WO1994008676A1 - Machine a sous du type a ecran d'affichage - Google Patents

Machine a sous du type a ecran d'affichage Download PDF

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Publication number
WO1994008676A1
WO1994008676A1 PCT/JP1992/001380 JP9201380W WO9408676A1 WO 1994008676 A1 WO1994008676 A1 WO 1994008676A1 JP 9201380 W JP9201380 W JP 9201380W WO 9408676 A1 WO9408676 A1 WO 9408676A1
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WO
WIPO (PCT)
Prior art keywords
display
pattern
slot
address
slot machine
Prior art date
Application number
PCT/JP1992/001380
Other languages
English (en)
Japanese (ja)
Inventor
Takatoshi Takemoto
Kazunari Kawashima
Taizo Higaki
Original Assignee
Kabushiki Kaisha Ace Denken
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Kabushiki Kaisha Ace Denken filed Critical Kabushiki Kaisha Ace Denken
Priority to AU27936/92A priority Critical patent/AU2793692A/en
Priority to PCT/JP1992/001380 priority patent/WO1994008676A1/fr
Publication of WO1994008676A1 publication Critical patent/WO1994008676A1/fr

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Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3211Display means

Definitions

  • the present invention relates to a screen display type slot machine provided with a display device on a game surface of the slot machine.
  • a slot of three rotating drums having various patterns rotates.
  • the slot machine rotates the three rotating drums when the game start instruction is received, and stops the rotation of the drum when the stop switch button is sequentially pressed.
  • a predetermined number of game media will be awarded according to the combination of patterns in each slot after stopping.
  • a slot machine in which a CRT is provided in front of the rotating drum instead of the rotating drum, and the CRT displays a total of nine patterns in three columns and three rows.
  • a slot machine in which a CRT is provided in front of the rotating drum instead of the rotating drum, and the CRT displays a total of nine patterns in three columns and three rows.
  • Kit machines are provided.
  • the present invention has been made in order to solve such a problem, and an object of the present invention is to provide a slot machine having power and fun.
  • a display means provided with a display screen on a surface facing a player, and a display of a stationary state and a display of a state during game execution are provided for each slot on the display means.
  • Display control means for receiving a start instruction for instructing the start of execution of a game, and instructing the display control means to instruct the display control means to start a game.
  • a slot machine comprising: a stop instruction means for receiving a stop instruction for instructing a stop and giving a stop instruction to the display control means; and a game control means for controlling a game progress.
  • Storage means for storing the pattern of the image and outputting the stored data to the display means based on an instruction of a read address, wherein the display control means responds to a display update.
  • an address generation means for instructing the storage means of an address from a display start position to a display end position for each picture on the display screen.
  • the address generating means includes: a position address for starting display for each pattern of each slot on the display screen, and a data number of pattern patterns to be displayed, corresponding to each update of display. And a slot register provided in correspondence with each slot and storing the display order of the picture of each slot.
  • a pattern register that stores the first address of each stored pattern and a pattern register that is provided for each slot and loads the number of pattern pattern data to be displayed from the table.
  • a raster counter which counts down each time the memory means is read, and a top address of the pattern register in accordance with the display order of the slot register, and a position address of the table.
  • a control unit for outputting a read address starting from the display, and a control unit provided for each slot, loading the read address output from the control unit, and storing the memory. And an address counter that counts up each time the means is read.
  • the control unit outputs a read address in a time-division manner for each slot.
  • the table is provided with a move pointer indicating the position of the table in accordance with the update of the display in order to cope with each update of the display.
  • the storage means is constituted by a ROM (Read Only Memory). -One can. Further, the display control means may be mounted on a circuit board, and the R 0 M may be disposed on the circuit board and be detachable.
  • the image processing apparatus further includes background image storage means for storing a background image for displaying a background on the display screen of the display means.
  • the background image storage means can be composed of a VRAM (Video Random Access Memory).
  • FIG. 1 is an external view A of a slot machine equipped with a display device
  • FIG. 2 is an external view B of a slot machine equipped with a display device
  • FIG. 3 is an internal configuration when a game medium is used.
  • Fig. 4 shows the components of the display-type slot machine
  • Fig. 5 shows the display screen switching
  • FIG. 6 shows the display screen switching when using still images
  • Fig. 7 shows the moving image usage.
  • Illustration of display screen switching Figure 8 is an illustration of high-speed screen switching of the display unit
  • Figure 9 is a picture output block diagram of the display unit
