the rotation of the gear 57b.

  FIGS. 8A to 8C are explanatory diagrams of image switching by the shutter unit 50 and the effect unit A, and are views of the effect unit A viewed from the front. FIG. 8A shows a case where the door 51 is in the non-shielding position and the LCD 10 is in the first position. The player can see the display screen 11 of the LCD 10. FIG. 8B is a diagram illustrating a case where the door 51 is in the shielding position. Neither the LCD 10 nor the half mirror 20 is visible to the player due to the presence of the door 51. FIG. 8C shows a case where the door 51 is in the non-shielding position and the LCD 10 is in the second position. The player can see the half mirror 20.

  By providing such a shutter unit 50, in this embodiment, the LCD 10 can be moved while the door 51 is in the shielding position. By doing so, the movement of the LCD 10 can be made invisible to the player, and the player is given a sense that the switching between the two-dimensional image and the three-dimensional image is suddenly performed by opening and closing the door 51. It is possible to give a feeling that the two-dimensional image and the three-dimensional image have been interchanged.

  In this embodiment, like the shoji, the left door 51a and the right door 51b are configured to move in parallel in the left-right direction so as to oppose each other. It may be adopted. In the present embodiment, the above-described shutter unit 50 is used as means for shielding the display image by the LCD 10 and the half mirror 20, but the present invention is not limited to this, and various configurations can be employed. For example, a transmissive liquid crystal display device is used as a shielding unit instead of the shutter unit 50, and a dark image is displayed so that the LCD 10 and the half mirror 20 cannot be seen when shielded, and the LCD 10 and the half mirror 20 can be seen when not shielded. It is possible to hide nothing.

<Control unit>
Next, the circuit configuration of the control unit of the slot machine 100 will be described in detail with reference to FIGS. 9 to 11. The slot machine 100 includes a main control unit 300 that controls a central part of the game, a sub control unit 400 that controls various devices in accordance with signals transmitted from the main control unit 300, and a signal transmitted from the sub control unit 400. The production unit control section 500 controls the production unit A according to the above.

<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 state of sensors and switches, which will be described later, and a transmission cycle of a driving pulse of a motor for rotating the reel, via a bus. Yes. 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 interruption is 256 × 44 ÷ 6 MHz = 1. 877 ms.

  In addition, the CPU 310 stores a ROM 312 for storing various data such as a program for controlling each IC, lottery data used in the internal lottery for a winning combination, and reel stop control data, and for storing temporary data. A RAM 313 is connected. Other storage means may be used for these ROM 312 and RAM 313, and this is the same in the sub-control unit 400 and the rendering unit control unit 500 described later. Further, the CPU 310 is connected to an input interface 360 for receiving an external signal, and the medal acceptance sensor 320, the start lever sensor 321, the stop button sensor 322, and the medal insertion button via the input interface 360 at every interruption time. The state of the sensor 323 and the settlement switch 324 is detected and each sensor is monitored.

  Two medal acceptance sensors 320 are installed in the passage inside the medal slot 160 and detect whether or not a medal has passed. The start lever sensor 321 is installed on the start lever 130 and detects a start operation by the player. The stop button sensor 322 is installed in each of the stop buttons 131a to 131c, 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 132 and 133, and detects an insertion operation when a medal electronically stored in the RAM 313 is inserted as a game medal. The settlement switch 324 detects an operation on the settlement button 135, and when the settlement button 135 is pressed once, a medal that can be settled is paid out. In this embodiment, the medals that can be settled are both the stored medals and the bet medals, but only the stored medals may be used. 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. The index sensor 325 is installed at a predetermined position on the mounting base of each of the reels 110 to 112, and becomes H 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 a stepping motor and the like for rotating the reel, and a hopper (a device for paying out medals accumulated in the bucket from the medal payout port 161, not shown). ) And a game lamp 340 (specifically, a winning line display lamp 120, an announcement lamp 121, a start lamp 122, a re-game lamp 123, a medal insertion lamp 124, etc.) 7 segment display 341 (display 127, stored number display 126, payout number display 128, etc.) is 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 and outputting the count value to the CPU 310 based on a clock oscillated from the crystal oscillator 311 and the crystal oscillator 316, which will be described later. Used for various lottery processes, including internal lottery for winning positions. The random number generation circuit 317 in the present embodiment includes two random number counters. 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 an arithmetic processing unit that controls the entire sub-control unit 400 based on a main 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. It has a data bus and an address bus for performing, and has a configuration described below. 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, backlight lighting patterns and data for controlling various displays, and the like 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 picture of each reel 110 to 112 from the back, a front surface. A door sensor 421 for detecting opening / closing of the door 102, a reset switch 422 for clearing data in the RAM 413, and an operation button sensor 423 for individually detecting an operation on the operation button 137 are connected.

  An input interface 461 for receiving a main control command from the main control unit 300 is connected to the CPU 410 via a data bus, and an effect process that excites the entire game based on the command received via the input interface 461. Etc. are executed. 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 input interface 471 for inputting a signal from the rendering unit controller 500, a clock IC 423, 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 by connecting the clock IC 423. The 7-segment display 440 is provided inside the slot machine 100 so that a store clerk or the like can check predetermined information set in the sub-control unit 400, for example. 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 flashes the upper lamp 151, the side lamp 152, the center lamp 153, the waist lamp 154, the lower lamp 155, the reel panel lamp 125, and the medal payout outlet 161 from the inside according to the data received from the CPU 410. The outlet strobe 159 and the saucer lamp 156 for lighting are controlled. The CPU 410 performs signal transmission to the rendering unit control unit 500 via the demultiplexer 419.

<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 that 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 clock correction circuit 514 is a circuit that corrects the clock oscillated from the crystal oscillator 511 and supplies the corrected clock to the CPU 510 as a system clock.

  A timer circuit 515 is connected to the CPU 510 via a bus. The CPU 510 transmits the frequency dividing data stored in the predetermined area of the ROM 512 to the timer circuit 515 via the data bus at a predetermined timing. The timer circuit 515 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 510 for each interrupt time. The CPU 510 controls each IC and each circuit based on the interrupt request timing. The CPU 510 receives a signal from the CPU 410 output via the output interface 470 and the demultiplexer 419 of the sub-control unit 400 via the input interface 520 and the bus, and controls the effect unit control unit 500 as a whole. In addition, the CPU 510 transmits a signal to the sub-control unit 400 via the output interface 521 as necessary.

  The ROM 512 stores a program and data for controlling the production unit control unit 500 as a whole. The RAM 513 includes a work area for programs processed by the CPU 510. The ROM 512 and RAM 513 are connected to the CPU 510 via a bus. Further, the CPU 510 is connected to a CPU 530, motor drivers 542, 552, 562 and 572, sensors 56c and 57c, and rotary encoders 31 and 41 via a bus. Further, a ROM 531, a RAM 532, and a VDP (video display processor) 534 are connected to the CPU 530 via a bus.

  On the other hand, the ROM 531 stores a program processed by the CPU 530. The RAM 532 has a work area for programs processed by the CPU 530 and the like. A crystal oscillator 533 is connected to the VDP 534, and further a ROM 535 and a RAM 536 are connected via a bus. The ROM 535 stores a plurality of types of image data of the LCD 10. The CPU 530 reads out the image data in the ROM 535 based on the signal from the CPU 510, generates an image signal using the work area of the RAM 536, and displays the image on the display screen of the LCD 10 via the D / A converter 537. indicate.

<Pattern arrangement>
FIG. 12 is a diagram in which a pattern arrangement applied to each of the reels 110 to 112 is developed in a plane. As shown in the figure, each reel 110 to 112 has a plurality of types of patterns arranged in a predetermined number of frames (21 frames in this case). In addition, in the same figure, although each picture is simplified and shown by the character, in the case of various designs, for example, “watermelon”, a picture or the like imitating a watermelon is drawn. The arrangement numbers 0 to 20 shown at the left end of the figure are numbers indicating the arrangement positions of the patterns on the reels 110 to 112. For example, a bell pattern is arranged on the number 0 frame of the left reel 110, and a replay pattern is arranged on the number 0 frame of the right reel 112.