  • Figure 10 is a display timing chart
  • Figure 11 is a display timing chart.
  • Register configuration explanatory diagram Fig. 12 is explanatory diagram for address instruction
  • Fig. 13 is data configuration diagram of acceleration pattern
  • Fig. 14 is data configuration diagram of acceleration pattern
  • Fig. 15 is constant speed Pattern data --Data structure diagram
  • Fig. 16 is the data structure diagram of the deceleration pattern
  • Fig. 17 is the picture moving speed graph
  • Fig. 18 is the explanation of the still image pattern
  • Fig. 19 is the rotating operation
  • FIG. 4 is an explanatory diagram of a flow state pattern.
  • the game surface 101 can be provided with a display unit 110.
  • the display unit 110 is a display means such as a display or a liquid crystal, and displays various patterns on a slot machine.
  • a row of a plurality of pictures is displayed in the same manner as in the case of a conventional rotating drum, and the pictures are rotated by moving the pictures and switching the pictures sequentially.
  • the image can be changed and displayed.
  • the display unit 110 may include a display unit for each column.
  • a line of the winning combination may be displayed during the game, or a display may be displayed to indicate that the pattern combination has been completed when the pattern combination is aligned with a predetermined pattern.
  • the input / output unit 102 is used for playing games such as medals used in ordinary slot machines, bills and coins, or games that store the amount of money / medals.
  • Input and output game media The number of awarded media 103 is a display that displays the number of awarded media such as the number of game media or the amount of money to be paid out as a bonus when the slot machine patterns are arranged in a predetermined pattern. Means.
  • the game take-in medium number 104 is a display means for displaying the number or amount of the game medium input from the input / output unit 102.
  • the game intake medium selection SW 105 is an instruction switch for instructing the number or amount of the game medium to be multiplied at the time of a game, for example, a prize according to the number of medals.
  • the number of internal media 1 106 is When the number of awarded media is not output, the number or the amount of game media or the like held in the slot machine is displayed.
  • the clearing SW 107 is an instruction switch for instructing the number of game media held therein to be cleared when the game is over. For example, when clearing SW 107 is pressed, the number of game media that are held internally is output, or in the case of a card, the number held internally is counted. It can be memorized and paid out.
  • the starting lever 108 is an instruction means for receiving an instruction to start the rotation display of the picture of the slot machine.
  • the game stop SW 109 is provided in correspondence with each row, and is an instruction means for receiving an instruction to stop the game.
  • the change of each pattern is stopped at a predetermined stop timing. Further, the game may be stopped naturally after a predetermined time has elapsed after the start of the rotation display without providing the game stop SW 1 09.
  • the game medium intake SW 201 and the medium payout lever are used. It is also possible to provide the game device with a game medium intake 203, a medium outlet 205, a plate 205 and a winning medium outlet 206.
  • the plate 205 is for receiving a game medium material, and is connected to a game medium intake 203, an awarded medium outlet 206, and a medium outlet 204.
  • the game medium intake SW 201 is an instruction means for retrieving the game medium held in the plate 205 through the game medium intake 203.
  • Media dispensing lever 200 is from media dispensing exit 204 --This is the instruction means when outputting game media.
  • FIG. 3 shows an internal configuration diagram in the case where a game medium is used when the appearance as shown in FIG. 2 is provided.
  • a tub 301 is a passage for supplying a game medium, and the game medium includes a shoot 302, a bellows 303, and a speed reduction device for the game medium. Via 30, it is introduced into a ball counter 305 for counting game media.
  • the overflow detector 300 detects a state in which the game medium cannot be output from the payout medium payout exit 206 because the plate 205 is full of the game medium.
  • the quad counter 3 1 2 counts the number of game media taken in from the game media inlet 203.
  • the controller 313 is a control unit, which manages input / output of game media, controls a game, and controls the display on the display unit 110.
  • the internal configuration may include the controller 313 and the input / output unit 102.
  • FIG. Figure 4 shows a block diagram of the configuration of the display-type slot machine.
  • the controller 31 of the display-type slot machine includes a game control unit 403 for controlling the progress of the game, and a slot.
  • a display control unit 401 for simulating the rotation aspect and an interface board unit 410 are provided.
  • the game control unit 40'3 and the display control unit 401 are independent units each having a CPU.
  • the overall movement of the system is as follows.
  • the game control unit 403 mainly controls the progress of the game according to the program stored in the ROM (Read Only Memory), and the display control unit 4
  • the game progresses by transmitting the slot rotation and stop instructions to 01 via the parallel communication interface 402.
  • the game control unit 4003 determines that the combination of the pictures displayed at the predetermined position on the display means matches the combination of the predetermined pictures.