<Type of winning prize>
The kind of winning combination can be arbitrarily adopted, but the following winning combination is adopted in the present embodiment. FIGS. 13A to 13C are diagrams showing the types of winning combinations in each gaming state, the corresponding picture combinations, the number of medals paid out at the time of winning, and the winning probability of internal lottery. FIG. 13A shows the normal mode, FIG. 13B shows the big bonus game, and FIG. 13C shows the regular bonus game and the shift regular bonus game. There are setting 1 to setting 6 for the internal winning probability, and the attendant of the game hall can arbitrarily select any one. In the example of FIG. 13, one of settings 1 to 6 (indicated by setting N) is illustrated.

  The internal winning probability is explanatory data described for easy understanding of the explanation, and is specifically as follows. That is, the range of random numbers (0 to 65536) acquired at the time of the internal winning lottery is divided into several areas (areas proportional to each internal winning probability) in advance, Winning and loss are associated. These pieces of information are stored in the ROM 312 as a winning combination lottery table. In the internal lottery of the winning combination, whether or not the internal winning of the winning combination is determined according to which range the acquired random number value belongs. Hereinafter, each winning combination in the normal game will be described individually.

(1) Normal game ・ Big Bonus (BB):
A winning combination in which the gaming state is changed by winning, and in the case of this embodiment, a winning combination in which a big bonus game (BB game) is started. In this embodiment, a predetermined number (15 in this case) of medals is paid out when winning. There are two types of corresponding picture combinations as shown in FIG. In this embodiment, flag carryover is performed for BB. Here, in this embodiment, when an internal winning is made for some winning combination, the corresponding internal winning flag is turned ON. The internal winning flag is set in a predetermined area on the RAM 313, and is turned OFF when the game ends, except when the flag is to be carried over. If the BB is won internally, even if the BB is not won in the game, the flag is kept until the BB is won, and the BB will be in the internal win even after the next game.

・ Regular Bonus (RB):
A winning combination in which the gaming state is changed by winning, and in the case of the present embodiment, a winning combination in which a regular bonus game (RB game) is started. In this embodiment, a predetermined number (15 in this case) of medals is paid out when winning. There is one type of corresponding pattern combination as shown in FIG. In the present embodiment, the above-described flag carryover is also performed for the RB.

・ Small character The predetermined number of medals will be paid out by winning a prize. In the case of this embodiment, small roles are a watermelon, a bell, and a cherry. Corresponding pattern combinations and the number of payouts are as shown in FIG. In the case of “cherry”, the design of the middle reel 112 and the right reel 113 may be any design.
・ Replay
The winning combination is a winning combination in which a game can be performed without inserting medals in the next game, and medals are not paid out. In the case of the present embodiment, the corresponding pattern combination is “replay-replay-replay”. In the case of the present embodiment, there are two types of internal winning probabilities of replay, a normal probability and a high probability, and one of them will be selected depending on whether or not a predetermined condition is met. To do.

(2) BB game (BB general game)
FIG. 13B is a diagram showing the types of winning combinations in the BB general game, the corresponding picture combinations, the number of medals to be paid out by winning, and the internal winning probability of each winning combination.
・ Shift Regular Bonus (SRB):
This is a winning combination that wins only during the BB game (more specifically, during the BB general game), and is a winning combination in which a shift regular bonus game (SRB game) is started by winning. In this embodiment, a predetermined number (here, one) of medals is paid out when winning. Corresponding picture combinations are of one type as shown in FIG.
・ Small role It is the same as in normal games, with watermelon, bell and cherry.

(3) RB game / SRB game FIG. 4C shows the types of winning combinations in the RB game and the SRB game, the corresponding picture combinations, the number of medals to be paid out by winning, and the internal winning probability of each winning combination. FIG. The winning combination in the RB game and the SRB game is only an accessory, and each game in the RB game and the SRB game is called an accessory game. The winning combination is a winning combination that is won only during the RB game and the SRB game, and a predetermined number (15 in this case) of medals is paid out by winning and the internal winning is performed with high probability. The game state is not changed. In addition, as shown in FIG.13 (c), the combination of a corresponding pattern is one type.

<Game state>
In this embodiment, the game state is roughly divided into a normal game, a BB game, and an RB game, and the BB game is further classified into a BB general game and an SRB game.
・ BB game:
Although the content of the BB game can be a plurality of types, in this embodiment, as described above, it is possible to win an SRB during the BB game, and when this is won, the SRB game is started. In order to distinguish the case where the BB game is in the SRB game from the case where it is not, the latter is referred to as a BB general game. There are a plurality of BB game end conditions. In the present embodiment, the BB game ends when the profit obtained by the player during the BB game exceeds a certain value. In addition to this, as an end condition of the BB game, for example, the game ends when the SRB game is consumed a predetermined number of times (for example, 3 times) or the BB general game is consumed for a predetermined number of times (for example, 30 times). You may do it.
・ RB game and SRB game:
In the case of this embodiment, the RB game and the SRB game have the same content. Although there are a plurality of types of contents of the RB game and the SRB game, in the case of the present embodiment, a predetermined number of times (in this embodiment, 12 times) of an accessory game is consumed, or the number of times an accessory is determined in advance. (In this embodiment, 8 times) A game whose end condition is that any one of the conditions for winning a prize is satisfied. The number of times of winning of the bonus game and the number of winnings of the bonus game are managed by a software counter set in a predetermined area on the RAM 313.

<Reel stop control>
Next, stop control of the reels 110 to 112 will be described. The reel stop control is selected and selected from a plurality of predetermined reel stop control data based on selection conditions such as an internal lottery result, a gaming state, and whether a BB or RB flag is carried over. Perform based on reel stop control data. If multiple types of reel stop control data are set for the same condition, one of them is selected by lottery.

  In this embodiment, so-called pull-in control (frame slip control) is performed. The pull-in control is a control for shifting the stop positions of the reels 110 to 112 within a certain number of frames (for example, a maximum of 5 frames) after the player operates the stop buttons 131a to 131c. The reel stop control data is stored in the ROM 312 of the main control unit 300. Each reel stop control data is a control that allows a pattern combination of a predetermined winning combination to be displayed on the winning line 114 and a control that does not display any winning combination pattern combination on the winning line 114. It is roughly divided into

  Examples of the case where the former control is performed are, for example, a case where a winning combination is won internally, or a case where BB or RB is won internally (flag carryover), and each stop button 131a to 131c is operated by the player. Control is performed so that the winning combination of the winning combinations is displayed within the range of the above-mentioned number of frames even if the timing to perform is poor. However, since it is only “permitted”, there are cases where the pattern combinations are not aligned depending on the timing of operating each of the stop buttons 13a to 131c. However, there is a case in which 100% is arranged depending on the arrangement of the patterns on the reels 110 to 112 and the number of drawn frames.

  An example where the latter control is performed is, for example, a case where the internal lottery result is lost and the BB or RB is not currently being won (flag carryover), and the timing at which the player operates the stop buttons 131a to 131c. Even if the quality is good, the control is performed so that the combination of the winning symbols is not displayed within the range of the number of frames.

<Setting of production contents>
Next, with reference to FIG. 14, setting of the contents of effects executed in the slot machine 100 will be described. FIG. 14 is an explanatory diagram showing the basic setting of the production contents. The effect content is set by the sub-control unit 400 in accordance with a command transmitted from the main control unit 300. Hereinafter, a basic setting method will be described. In addition to those described below, corresponding production contents are set according to a control command (for example, a command indicating an error) from the main control unit 300.

  The contents of the production are divided into a plurality of groups, and one of them is selected in each game. In the present embodiment, an effect group is selected by a specific command (effect group selection in the figure) transmitted from the main control unit 300. The specific command is a command indicating the type of the reel stop control data described above selected in the game. The production group can be selected by an independent lottery, but this lottery is also used depending on the type of reel stop control data. Since the reel stop control data is selected based on selection conditions such as the internal lottery result, the game state, and whether or not the BB or RB flag is carried over, it is possible to produce an effect in line with the game.

  Each effect group has an individual command from the main control unit 300 (in the example shown in FIG. 3, the operations on the stop buttons 131a to 131c (first to third stop operations, reel stop (first to third reel stop)). ), And is determined for each winning determination result (winning determination), and when the individual command is received, the corresponding effect data is selected, and the effect data is selected and executed even when the start lever is operated. However, since the command indicating the type of reel stop control data is transmitted at the start operation, it is selected and executed simultaneously with the selection of the effect group.