  • the display control unit 401 stores various patterns in the ROM in order to display various patterns as if they were rotating. The turn is remembered, and the background image is stored in the VRAM (Video Random Access Memory), and the display state of the picture in each slot is changed.
  • VRAM Video Random Access Memory
  • the display operation status of each slot has multiple states such as stop mode, acceleration mode, constant speed rotation mode, and deceleration mode, and each pattern data is displayed in frame span units. Transmit to display unit 110.
  • the various pattern patterns stored in the R ⁇ M can be seen as a still image pattern in the stop mode, acceleration mode, and deceleration mode in the display state, and as a moving image in the constant speed rotation mode. For this purpose, it is provided in correspondence with the flow state pattern, which presents an apparently upstream state when the pattern pattern is moving.
  • R ⁇ M may be configured to be removable. Or 'ROM is rewritten -UV-erasable PR0M (EPR0M) or electrically erasable PROM (EEPROM) may be used.
  • a still image pattern for example, as shown in FIG. 18, a normal still image is stored, and as a flow state pattern during the rotation operation, as shown in FIG. As shown in the figure, each of the pattern patterns is stored such that the pattern is flowing so that it can be recognized that the mechanical drum is actually rotating.
  • the display control unit 401 switches the reading of the pattern pattern between the still image pattern and the flow state pattern stored in R0M according to each display operation state. .
  • the background image stored in the VRAM and the pattern pattern in each display state are displayed in a superimposed manner.
  • the interface board unit 404 connects the input / output unit 102, various instruction switches, display means, and the like, and is controlled by the game control unit 403.
  • the instruction switch receives a start instruction for instructing the start of the game, and gives a start instruction to the display control unit 401 so as to change the display of the picture for each row.
  • a stop instruction means for receiving a stop instruction for instructing stop of the change of the picture for each row and instructing the display control unit 401 to stop.
  • the slot machine may be provided with a speaker for outputting a sound when the picture is completed.
  • the display control unit 401 includes a VRAM for storing a background image, a ROM for storing display data of a picture portion of a slot machine, and an address generating means for switching a screen at high speed. The function of each part in FIG. 8 will be described below.
  • the address counter is a counter for reading the contents of the display data ROM, and sequentially counts up (or dow n j) by the character reading clock.
  • the display start position address buffer is a buffer that stocks the start address of the next pattern to be displayed. When the previous pattern has been displayed, the data is loaded into the address counter. Is executed.
  • the data counter is a counter that monitors how many bytes (or words) of the displayed picture are displayed. When the data counter is counted down by the clock reading clock and becomes 0 Will load the new data.
  • 5Display data number buffer The buffer that stores the data that defines the number of picture patterns (or words) to be displayed next has a data counter of 0. Read into data counter at that time.
  • the address generating means includes (1) an address counter, (3) a display start position address buffer, (4) a data counter, and (4) a buffer for the number of display data. — / — Next, the operation in Fig. 8 is explained.
  • the main routine in the display control unit refers to the pattern data reference table and determines the ⁇ display start position address> of the pattern to be displayed and the number of display data to be skipped. Generate a frame table and pass it to the no-empty interrupt routine. 2.
  • the not-empty interrupt routine dictates the first address data and the first data number data to the address counter and the data counter at Vsy timing according to the passed table. Also, the second data is loaded into each of the knockers, and a flip-flop interrupt is provided. Loads the data after the third data in response to the no-empty interrupt.
  • the main routine creates a table of data to be displayed in the next frame.
  • the address is generated by the address generating means, and the picture data of each slot is read from the CG-ROM.
  • the display pattern data is stored in the display data ROM corresponding to the frame memory, and the still image pattern data and the rotation time still image pattern are stored. Put the data and.
  • a slow CPU such as Z80
  • the space between display screen data memories can be reduced. Since there is no movement, the load on the CPU is reduced, and even slow CPUs can be handled.
  • the display control unit will be described later in detail with reference to FIG. -/ 3-Next, the pattern movement speed graph in the stop mode, acceleration mode, constant speed rotation operation mode and deceleration mode in the above display state is shown.
  • Figure 17 shows.
  • the horizontal axis represents time
  • the vertical axis represents the pattern moving speed (mmZ frame).
  • the same pattern is updated every frame without moving the pattern.
  • the rotation display start instruction is received by the start lever 108
  • each slot shifts to the acceleration mode, and the speed is accelerated until the predetermined pattern moving speed is reached.
  • the mode shifts to the constant speed mode, and when the game stop switch 109 is pressed (or After a certain time elapses), the speed decreases at a predetermined deceleration speed for each slot corresponding to each switch, and reaches a predetermined pattern moving speed (or a constant speed).
  • the mode changes to the stop mode.
  • the display control unit 401 is composed of the uppermost pattern displayed in each mode and the second level.
  • an address generating means for generating the read start position and the read amount of each pattern, such as the first pattern and the third-stage pattern.
  • the read start position and the read amount of the picture for each mode are stored in the storage means corresponding to each frame.
  • FIG. 9 shows a block diagram for outputting a picture of the display control unit 401.
  • FIG. 10 shows a display timing chart.
  • Figure 11 shows -/-An explanatory diagram of the configuration of the register is shown.
  • FIG. 12 shows an explanatory diagram for an address instruction. '
  • the still image pattern and the flow state pattern are stored in the CG-R0M for each of the various patterns, and each pattern is read.
  • the CG-ROM address is instructed.
  • the display on the display unit 110 is displayed for each column of each slot, and the display area of each column shows a predetermined area, for example, about 4 pictures can be displayed at the same time It is assumed that there is such an area.
  • the display 110 updates the display at 1/60 or 1/30 second frame spans (V-syc cycles) at regular intervals, and scans the line at each frame. Is done.
  • the display control unit 401 reads out the picture to be displayed in the display area of each column for each frame, and displays the same picture in the stop mode.
  • the display position of the picture to be displayed in the display area of each column is moved. That is, when the display control unit 401 reads a picture from the R0M, the display control unit 401 shifts the start position of reading for each frame by the moving amount and displays the picture within the range of the display area. Is read out, and the pictures are read out sequentially in a predetermined order, so that the display is performed as if rotating. Further, in this embodiment, the moving amount is changed between the acceleration mode, the constant speed mode, and the deceleration mode. In the acceleration mode, the mode is switched from reading a still image pattern to reading a flow state pattern.
  • FIGS. 13, 14, 15, and 16 show the changes in the amount of movement described above.
  • Fig. 13 shows the data configuration of the acceleration mode
  • Fig. 14 shows the data configuration of the acceleration mode when switching the screen
  • Fig. 15 shows the data configuration of the constant speed mode
  • Fig. 1 Figure 6 shows the data configuration diagram for the deceleration mode.
  • SSDT 0 to SSDT 21 indicate the display position of each picture in each frame in the acceleration mode, and the displacement by the amount of movement predetermined for each frame. Is displayed. Each frame displays a pattern on the screen, such as a pattern at the top, a pattern at the second level, a pattern at the third level, and a pattern at the fourth level. SSDT 0 to SSDT 21 are template tables corresponding to each frame. The template table has a small number of read head positions and read amounts from the top to the bottom. I also remember. In Fig.
  • a table of CNDT0 to CNDT14 which are displayed repeatedly until a stop instruction is given.
  • the table of SEDO0 to SED ⁇ 3 is provided, and finally the mode is shifted to the stop mode.
  • a plurality of deceleration modes may be prepared.
  • the deceleration mode may be selected based on the display amount of the uppermost pattern displayed when the stop instruction is given.
  • reading is switched from a still image pattern to a flow state pattern in SSDT 18 in the acceleration mode.
  • Fig. 11 (iv) shows an example of the data structure of the template table.
  • (1) indicates a control code
  • the control code displays a new pattern pattern for the previous display frame or displays the same pattern pattern. It is a flag byte to be displayed. For example, whether or not the pattern at the top row changes, whether or not the pattern mode changes, a code indicating a deceleration mode selection instruction when a stop instruction is given in the next frame, A code indicating the mode can be set in advance.
  • the identification information of the display pattern (still image pattern or flowing state pattern) from which the uppermost pattern is read out is shown.
  • 3 is the base address, which indicates the start position of R0M in the display pattern.
  • bias value 4 is a bias value, and this bias value indicates the number of rasters from the beginning to the display start position in order to indicate from which position of the picture the image is displayed, thereby reading the ROM.
  • the start position can be determined.
  • 5 indicates the total number of display rasters.
  • 6 and 7 indicate the pattern display data on the second row, and 8 and ⁇ ⁇ indicate the pattern display data on the third row.
  • a mouse pointer is provided to indicate the position of the template table.
  • the move pointer can be constituted by a counter indicating the position of a display template of each slot, and counts V sy signals sequentially.
  • the data read from the template table is temporarily stored in the work temporary. -/ 7-
  • the display control unit repeatedly reads out the SSDT0 (stop mode) of the template after turning on the slot machine power.