  The effect data is set for each device for effect and is stored in the ROM 412. When the sub-control unit 400 receives an individual command from the main control unit 300, the sub-control unit 400 reads the corresponding effect data and sets the data in each device. Thereafter, the contents of the set data are executed by each device. The production data includes a “control command”, which is a command for the production unit A. The sub-control unit 400 transmits this control command to the effect unit control unit 500, and the effect unit control unit 500 controls the effect unit A according to the received command.

<Setting of operation contents of production unit A>
Next, the setting of the control content of the effect unit A will be described with reference to FIG. FIG. 15A is a diagram showing control data of the rendering unit A stored in the ROM 512, and FIG. 15B is a diagram showing display control data of the LCD 10 stored in the ROM 531. When the production unit control unit 500 receives the control command described above from the sub-control unit 400, the production unit control unit 500 executes a process corresponding to the number indicated by the control command ("No." in FIG. 15A).

  In the control data shown in FIG. 15A, according to the number indicated by the control command, “processing order”, the control content of the left door 51a (“left door”), and the control content of the right door 51b (“right” Door ”), the control content of the LCD 10 (“ liquid crystal display device ”), and the control content of the half mirror 20 (“ half mirror ”) are set. For example, from the sub-control unit 400, No. When the control command 1 is received, the rendering unit control unit 500 first causes the LCD 10 to display the contents of the display control data 1 in the “processing order” 1. In detail, as shown in FIG. 1 display control data is acquired and a corresponding image is displayed on the LCD 10. Subsequently, in the “processing order” 2, the door 51 is fully opened.

  Further, for example, from the sub-control unit 400, No. When the control command 5 is received, the rendering unit control unit 500 first closes the door 51 in “processing order” 1. Subsequently, in the “processing order” 2, the LCD 10 is moved downward (first position). Further, for example, from the sub-control unit 400, No. When the control command 10 is received, the rendering unit control unit 500 first closes the door 51 in “processing order” 1. Subsequently, in the “processing order” 2, the LCD 10 is moved upward (second position), and at the same time, the half mirror 20 is once retracted to the retracted position and advanced again to the display position. Further, for example, from the sub-control unit 400, No. When the control command 21 is received, the rendering unit control unit 500 first closes the door 51 in “processing order” 1. Subsequently, in the “processing order” 2, the LCD 10 is moved upward (second position), and at the same time, the half mirror 20 is once retracted to the retracted position and advanced again to the display position. Then, the content of the display control data 2 is displayed on the LCD 10 in “processing order” 3. This becomes a three-dimensional image. In “processing order” 4, the door 51 is fully opened and a three-dimensional image is presented to the player. Further, in the “processing order” 5, the half mirror 20 is moved backward, and the position of the virtual image is moved backward. In this way, the operation of the rendering unit A is controlled.

<Basic control of games>
FIG. 16 is a flowchart showing basic control of a game in the slot machine 100. Basic control of the game is performed mainly by the CPU 310 of the main control unit 300, and the processing shown in FIG. Hereinafter, this process will be described. When the power is turned on, first, initial processing is executed in S101. Here, various initialization processes are performed. In S102, medal insertion / start operation acceptance processing is executed. 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 inserted medals. It is not necessary to insert a medal when winning the re-game in the previous game. Also, it is checked whether or not the start lever 130 has been operated. If there is an operation of the start lever 130, the process proceeds to S104, and a control command indicating that the start lever 130 has been operated is output to the sub-control unit 400. To do. Details will be described later.

  In S103, the number of inserted medals is determined, and an effective pay line 114 is determined. In S104, the random number generated by the random number generator 311 is acquired. In S105, the winning combination lottery table stored in the ROM 312 is read according to the current gaming state, and the internal winning lottery of the winning combination is performed using this and the random value acquired in S104. As a result of the internal lottery, when any winning combination is won internally, the winning combination flag is turned ON as described above. In S106, reel stop control data is selected based on the internal lottery result and the like as described above. In addition, a control command indicating the type of the selected reel stop control data is transmitted to the sub-control unit 400.

  In S107, rotation of all reels 110 to 112 is started. In S108, the stop buttons 131a to 131c can be received. When any one of the stop buttons is pressed, any one of the reels 110 to 112 corresponding to the pressed stop button is selected as the reel stop control data selected in S106. Stop based on. When all the reels 110 to 112 are stopped, the process proceeds to S109. In S109, a winning determination is performed. Here, when a picture combination corresponding to some winning combination is displayed on the activated winning line 114, it is determined that the winning combination is won. For example, if “watermelon-watermelon-watermelon” is arranged on the activated winning line 114, it is determined that the watermelon has been won. In addition, the flag indicating the internal winning of each winning combination is reset. However, as described above, when BB and RB are not won, the internal winning flag is kept ON and is carried over to the next game transition. In S110, if any winning combination with payout is won, the number of medals corresponding to the winning combination is paid out. In S111, game state control processing is performed. Details will be described later. As described above, one game is completed, and thereafter, the process proceeds by returning to S102 and repeating the above-described processing.

<Medal insertion / start operation acceptance processing>
Next, the medal insertion / start operation acceptance process in S102 will be described. FIG. 17 is a flowchart showing the medal insertion / start operation acceptance process in S102. In S121, the prescribed number is set. Here, the number of medals that can be inserted in the game is set, and in the case of the present embodiment, the number is one for the accessory game and three for the other games. In S122, it is determined whether or not a re-game is won in the previous game. If applicable, the process proceeds to S123, and if not, the process proceeds to S124. In S123, it is assumed that the same number of medals as the previous game are inserted in order to make it unnecessary to insert medals in the current game. In S124, an idle timer is set. The idle timer is a timer for counting the time during which the slot machine 100 is not playing a game. In S124, the idle timer is started to count.

  In S125, error processing is executed. Here, it is determined whether or not an error such as a medal insertion abnormality (medal clogging, fraud etc.) has occurred.

  In S126, it is determined whether or not a medal has been inserted and has been received normally. If applicable, the process proceeds to S127, and if not, the process proceeds to S128. In S127, a command indicating that a medal has been inserted is transmitted to the sub-control unit 400. In S128, a medal insertion confirmation process is executed. Details will be described later. In S129, it is determined whether or not the start lever 130 has been operated. If applicable, a control command indicating that the start lever 130 has been operated is output to the sub-control unit 400, and the process ends. If not applicable, the process returns to S125.

<Medal insertion confirmation process>
Next, the medal insertion confirmation process in S128 will be described. FIG. 18 is a flowchart showing the medal insertion confirmation process in S128. In S131, it is determined whether or not the current medal insertion number is zero. The number of inserted medals is managed by a software counter set in a predetermined area on the RAM 313. If applicable, the process proceeds to S132, and if not, the process proceeds to S137. In S132, it is determined whether the time measured by the idle timer indicates that a predetermined time has elapsed. If applicable, the process proceeds to S133, and if not applicable, the process ends.

  In S133, it is determined whether or not the current idle flag is ON. The idle flag is set in a predetermined area on the RAM 313, and indicates whether or not the non-game is continued for a certain time. If applicable, the process is terminated. If not applicable (OFF), the process proceeds to S134. In S134, the idle flag is turned ON. In S135, a control command indicating that the non-game is continued for a certain time is set. In S136, the control command set in S135 is transmitted to the sub-control unit 400, and the process ends. The sub-control unit 400 that has received the control command displays a so-called demo screen on the LCD 10. In S137, the idle flag is turned off. The process ends as described above.

<Game state control processing>
Next, the game state update process of S111 will be described. FIG. 19 is a flowchart showing the gaming state control process of S111. In S141, it is determined whether or not the current game is a game in the BB game. If applicable, the process proceeds to S142, and if not, the process proceeds to S144. In S142, the profit counter is updated. The profit counter is a software counter set on the RAM 313, and is a counter that counts the profit obtained by the player during the BB game in order to determine the end condition of the BB game. The profit counter is reset at the start of the BB game, and for example, the net increase in the number of medals during the BB game (cumulative value of the difference between the payout number and the inserted number) may be counted. Also, the profit counter regards that a corresponding medal has been paid out in the BB game, regardless of whether or not a winning combination is won internally (hereinafter referred to as a deemed payout number). Also, it may be a cumulative value of the difference between the number of payouts and the number of inserts only during the BB game.

  In S143, it is determined whether or not the value of the profit counter exceeds a predetermined value. When it corresponds, it progresses to S152 and sets a normal game as a gaming state. As a result, the BB game ends and the next game is changed to the normal game. If not, the process proceeds to S144. In S144, it is determined whether or not the RB is won in this game. If applicable, the process proceeds to S149, and if not, the process proceeds to S145. In S145, it is determined whether or not SRB has been won in this game. If applicable, the process proceeds to S149, and if not, the process proceeds to S146. In S146, it is determined whether or not BB is won in this game. If applicable, the process proceeds to S150, and if not, the process proceeds to S147.

  In S147, it is determined whether or not the current gaming state is an RB game. If applicable, the process proceeds to S151. Otherwise, the process proceeds to S148. In S148, it is determined whether or not the current gaming state is an SRB game. If applicable, the process proceeds to S151, and if not applicable, the process ends. In S149, an RB / SRB winning process is performed. Here, an RB game or an SRB game is set as the gaming state. In addition, 12 times and 8 times are set as initial values of the software counter that manages the number of games played in the RB game or the SRB game and the software counter that manages the number of winnings of the bonus item, respectively. In S150, a process for winning a BB is performed. Here, a BB game (BB general game) is set as the gaming state. In S151, processing during the RB / SRB game is performed. Here, one software counter for managing the number of games of the RB game or SRB game is subtracted. When a prize is won in the game this time, the count value of the software counter that manages the number of prizes for the prize is subtracted by one. Further, when the count value of any one of these software counters becomes 0, a normal game is set as the gaming state during the RB game, and a BB general game is set during the SRB game. As a result, the next game becomes a normal game or a BB general game. The process ends as described above.

<Processing of sub-control unit>
Next, processing of the sub control unit 400 will be described. FIG. 20A is a flowchart of interrupt processing executed by the CPU 410 of the sub-control unit 400, and FIG. 20B is a flowchart of main processing executed by the CPU 410 of the sub-control unit 400. First, interrupt processing will be described with reference to FIG. The CPU 410 performs the process of FIG. In S201, it is determined whether a command from the main control unit 300 has been received. If applicable, the process proceeds to S202, and if not applicable, the process ends. In S202, control commands received from the main control unit 300 are sequentially stored without overwriting a predetermined area (referred to as a command storage area) of the RAM 413.

  Next, the main process will be described with reference to FIG. In S211, it is determined whether or not at least one control command is stored in the command storage area. If applicable, the process proceeds to S212, and if not, the process returns to S211. In S212, one control command is acquired from the command storage area, and its content is determined. The acquired control command is deleted from the command storage area. In S213, the effect data described with reference to FIG. 14 is acquired according to the determination result in S212. In S214, it is determined whether or not the effect data acquired in S213 includes data to be output to the driver of each effect device of the sub-control unit 400. If applicable, the process proceeds to S215, and if not, the process proceeds to S216. In S215, data is set in the driver of the rendering device of the sub-control unit 400. The production device executes the production according to the data by setting the data.

  In S216, it is determined whether or not the effect data acquired in S213 includes a control command to be transmitted to the effect unit control unit 500. If applicable, the process proceeds to S217, and if not, the process returns to S211. In S217, a control command is transmitted to the rendering unit control unit 500, and the process returns to S211.

<Processing of production unit control unit>
Next, processing of the rendering unit control unit 500 will be described. FIG. 21A is a flowchart of interrupt processing executed by the CPU 510 of the effect unit control unit 500, and FIG. 21B is a flowchart of main processing executed by the CPU 510 of the effect unit control unit 500. First, interrupt processing will be described with reference to FIG. The CPU 510 performs the process of FIG. In S301, it is determined whether a command from the sub-control unit 400 has been received. If applicable, the process proceeds to S302, and if not applicable, the process ends. In S302, control commands received from the sub-control unit 400 are sequentially stored without overwriting a predetermined area (referred to as a command storage area) of the RAM 513.

  Next, the main process will be described with reference to FIG. In S311, it is determined whether or not at least one control command is stored in the command storage area of the RAM 513. If applicable, the process proceeds to S312; otherwise, the process returns to S311. In S312, one control command is acquired from the command storage area of the RAM 513, and the content is determined. The acquired control command is deleted from the command storage area. In S313, effect data is acquired according to the determination result in S312. In S314, it is determined whether or not the effect data acquired in S313 includes data to be output to the driver of each effect device of the effect unit control unit 500 (the driver of each device of effect unit A). If applicable, the process proceeds to S315, and if not, the process returns to S311. In S315, data is set in the driver of each device of the rendering unit A, and the process returns to S311. The production unit A executes the production according to the data by setting the data.

<Example of switching between 2D image and 3D image>
As described above, according to the rendering unit A of the present embodiment, a two-dimensional image can be provided to the player when the LCD 10 is in the first position, and a three-dimensional image can be provided to the player when the LCD 10 is in the second position. The two-dimensional image has an advantage that the display content is easy to understand, and the three-dimensional image has an advantage that the effect of enhancing the fun of the game is high. Here, an example of switching between the two will be described.

-Switching according to the setting of the gaming state The LCD 10 can be moved from the first position to the second position according to the setting result (S111) of the gaming state. For example, during a normal game, the LCD 10 is moved to a first position to display a two-dimensional image, while during a BB game or an RB game, the LCD 10 is moved to a second position to display a three-dimensional image. By doing so, it is possible to produce an effect that further enhances the interest of the player. In the present embodiment, the game state is roughly divided into a normal game, a BB game, and an RB game. In addition to this, when so-called AT (assist time), CT (challenge time), lip series, etc. are adopted. The two-dimensional image and the three-dimensional image can be switched in accordance with the setting of the game state of the player, and in particular, when these are set, it is possible to produce an effect that excites the player's interest by displaying the three-dimensional image. . Note that the AT is, for example, a request for pressing order of the stop buttons 131a to 131c for reel stop control, and the pressing order is notified within the AT period. In addition, CT means, for example, that at least one of the reels 110 to 112 is stopped in principle when a player operates the stop buttons 131a to 131c and no sliding piece control is performed within a CT period. It is. For example, a lip series is a prize that has a higher probability of being replayed in a lip series period than in other cases.

Switching according to the setting of the effect type The LCD 10 can be moved from the first position to the second position according to the setting of the effect type. As described above, in this embodiment, the type of effect is set by the effect group, and the LCD 10 moves from the first position to the second position according to the setting.

Switching according to the player's profit The LCD 10 can be moved from the first position to the second position according to the profit given to the player as a result of the game. For example, the LCD 10 is moved to the first position to display a two-dimensional image until the count value of the above-described profit counter (such as S142) exceeds a predetermined value (smaller than the predetermined value of the BB game end condition). If it exceeds, the LCD 10 is moved to the second position to display a three-dimensional image. For example, when the predetermined value of the end condition of the BB game is 400, a three-dimensional image is displayed when the count value of the profit counter exceeds 200. By doing so, it is possible to produce a gorgeous presentation in accordance with an increase in the player's profits, and it is possible to produce a stage that further enhances the player's interest.

-Switching according to whether or not internal winning is in progress As described above, in this embodiment, the flag carryover of the internal winning results of BB and RB is performed. Therefore, the LCD 10 can be positioned at the second position while BB and RB are internally won. The display of the three-dimensional image on the LCD 10 becomes a notification of the internal winning of BB and RB, and can raise the player's expectation. Note that the LCD 10 may be positioned at the second position while the BB and RB are internally won only when the lottery is selected. In addition, as an effect of the gaze, the LCD 10 may be positioned at the second position even though BB and RB are not internally won.

Switching at Demo Display When the slot machine 100 is not playing a game, the LCD 10 can be moved to the second position, and the LCD 10 can display a non-game playing image (a so-called demo screen). For example, when the sub-control unit 400 receives the control command in S136 of FIG. 18, a demonstration screen using a three-dimensional image is displayed. When there are no players in the slot machine 100, it is possible to attract the surrounding players in the hall, and the operating rate of the slot machine 100 in the hall can be raised.