  • Template processing is performed independently for slots 1, 2, and 3 respectively.
  • the picture data to be displayed is stored in CG-ROM, and when this ROM is accessed, it is output directly to CRT (or LCD) as video data. Therefore, it is not necessary to transfer the picture data to V RAM once and read it out as a video signal.
  • Several types of notation registers are prepared for each pattern of patterns, and hold information for each pattern data. As described above, the notation is a paris of a pattern description such as a still image pattern or a flow state pattern, such as a pattern of a plurality of patterns.
  • Each location in the mode (for example, Seven, BAR Orange, Cherry, etc.) is entered as the actual location dressing table in the CG-ROM.
  • slot bias registers (tables) are provided corresponding to slots for slots 1, 2, and 3, respectively, and the arrangement of the slot pictures is represented by a symbol 1 byte. It is prepared for rotation. That is, in the slot bias register, the address of the pattern register stored for each picture is stored, and the address of the pattern register corresponding to the picture for one rotation is stored. These symbols operate on the pattern registers described above, and
  • the slot pointer which is defined as the base address of the register + the bias value from address 1, and generates the address of the ROM data to be displayed, is a counter, and the slot bias register Acts as a pointer to the slot, indicating sequentially where the slot rotation is currently.
  • the increment of the slot pointer is indicated by the contents of the above-mentioned template.
  • the data structure in the template is as shown in (iv) in FIG. 11 described above.
  • This template is called up sequentially for each frame, and indicates the read start address of the CG ROM to be displayed, the total number of read bytes, and the like.
  • the display control unit generates ROM read addresses as follows by expanding template data read in synchronization with V sy. '(a)
  • the slot pattern depends on whether a new pattern is displayed for the previous display frame in the control record of the template.
  • -ZO-It is determined whether or not the increment is for the center.
  • the user is instructed to increment the slot pointer in order to rotate to the next pattern.
  • the next picture appears on the display screen from above. In this case, the slot pointer is incremented, and the point to the slot noise register points to the next picture.
  • the content of the slot bias register indicated by the slot pointer and the base address of the pattern register specified by the template and a fixed value of 1 The actual ROM area location address in the turn register is accessed.
  • the content of the slot bias register is the address value of the pattern register indicating the pattern of N3 (how far away from the start position of the register of the display pattern), and the base address of the template.
  • the address of the turn register is obtained from the start position of the register of the display pattern and the fixed value 1 as a dress.
  • the pattern register is read based on the address of the pattern register, and the ROM area real address is obtained.
  • an actual read address of the CG-ROM is obtained from the actual location address of the ROM area and the base pipe value of the template. For example, for the first picture on the CRT, the last few bytes of picture data are read, and the bias value for this reading is supplied from the template. The base noise read from the template and the ROM area real address accessed so far The final address of the first picture read is determined by the addition of ⁇ 2 / ⁇ .
  • the pattern order is determined, so it is inevitably determined by going up the slot bias register sequentially.
  • the readout is performed without requiring the base bias Ll and the number of readout rasters Ml.
  • the value of K1 written in the pattern register is derived as the number of functions.
  • A Fifth picture reading lath. Number of stars There are two types of temporary, A and B. While A is the current frame and data is read by interruption, B side must be in the next frame. The necessary data can be prepared. This is sequentially returned.
  • the display control unit when reading and outputting the pattern display data from the display data storage means storing the pattern display data is output. The operation will be described with reference to FIG.
  • PS conversion means 901 and 902 convert normal data into serial data.
  • Timing generators 903 and 906 generate the necessary timing in the display control unit.
  • the CG-ROM 904 is display data storage means for storing picture display data, and stores various pictures of still picture patterns and moving picture patterns.
  • V—RAM 905 is a background image storage unit that stores a background image.
  • the slot 1 address counter 907 indicates the read address of the CG-ROM 904 in the slot 1.
  • the slot 1 raster counter 908 indicates the number of read rasters of CG—R ⁇ M 904 in slot 1.
  • the slot 2 address counter 909 and the slot 2 raster counter 910 are connected to the CG-ROM 904 in slot 2.
  • slot 3 address counter 911 and slot 3 raster force counter 9 12 are in slot 3.
  • the address counter and the raster counter of slot 1, slot 2 and slot 3 use the address generating means 920 for generating the read start position and the read amount. Constitute.
  • Each raster counter reads the number of rasters from the template table and stores them.
  • each address counter reloads the address at the read start position temporarily, and counts up by the raster clock.
  • the address output of the next slot is output.