Switching at the time of error When it is determined that an error has occurred in the slot machine 100, the LCD 10 can be moved to the second position, and information on the error can be displayed on the LCD 10. For example, it is determined in S125 of FIG. 17 whether or not an error has occurred. If it is determined that an error has occurred, a control command indicating that fact is transmitted to the sub-control unit 400, but this has been received. The sub-control unit 400 moves the LCD 10 to the second position and causes the LCD 10 to display information regarding the error. The error notification of the slot machine 100 is discouraging for the player, but it is possible to attract the player's interest by notifying the error with a three-dimensional image.

-Switching by lottery In accordance with a control command from the main control unit 300, the sub-control unit 400 performs lottery and the LCD 10 is moved to the first position (two-dimensional mode), and the LCD 10 is switched to the second mode. Switching between the mode (three-dimensional code) of the three-dimensional image moved to the position can be performed. FIG. 22A is a flowchart showing a switching process between the two-dimensional mode and the three-dimensional mode by lottery, and is executed by the CPU 410 of the sub-control unit 400.

  In S401, it is determined whether or not the control command from the main control unit 300 is a mode switching command. The mode switching command can be, for example, a control command indicating that a specific type of reel stop control data has been selected. If applicable, the process proceeds to S402, and if not applicable, the process ends. In S402, a lottery is performed to determine which of the two-dimensional mode and the three-dimensional mode is set. In S403, it is determined whether or not a mode different from the current mode is won. If applicable, the process proceeds to S404, and if not, the process ends. For example, if it is the current two-dimensional mode and the lottery result in S402 is the three-dimensional mode, the process proceeds to S404, and if it is the two-dimensional mode, the process is terminated. In S404, the mode of the lottery result in S402 (the other mode of the current mode out of the two-dimensional mode and the three-dimensional mode) is set, and the process ends.

Switching according to the number of games According to a control command from the main control unit 300, the sub-control unit 400 counts the number of games and moves the LCD 10 to the first position (two-dimensional mode), and the LCD 10 Switching between the mode (three-dimensional code) of the three-dimensional image moved to the second position can be performed. FIG. 22B is a flowchart showing switching processing between the two-dimensional mode and the three-dimensional mode depending on the number of games, and is executed by the CPU 410 of the sub-control unit 400.

  In S411, it is determined whether or not the control command from the main control unit 300 is a mode switching command. The mode switching command can be, for example, a control command indicating that a specific type of reel stop control data has been selected. If applicable, the process proceeds to S412. If not applicable (in the case of a control command indicating that other reel stop control data has been selected), the process proceeds to S416. In S412, a lottery for setting the three-dimensional mode is performed. In S413, it is determined whether or not the three-dimensional mode is won in the lottery of S412. If applicable, the process proceeds to S414, and if not, the process proceeds to S416. In S415, the number of games for continuing the three-dimensional mode is set. The number of games is managed by a software counter (referred to as a three-dimensional mode counter) set in a predetermined area on the RAM 413, and an initial value of the count value is set in S415.

  In S416, it is determined whether or not the current mode is a three-dimensional mode. If applicable, the process proceeds to S417, and if not applicable, the process ends. In S417, one count value of the three-dimensional mode counter is subtracted. In S418, it is determined whether or not the count value of the three-dimensional mode counter is zero. If applicable, the process proceeds to S419, and if not, the process ends. In S419, a two-dimensional code is set and the process ends.

-Switching by player selection The LCD 10 can be moved to a position selected by the player. In this case, the selection button 137 is caused to function as a selection unit for the player to select the first position and the second position of the LCD 10. A two-dimensional image mode (two-dimensional mode) in which the LCD 10 is moved to the first position and a three-dimensional image mode (three-dimensional mode) in which the LCD 10 is moved to the second position according to the player's preference. Can be provided. FIG. 23 is a flowchart showing a switching process between the two-dimensional mode and the three-dimensional mode according to the player's selection, which is executed by the CPU 410 of the sub-control unit 400 by an interruption process.

  In S501, it is determined whether or not a selection operation in the two-dimensional mode has been accepted by the selection button 137. For example, an operation on the left selection button 137 can be a two-dimensional mode selection operation. If applicable, the process proceeds to S502, and if not, the process proceeds to S503. In S502, the two-dimensional mode is set, and then the process ends. In step S <b> 503, it is determined whether a selection operation in the three-dimensional mode has been accepted by the selection button 137. For example, the operation on the selection button 137 on the right side can be a selection operation in the three-dimensional mode. If applicable, the process proceeds to S504, and if not, the process ends. In S504, the three-dimensional mode is set, and then the process ends.

<Example of movement of the half mirror 20 during 3D display>
Changing the position of the virtual image by moving the half mirror 20 during three-dimensional display can be an effect that excites the fun of the game. So, for example, in a specific gaming state (BB, RB internal winning, BB game, RB game, AT period, CT period, Lip series period, etc.) By playing, you can excite the game. The change of the position of the virtual image by the movement of the half mirror 20 may be continued over a plurality of games or may be performed only within a certain time during one game.

<Example of opening and closing the door 51>
The door 51 is basically fully closed when the LCD 10 is moved between the first position and the second position, and is fully opened after the movement is completed. By doing so, the impact of switching between the two-dimensional image and the three-dimensional image can be given to the player. However, the present invention is not limited to this, and the door 51 can be opened and closed by various methods.

  For example, during a plurality of games, the door 51 is positioned at the shielding position to be fully closed, and then the door 51 is positioned at the non-shielding position to be fully opened. In this example, for example, after a game in which BB or RB is won internally, during a plurality of games (during this time, it is desirable to perform reel control so as not to win BB and RB), the door 51 is fully closed. When the state is set to the fully open state, the LCD 10 notifies that the internal winning has been made. The notification may be a notification using a two-dimensional image or a notification using a three-dimensional image, but by using the notification using a three-dimensional image, the excitement of the player can be enhanced. While the door 51 is fully closed, the player can expect an internal winning of BB or RB. In this case, the door 51 can be fully closed during a plurality of games even though BB and RB are not internally won as a gaze effect. Then, when the two-dimensional image is displayed when the door 51 is fully opened, it is indicated that the display is lost, and when the BB or RB is internally won, the three-dimensional image can be displayed.

  Further, for example, the selection button 137 is used as a selection means for the player to select the shielding position and shielding position of the door 51, and the player is fully opened by moving the door 51 to the position selected by the player. And fully closed may be selected. For example, when the player presses the selection button 137 when the door 51 is fully closed, the door 51 is fully opened, and the internal winning result of BB or RB is displayed in 2D or 3D, or a loss is displayed. Doing so can increase the excitement of the player.

<Example of composite image display by production unit A>
Next, with reference to FIG. 24, another example of the composite image by the movement of the half mirror 20 at the time of displaying the three-dimensional image will be described. In the example described above with reference to FIGS. 6A and 6B, the UFO virtual image and the mountain indicated by the three-dimensional object X1 are retracted by retracting the half mirror 20, and the UFO virtual image is descending. Although it seemed to approach the mountain a little, by changing the position of the image displayed on the LCD 10 on the display screen 11, the virtual image of the UFO that can be seen by the player moves backward at the same height. You can also show it. 24 (a) and 24 (b) are explanatory diagrams thereof, and FIG. 24 (b) is a diagram showing a state in which the half mirror 20 is retracted from the state of FIG. 24 (a).

  First, referring to FIG. 24A, the center position on the display screen 11 of the image displayed by the LCD 10 is at the position of the broken line Lc-1. The virtual image can be seen at a position away from the half mirror 20 by L5 and L6 in the depth direction. As shown on the left side of the figure, in the three-dimensional image that can be seen by the player, the virtual image of UFO exists at the position Y from the top. On the other hand, in the state of FIG. 24B, the image itself displayed on the LCD 10 is the same as the state of FIG. 24A, but the center position on the display screen 11 is at the position of the broken line Lc-2. The display position (center position) is moved to the far side.

  As a result, as shown in the left of FIG. 24B, the three-dimensional image seen by the player has a UFO virtual image at the position Y from the top as in FIG. 24A. It does not move downward as in the case.