  • the control section 920 controls the address counter and the raster counter, and instructs to load data according to a data request signal from the raster counter.
  • the display period of each slot is indicated in a time-sharing manner as shown in FIG. In FIG. 10, the frame is updated for each Vsy signal, and display data for one raster is read by the Hsy signal.
  • the raster counter When the count value becomes 0, the raster counter generates an interrupt and outputs the next data (data relating to the second picture) request signal.
  • control unit 920 sets the slot from which the ROM read address of the second picture and the number of rasters have been requested to be temporarily interrupted. To supply. This is repeated for the third picture, the fourth picture, and so on.
  • control unit 920 In response to the next Vsy interrupt, the control unit 920 toggles the temporary mode and does not repeat the operation from 1).
  • a slot machine equipped with a conventional mechanical rotating drum can be used for shuttering with a frame span time (shutter speed of 1 Z 60 seconds). Rotate to shoot the drum. At this time, auxiliary light such as flash is not used, and a stable light source such as natural light or incandescent lamp is used.
  • auxiliary light such as flash
  • a stable light source such as natural light or incandescent lamp is used.
  • the image will be shot with the image up and down. This image is read by a scanner or the like, and the image is converted into digital data, which is used as a flow state pattern.
  • the contrast of the contrast is used as the pattern data of the reflow state pattern.
  • FIG. 7 is an explanatory diagram of display screen switching when the flow state pattern is used.
  • FIG. 7 shows the display pattern of the frames (N-1), (N), and (N + 1), and the appearance at the time of the (N + 1) frame. For each frame, N dots are moved for 1 Z60 seconds or 130 seconds, the distance that would be required to move the drum-type slot machine. At the time of the (N + 1) frame, it appears as shown in Fig. 7 due to the afterimage effect of the human eye.
  • the still image pattern and the pattern in the flowing state are stored in the CG-R ⁇ M, and read out from the still image pattern into the pattern in the flowing state at a predetermined time. Switch to.
  • FIG. 6 shows an explanatory diagram of display screen switching when a still image is used.
  • the relationship between (N-1), (N) and (N + 1) The display pattern of the frame and the appearance at the time of the (N + 1) frame are shown.
  • the gamer looks like the appearance at the time of the (N + 1) frame, so the gamer actually rotates like a mecha-type. Looks like.
  • a pattern moving at a frame cycle of 1/60 or 130 seconds is prepared instead of the pattern at rest and the pattern is displayed.
  • each picture appears to flow, so the sharpness of each picture is lost, and the whole drum feels as if the entire drum is rotating. I can do it.
  • the screen looks blurred in this way, each picture is at a level where it is possible to determine what it is, so it is satisfactory enough for high-level customers who perform eye-catching. It has become.
  • the pattern pattern is switched to the same position on the display screen, and by moving the position where the pattern is displayed, as compared to the conventional slot machine, You can feel it is actually rotating.
  • the rotation speed gradually increases, albeit for a short period of time, and eventually reaches a constant speed, and the stop switch is pressed. This time, the rotation speed gradually decreases, and the rotation pattern eventually comes to a halt. This makes the movement closer to the rotation of the drum of the mecha-type slot machine more realistic. Can be.
  • the whole is very -2 Because the entire cooling can be felt as if it is rotating, it can have the same powerfulness and various interests as when using a drum.
  • INDUSTRIAL APPLICABILITY The present invention is not limited to a slot machine device, and can be used to display moving images faster than a frame period in a device having a graphic display such as a CRT, LCD, or plasma. When performing, it can be displayed as if it were moving visually.
  • a display means provided with a display screen on a surface facing the player, and the display means is controlled so as to display, for each slot, a display of a stationary state and a display of a state during game execution.
  • Display control means start instruction means for receiving a start instruction for instructing the start of game execution, and instructing the display control means to start, and a stop for instructing a stop of a change of a picture for each slot.
  • a slot machine comprising: a stop instruction unit that receives an instruction and instructs the display control unit to stop; and a game control unit that controls a progress of a game.
  • Storage means for storing a plurality of types of pattern patterns and outputting the stored data to the display means based on a read address instruction
  • the display control means stores, in the storage means, an address from a display start position to a display end position for each picture on the display screen of each slot in response to the update of the display.
  • a screen display type slot machine characterized by having an address generating means for giving an instruction to the user.
  • the address generation means starts displaying for each picture of each slot on the display screen corresponding to the updating of the display, and a picture pattern to be displayed.
  • a slot register provided corresponding to each slot and storing a display order of the picture of each slot