  In this way, by changing the image projected on the half mirror 20 of the LCD 10 as the half mirror 20 moves (in this example, the display position of the image is gradually changed as the half mirror 20 moves backward). ) When viewed from the player, the UFO virtual image will appear to recede (descend away) at the same height. On the contrary, if the half mirror 20 is moved forward and the display position of the UFO image is moved forward, that is, if the transition is made from FIG. 24B to FIG. 24A, the UFO virtual image is the same. It is possible to provide a player with a three-dimensional image that moves forward (approaching) together with a real image of a mountain indicated by the three-dimensional object X1 at a height.

  Next, with reference to FIG. 25, still another example of the composite image by the movement of the half mirror 20 at the time of displaying the three-dimensional image will be described. FIG. 25 further changes the size of the virtual image in the example of FIG. First, referring to FIG. 25A, the center position of the image displayed on the LCD 10 on the display screen 11 is at the position of the broken line Lc-1 as in the case of FIG. The virtual image can be seen at a position away from the half mirror 20 by L5 and L6 in the depth direction. As shown on the left side of the figure, in the three-dimensional image that can be seen by the player, the virtual image of UFO exists at the position Y from the top.

  On the other hand, in the state of FIG. 25B, the center position on the display screen 11 of the image displayed by the LCD 10 is at the position of the broken line Lc-2 as in the case of FIG. The center position is moved to the back side, and the image displayed on the LCD 10 is further reduced. The virtual image is seen at a position away from the half mirror 20 by L7 and L8 in the depth direction.

  As a result, as shown on the left side of FIG. 25 (b), the three-dimensional image that can be seen by the player appears as if the UFO is moving away straight to the mountain indicated by the three-dimensional object X1. As shown on the right in FIG. 25B, the position of the virtual image is retreated, and the virtual image of the UFO is reduced, so that the sense of perspective becomes stronger and the sense of retreat of the position of the virtual image becomes stronger. By changing the image projected from the LCD 10 onto the half mirror 20 as the half mirror 20 moves (in this example, the display position of the image is gradually changed as the half mirror 20 moves backward, and the image is gradually changed). It is possible to more realistically express how the UFO that is a virtual image flies away. On the other hand, if the half mirror 20 is moved forward to enlarge the image of the UFO, that is, if the transition is made from FIG. 25 (b) to FIG. 25 (a), the UFO approaches the player. 3D images can be provided to the player.

<Other examples of mechanisms for moving the half mirror>
In the above embodiment, the support 21 is moved together with the half mirror 20 when displaying the three-dimensional image, but only the half mirror 20 can be moved. FIG. 26A shows another example of a mechanism for moving the half mirror 20. In the case of the example in the figure, the half mirror 20 is sandwiched between the top plate 21a and the bottom plate 21c, and the upper end surface and the lower end surface thereof are arranged to be slidable on the top plate 21a and the bottom plate 21c, respectively. . A pin 20 a protruding to the side of the support 21 is fixed to the center of the side portion of the half mirror 20. The pin 20a is inserted into a hole at the tip of a member 60b disposed on the side of the support 21. The member 60b is a rod-shaped member extending from the half mirror 20 toward the back plate 21b, and a rack 60c is provided at the rear end thereof. The member 60b is fixed to the back plate 21b and mounted on a rail 60d extending from the half mirror 20 toward the back plate 21b. The member 60b is guided by the rail 60d and can be translated in the direction of the arrow in FIG. It has become.

  A pinion 60a attached to the output shaft of a motor 60 (for example, a stepping motor) is engaged with the rack 60c. Thus, the member 60b reciprocates due to the normal rotation and reverse rotation of the motor 60, and the half mirror 20 moves in parallel between the solid line position and the broken line position in FIG. That is, the motor 60, the pinion 60a, the rack 60c, and the member 60d function as a moving unit that moves the half mirror 20.

  Next, although the half mirror 20 is moved in parallel in the above embodiment, the tilt angle of the half mirror 20 can be changed as one of movement modes. When the tilt angle of the half mirror 20 is changed, the position of the virtual image is also changed, but rather, the vertical scale of the virtual image is changed, and an interesting production is possible. FIG. 26B shows another example of a mechanism that changes the tilt angle of the half mirror 20. In the case of the example in the figure, the pin 20b which protrudes to the side of the support body 21 is being fixed to the upper end and lower end of the half mirror 20 at the side part. The lower end side pin 20b is pivotally supported on the front end side of the bottom plate 21c, and the half mirror 20 is rotatable around the lower end side pin 20b.

  On the other hand, the pin 20b on the upper end side is inserted into the elongated hole 61b 'at the tip of the member 61d disposed on the side of the support 21. The long hole 61b 'extends in the vertical direction. The member 61b is a rod-shaped member extending from the half mirror 20 toward the back plate 21b, and a rack 61c is provided at the rear end thereof. The member 61b is fixed to the back plate 21b and mounted on a rail 61d extending from the half mirror 20 in the direction of the back plate 21b. The member 61b is guided by the rail 61d and can be translated in the direction of the arrow in FIG. It has become.

  A pinion 61a attached to an output shaft of a motor 61 (for example, a stepping motor) is engaged with the rack 61c. Thus, the member 61b is reciprocated by forward and reverse rotation of the motor 61, and the half mirror 20 is guided between the position of the solid line and the position of the broken line in FIG. Rotate to change the tilt angle. That is, the motor 61, the pinion 61a, the rack 61c, and the member 61d function as a moving unit that moves the half mirror 20.

<Other configuration examples of the production unit>
Next, effect unit B, which is another example of the structure of effect unit A described above, will be described with reference to FIGS. FIG. 27 is a schematic configuration diagram of the rendering unit B. 28 and 29 are explanatory diagrams of the operation of the main part of the rendering unit B. FIG. The production unit B differs from the production unit A mainly in the movement mechanism of the LCD. The effect unit B constitutes an image display unit including a liquid crystal display device (hereinafter referred to as LCD) 1010 that is an image display device and a half mirror 1020. The production unit B has a storage unit 1001. The storage unit 1001 includes a top plate 1001a, a pair of side plates 1001b, a back plate 1001c, and a bottom plate 1001d that constitute a ceiling portion, a pair of side portions, a back portion, and a bottom portion. The LCD 1010, the half mirror 1020, and the like are accommodated therein. A shutter unit 50 is provided in front of the storage unit 1001 in the same manner as the effect unit A described above, and this functions as a shielding unit capable of shielding a display image by the LCD 1010 and the half mirror 1020 from a viewer.

  A connector portion 1010a is formed on the upper surface of the LCD 1010, and the cable of the display control circuit of the LCD 1010 is connected to this through a hole 1001a 'provided in the top plate 1001a. A shaft 1012 is provided above the left and right side surfaces of the LCD 1010. The shaft 1012 is supported between a pair of support pieces 1033 provided on the inner surface of each side plate 1001b. The pair of support pieces 1033 are square-shaped members extending in the direction of approximately 45 degrees with respect to the horizontal plane, and the shaft 1012 is disposed between the support pieces 1033 and is movable along the support pieces 1033. Yes. A stopper 1033 ′ that prevents the shaft 1012 from moving upward is provided at the upper end of the pair of support pieces 1033 in one set. The shaft 1012 is provided in the vicinity of the end on the upper surface side of the LCD 1010, and is provided at a position eccentric from the center of the left and right side surfaces of the LCD 1010. Therefore, the LCD 1010 can be rotated around the axis 1012.

  Next, shafts 1013 are respectively provided below the left and right side surfaces of the LCD 1010. The shafts 1013 are supported by sliders 1032c and 1034c. The slider 1032 c includes a ball nut that is screwed with the ball screw 1032, and moves along the ball screw 1032 while sliding on the inner surface of the side plate 1001 b by the rotation of the ball screw 1032. Both end portions of the ball screw 1032 are pivotally supported by bearing portions 1032a and 1032b fixed to the right side plate 1001b, respectively, and maintained at an angle of approximately 45 degrees (same as the installation angle of the half mirror 1020) with respect to the horizontal plane. In-situ rotation is possible. The output shaft of the motor 1030 is connected to the upper end of the ball screw 1032, and the ball screw 1032 is rotated by rotating the motor 1030. The motor 1030 is, for example, a DC motor, and a rotary encoder 1031 that detects its rotational position is integrally attached. The motor 1030 is fixed to the back plate 1001b by an appropriate method.

  The slider 1034c is provided with a hole through which the rod 1034 is inserted, and is slidable on the rod 1034. Both end portions of the rod 1034 are supported by bearing portions 1034a and 1034b fixed to the left side plate 1001b, respectively, and are maintained at an angle of about 45 degrees with respect to the horizontal plane in the same manner as the ball screw 1032.

  In this embodiment, the rotation of the ball screw 1032 driven by the motor 1030 causes the slider 1032c to move on the ball screw 1032 and the lower end of the LCD 1010 to move. As a result, the LCD 1010 rotates about the axis 1012. The slider 1034c moves on the rod 1034 as the LCD 1010 rotates, and the slider 1034c and the rod 1034 guide the rotation of the LCD 1010.

  As the LCD 1010 rotates, the LCD 1010 moves between a first position shown in FIG. 27 and a second position shown in FIG. FIG. 28 shows the LCD 1010 being moved. In the first position shown in FIG. 27, the LCD 1010 has its display screen 1011 in a substantially vertical state and is exposed to the front of the storage unit 1001. This first position is a position where the half mirror 1020 is hidden behind the LCD 10 as in the case of the effect unit A, and the display surface of the effect unit B is the display screen 1011 of the LCD 1010. In other words, the LCD 1010 is a direct display subject.

  On the other hand, in the second position shown in FIG. 29, the LCD 1010 is rotated approximately 90 degrees from the position shown in FIG. 27, the display screen 1011 is in a substantially horizontal state, and the half mirror 1020 is exposed to the front of the storage unit 1001. It is in. As in the case of the effect unit A, the LCD 1010 projects an image on the half mirror 1020 at the second position, and the half mirror 1020 becomes the display surface of the effect unit B. In other words, the LCD 1010 is an indirect display subject, and the half mirror 1020 is a direct display subject.

  In this embodiment, the movement of the LCD 1010 is defined by the ball screw 1032 and the rod 1034, and the lower end portion of the LCD 1010 moves along the ball screw 1032 and the rod 1034. For this reason, it does not interfere with the half mirror 1020, and the half mirror 1020 does not move in the rendering unit B. Instead, the position of the shaft 1012 that is the rotation center of the LCD 1010 moves according to the rotation of the LCD 1010. As shown in FIG. 28, when the LCD 1010 is at an intermediate position between the first position and the second position, the shaft 1012 moves above the support piece 1033, and the LCD 1010 is moved to the first position and the second position. In some cases, the shaft 1012 will move below the support 1033. Although not particularly shown, for example, the mechanism shown in FIG. 26 can be adopted as a mechanism for moving the half mirror 1020 when displaying a three-dimensional image.

  Next, the half mirror 1020 is the same as the rendering unit A, and in the case of this embodiment, is supported by the support body 1021 at an angle of approximately 45 degrees from the horizontal plane. As shown in FIG. 27, when the rendering unit B is viewed from the front when the LCD 1010 is in the first position, the LCD 1010 is arranged in the order of the half mirror 1020, and the half mirror 1020 is hidden by the presence of the LCD 1010. It is arranged. The support body 1021 includes a top plate 1021a, a back plate 1021b, and a bottom plate 1021c constituting the ceiling, back, and bottom thereof, and the half mirror 1020 is supported between the top plate 1021a and the bottom plate 1021c. The support 1021 and the half mirror 1020 have a hollow trapezoidal shape whose both sides are open, and the internal space forms a storage portion for the compound.

  Now, an image display mode of the rendering unit B having such a configuration will be described with reference to FIG. FIG. 30 is an explanatory diagram of the principle of display of a three-dimensional image by the rendering unit B. The right side of the figure is a view of the main part of the rendering unit B viewed from the side, and the left side of the figure is the LCD 1010. Shows a display image that can be seen by the player when is in the second position. The display principle of the 3D image of the effect unit B is the same as the display principle of the 3D image of the effect unit A. In the example shown in the figure, the above-described mountain model three-dimensional objects X2 and X3 are disposed in the support 21 as the object to be synthesized.

  Now, when the LCD 1010 is in the position of the broken line (vertical one, the first position) in the same figure, as described above, the display screen 1011 of the LCD 1010 is exposed on the front of the storage unit 1, and from the player Although the display screen 1011 is visible, the half mirror 1020 and the support 1021 are hidden behind the LCD 10 and cannot be seen. From the effect unit B, a two-dimensional image by the LCD 1010 is presented to the player.

  Next, when the motor 1030 is driven to rotate the ball screw 1032, the slider 1030 c moves and the LCD 1010 rotates. At this time, the shaft 1012 moves upward of the support piece 1033 and then moves downward again as indicated by the broken line position (45 degrees) in FIG.

  When the LCD 1010 is at the solid line position (second position) in the figure, the display screen 11 of the LCD 1010 is substantially horizontal, so that the player cannot directly see the display screen 1011. Then, an image (virtual image) projected from the LCD 1010 onto the half mirror 1020 is presented to the player. As seen from the player, this virtual image appears to be floating behind the half mirror 1020 and becomes a three-dimensional image with a three-dimensional feeling. The position of the virtual image is determined by the distance between the LCD 1010 and the half mirror 1020 and the angle between the LCD 1010 and the half mirror 1020 (approximately 45 degrees in this example). In the present embodiment, the position of the virtual image extends from the half mirror 1020 to the depth direction. A virtual image can be seen at a position separated by the above distance.

  In the example of FIG. 30, the three-dimensional object X2 is disposed behind the half mirror 1020 and in front of the virtual image position, and the three-dimensional object X3 is disposed behind the virtual image position. These three-dimensional objects X2 and X3 pass through the half mirror 1020 as real images and are visible to the player. For this reason, in the display image shown on the left side of the figure, the virtual image (UFO) and the three-dimensional objects X2 and X3 are combined. From the viewpoint of the player, the three-dimensional object X2 → the virtual image (UFO) → the three-dimensional object X3. It looks like these are in order. The presence of the three-dimensional objects X1 and X2 enhances the sense of depth, resulting in a further three-dimensional image.

  As described above, the rendering unit B of the present embodiment can selectively provide a two-dimensional image and a three-dimensional image in the same manner as the rendering unit A, and can realize an image display that surprises the viewer. The same effect as the production unit A can be obtained. Although not particularly illustrated, by changing the half mirror 1020 during the display of the three-dimensional image, a change in the position of the virtual image can be realized as in the case of the effect unit A.

<Application to pachinko machines>
The effect unit of the present invention can be applied to other game machines such as pachinko machines in addition to slot machines. FIG. 31 is a diagram showing an example in which the rendering unit B is applied to a pachinko machine, and is a schematic front view of the pachinko machine 2000. The production unit B is disposed slightly above the center of the pachinko machine. In the example of FIG. 31, the case where the LCD 1010 is in the first position is shown, and the door 51 is in a fully opened state. When a pachinko ball enters the winning opening 2006, a winning combination lottery is performed once, and the LCD 1010 functions as a display unit that shows a lottery result such as a 7-7-7 winning symbol combination, a lost symbol combination, or the like. The cell plate 2001 is provided with a window portion 2002 that allows the LCD 1010 and the half mirror 1020 to be seen from the outside, and the door 51 is arranged so as to be hidden behind the cell plate 2001 when fully opened. In the figure, nails driven into the cell plate 2001 are omitted.

  A cup-shaped ball introduction part 2004 that forms a warp hole is provided above the production unit B. When a pachinko ball enters the pachinko machine 2000, the pachinko ball is discharged from the exit hole 2003 through the inside of the pachinko machine 2000, It becomes easy to enter the winning opening 2006. A shutter 2005 that can be opened and closed is provided at the open upper end surface of the sphere introduction part 2004. Normally, the sphere introduction part 2004 is closed to restrict the invasion of the pachinko sphere into the sphere introduction part 2004. Opens to allow the pachinko ball to enter the ball introduction part 2004.