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  • Slot Machines And Peripheral Devices (AREA)

Abstract

L'invention se rapporte à une machine à sous, qui comprend: un affichage (110) sur une surface duquel est monté un écran d'affichage devant lequel se tient le joueur; une commande d'affichage (401) pour commander l'affichage (110) afin d'afficher une première image fixe et une seconde image pendant l'exécution d'un jeu pour chaque fenêtre; une unité d'instruction de départ (108) pour faire démarrer la commande d'affichage en réponse à une instruction d'affichage pour un jeu; une unité d'instruction d'arrêt (109) pour arrêter la commande d'affichage en réponse à une instruction d'arrêt qui ordonne d'empêcher un changement des motifs apparaissant dans chaque fenêtre; et une commande de jeu (403) pour commander la progression d'un jeu. Dans ladite machine à sous est en outre prévue une mémoire (904) qui sert à stocker plusieurs types de motifs et qui émet les données stockées sur la base d'une instruction d'une adresse de lecture dans l'affichage; et la commande d'affichage (401) contient un générateur d'adresse (920) qui donne à la mémoire pour chaque motif apparaissant à l'écran des instructions d'adresses d'une position de départ d'affichage à une position de fin d'affichage. Ainsi, la présente invention fournit une machine à sous attractive et suscitant l'intérêt.
PCT/JP1992/001380 1992-10-22 1992-10-22 Machine a sous du type a ecran d'affichage WO1994008676A1 (fr)

Priority Applications (2)

Application Number Priority Date Filing Date Title
AU27936/92A AU2793692A (en) 1992-10-22 1992-10-22 Screen display type slot machine
PCT/JP1992/001380 WO1994008676A1 (fr) 1992-10-22 1992-10-22 Machine a sous du type a ecran d'affichage

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
PCT/JP1992/001380 WO1994008676A1 (fr) 1992-10-22 1992-10-22 Machine a sous du type a ecran d'affichage

Publications (1)

Publication Number Publication Date
WO1994008676A1 true WO1994008676A1 (fr) 1994-04-28

Family

ID=14042612

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/JP1992/001380 WO1994008676A1 (fr) 1992-10-22 1992-10-22 Machine a sous du type a ecran d'affichage

Country Status (2)

Country Link
AU (1) AU2793692A (fr)
WO (1) WO1994008676A1 (fr)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2002008248A1 (fr) * 2000-07-21 2002-01-31 Chugai Seiyaku Kabushiki Kaisha Procede de production de derive de peptides

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH0216154B2 (fr) * 1984-10-05 1990-04-16 Universal Kk
JPH02224687A (ja) * 1989-02-27 1990-09-06 Sanyo Bussan Kk パチンコ機
JPH0433672A (ja) * 1990-05-31 1992-02-05 Micom & Sci:Kk 遊戯機用の表示制御装置
JPH0490779A (ja) * 1990-08-06 1992-03-24 Newgin Kk 図柄組合せ表示式のパチンコ遊技機

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH0216154B2 (fr) * 1984-10-05 1990-04-16 Universal Kk
JPH02224687A (ja) * 1989-02-27 1990-09-06 Sanyo Bussan Kk パチンコ機
JPH0433672A (ja) * 1990-05-31 1992-02-05 Micom & Sci:Kk 遊戯機用の表示制御装置
JPH0490779A (ja) * 1990-08-06 1992-03-24 Newgin Kk 図柄組合せ表示式のパチンコ遊技機

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2002008248A1 (fr) * 2000-07-21 2002-01-31 Chugai Seiyaku Kabushiki Kaisha Procede de production de derive de peptides

Also Published As

Publication number Publication date
AU2793692A (en) 1994-05-09

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