  FIG. 32A is a diagram showing the movement path during the warping of the pachinko sphere and the configuration of the main part of the rendering unit B, and FIG. 32B is a diagram showing a display example of a three-dimensional image by the rendering unit B. When the shutter 2005 is opened, the pachinko ball can enter the ball introducing portion 2004, and the invading pachinko ball moves to the back side through the guide rail 2007a disposed above the effect unit B. Above the support 1021 of the production unit B, the pachinko balls are guided by the guide rail 2007b and fall downward. In the case of this example, holes 1021a ′ and 1021c ′ through which the pachinko balls pass are respectively provided in the top plate 1021a and the bottom plate 1021c of the support 1021, and the pachinko balls pass through the inside of the support 21 (the accommodation space for the compound). Pass through to the guide rail 2007c below the support 21. Then, it comes out from the outlet hole 2003 to the front side of the cell plate 2001.

  In the case of this example, since the pachinko ball passes through the accommodation space of the object to be synthesized, as shown in FIG. 32 (b), an image of the pachinko ball falling in the synthesized image can be shown to the player. Can also provide an interesting image as a compound.

1 is an external view of a slot machine 100 according to an embodiment of the present invention. 4 is a schematic configuration diagram of a production unit A. FIG. FIG. 45 is an operation explanatory diagram of the effect unit A. FIG. 45 is an operation explanatory diagram of the effect unit A. It is explanatory drawing of the mechanism to which the half mirror 20 is moved. (A) And (b) is explanatory drawing of the display principle of the three-dimensional image by the production unit A. FIG. 3 is an exploded perspective view of a shutter unit 50. FIG. (A) thru | or (c) are explanatory drawings of the image switching by the shutter unit 50 and the production | presentation unit A. FIG. 3 is a block diagram of a main control unit 300 of the slot machine 100. FIG. 3 is a block diagram of a sub control unit 400 of the slot machine 100. FIG. 4 is a block diagram of a rendering unit control unit 500 of the slot machine 100. FIG. It is the figure which expanded and showed the arrangement | sequence of the pattern given to each reel 110-112. (A) thru | or (c) are the figures which showed the kind of winning combination in each game state, the corresponding pattern combination, the number of medals paid out at the time of winning, and the winning probability of internal lottery. It is explanatory drawing which shows the basic setting of production content. (A) is a figure which shows the control data of the rendering unit A stored in ROM512, (b) is a figure which shows the display control data of LCD10 memorize | stored in ROM531. 7 is a flowchart showing basic control of a game in the slot machine 100 executed by the CPU 310 of the main control unit 300. It is a flowchart which shows medal insertion / start operation reception process of S102. It is a flowchart which shows the medal insertion confirmation process of S128. It is a flowchart which shows the game state control process of S111. (A) is a flowchart of interrupt processing executed by the CPU 410 of the sub-control unit 400, and (b) is a flowchart of main processing executed by the CPU 410 of the sub-control unit 400. (A) is a flowchart of interrupt processing executed by the CPU 510 of the rendering unit control unit 500, and (b) is a flowchart of main processing executed by the CPU 510 of the rendering unit control unit 500. (A) is a flowchart showing the switching process between the two-dimensional mode and the three-dimensional mode by lottery, and (b) is a flowchart showing the switching process between the two-dimensional mode and the three-dimensional mode according to the number of games. It is a flowchart which shows the switching process between 2D mode and 3D mode by selection of a player. (A) And (b) is a figure which shows the example of a display of the synthesized image by the production unit A. FIG. (A) And (b) is a figure which shows the example of a display of the synthesized image by the production unit A. FIG. (A) And (b) is explanatory drawing of the other mechanism to which the half mirror 20 is moved. 4 is a schematic configuration diagram of a production unit B. FIG. FIG. 45 is an explanatory diagram of the operation of the main part of the rendering unit B. FIG. 45 is an explanatory diagram of the operation of the main part of the rendering unit B. FIG. 45 is an explanatory diagram of a principle of displaying a three-dimensional image by the effect unit B. It is a figure which shows the example which applied the production unit B to the pachinko machine, and is a schematic front view of the pachinko machine. (A) is the figure which shows the movement route at the time of the warp of the pachinko ball, and the constitution of the principal part of production unit B, (b) is the figure which shows the example of display of the 3D picture by production unit B. (A) is an example of a display image that more realistically represents a composite image, and (b) and (c) are examples of a three-dimensional object (model) disposed in the support 21 more realistically.

Explanation of symbols

100 Slot machine 2000 Pachinko machine A, B Production unit

Claims (7)

  1. In a game machine equipped with an image display unit,
    The image display unit is
    An image display device;
    A half mirror that reflects an image projected from the image display device;
    A first position where the image display device becomes a display surface of the image display unit; a first position where the image display device projects an image onto the half mirror; and the half mirror becomes a display surface of the image display unit. A first moving means for moving the image display device between the two positions;
    A second moving means for moving the front Symbol half mirror,
    Control means for controlling the second moving means;
    Equipped with a,
    The control means includes
    When the image display device moves from the first position to the second position, the half mirror is moved from the retracted position to avoid interference between the moving image display device and the half mirror. A first control for moving to a display position serving as a display surface;
    A second control for moving the half mirror at the display position when the image display device is at the second position;
    A game stand characterized by executing .
  2. The game machine according to claim 1, wherein the second control is a control for moving the half mirror so that a position of a virtual image displayed by the half mirror is changed.
  3. 2. The game table according to claim 1, wherein the image display device changes an image projected on the half mirror as the half mirror is moved by the second control .
  4.   The game table according to claim 3, wherein the image display device changes an image projected on the half mirror so that a position in a height direction of the virtual image does not change.
  5. The moving range of the half mirror by the second control, gaming table according to claim 1, characterized in that according to the first control is at least part of the movement range of the half mirror.
  6. Furthermore,
    A plurality of reels that are given multiple types of patterns and are driven to rotate,
    A lottery means for determining whether or not an internal winning of a plurality of types of winning combinations is a lottery;
    A start switch for starting rotation of the reel;
    A stop switch provided for each of the reels, for individually stopping the rotation of the reels;
    Reel stop control means for performing stop control of the reel based on at least a lottery result of the lottery means;
    A winning determination means for determining a winning based on whether or not the combination of the patterns displayed by the reel at the time of stopping is a predetermined combination of patterns;
    The game table according to any one of claims 1 to 5 , further comprising:
  7. The image display device includes:
    At the first position, the display screen is in a substantially vertical state, and at the second position, the display screen is rotated approximately 90 degrees from the first position to the back side so that the display screen is substantially horizontal. In state
    The half mirror is
    Located behind the image display device located in the first position;
    The second moving means includes
    The game table according to claim 1, wherein the half mirror is moved in a front-back direction.
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JP2008012185A (en) * 2006-07-07 2008-01-24 Samii Kk Pachinko game machine
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JP5297062B2 (en) * 2008-03-25 2013-09-25 株式会社オリンピア Game machine
JP5075248B2 (en) * 2010-12-08 2012-11-21 株式会社オリンピア Game machine
JP5075247B2 (en) * 2010-12-08 2012-11-21 株式会社オリンピア Game machine
JP5376548B2 (en) * 2012-06-14 2013-12-25 サミー株式会社 Bullet ball machine
JP5655905B2 (en) * 2013-07-10 2015-01-21 株式会社三洋物産 Game machine
JP5655904B2 (en) * 2013-07-10 2015-01-21 株式会社三洋物産 Game machine
JP2014030749A (en) * 2013-08-21 2014-02-20 Sanyo Product Co Ltd Game machine
JP6276167B2 (en) * 2014-11-26 2018-02-07 株式会社三洋物産 Game machine
JP2015037705A (en) * 2014-11-26 2015-02-26 株式会社三洋物産 Game machine
JP6319203B2 (en) * 2015-06-24 2018-05-09 株式会社三洋物産 Game machine
JP6358180B2 (en) * 2015-07-21 2018-07-18 株式会社三洋物産 Game machine
JP6304179B2 (en) * 2015-09-03 2018-04-04 株式会社三洋物産 Game machine
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JP2017127734A (en) * 2017-05-01 2017-07-27 株式会社三洋物産 Game machine
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JP6508391B2 (en) * 2018-05-07 2019-05-08 株式会社三洋物産 Gaming machine

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