WO1994009873A1 - Machine a sous du type a ecran de visualisation - Google Patents

Machine a sous du type a ecran de visualisation Download PDF

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Publication number
WO1994009873A1
WO1994009873A1 PCT/JP1992/001424 JP9201424W WO9409873A1 WO 1994009873 A1 WO1994009873 A1 WO 1994009873A1 JP 9201424 W JP9201424 W JP 9201424W WO 9409873 A1 WO9409873 A1 WO 9409873A1
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WO
WIPO (PCT)
Prior art keywords
processing
display
game
pattern
execution
Prior art date
Application number
PCT/JP1992/001424
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 PCT/JP1992/001424 priority Critical patent/WO1994009873A1/fr
Priority to AU28999/92A priority patent/AU2899992A/en
Publication of WO1994009873A1 publication Critical patent/WO1994009873A1/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 in which a display device is provided on a game surface of the slot machine.
  • a slot of three rotating drums provided with various patterns comes to rotate HI.
  • the three rotating drums are rotated, and when the stop switch button is sequentially pressed, the rotation of the drum is stopped.
  • a predetermined number of game media are awarded according to the combination of pictures in each slot after the stop.
  • a slot machine that has a CRT in front of the rotating drum and displays a total of nine pictures in three columns and three rows on the CRT. Further, as described in International Publication No. W092Z11070, a slot machine provided with a liquid crystal display for displaying a picture is provided.
  • a display means provided with a display screen on a surface facing a player, and the display means displays, for each slot, a stationary state display and a game running state display.
  • Control means a start instruction for receiving a start instruction for instructing the start of game execution, and instructing the display control means to start, and instructing a stop of a change of a picture for each slot.
  • a game control means for controlling a progress of a game, wherein the game control means comprises a plurality of game control means.
  • Processing means according to a predetermined order The processing means to be executed is shifted, and each of the processing means executes and processes according to the processing procedure when a processing procedure is determined in advance and the execution order shifts when processing is to be performed. If the execution order shifts when it is not necessary, do not execute it.
  • the game control unit includes an execution control unit that shifts processing units to be executed in a predetermined order, and controls execution of the plurality of processing units.
  • At least one of the plurality of processing means is a game progress processing routine for managing the execution of the game progress, and the other processing means is environmental processing related to environmental processing generated as the game progresses. It is a routine.
  • Each of the processing means can set a transfer instruction indicating that the processing is shifted to the next processing means during the execution processing of each processing means, and stores a processing procedure position during the execution processing when the transfer instruction is executed.
  • the storage means is provided, and when the execution order shifts again, the execution processing can be stored in the storage means and performed from the processing procedure position.
  • each of the processing means has a flag indicating whether or not it is necessary to perform the processing. , And each processing means can reset the flag after execution.
  • 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 view when a game medium is used.
  • Fig. 4 shows the configuration of the display-type slot machine
  • Fig. 5 illustrates the switching of the display screen
  • Fig. 6 illustrates the switching of the display screen when using a still image
  • Fig. 7 uses the moving image.
  • Fig. 8 is an explanatory diagram of high-speed screen switching of the display unit
  • Fig. 9 is a picture output block diagram of the display unit
  • Fig. 10 is a display timing chart
  • Fig. 1 1 is an explanatory diagram of the register configuration
  • FIG. 12 is an explanatory diagram for indicating an address
  • FIG. 13 is a data configuration diagram of an acceleration pattern
  • FIG. 14 is a data configuration diagram of an acceleration pattern
  • FIG. 15 Fig. 16 shows the data structure of the constant speed pattern
  • Fig. 16 shows the data structure of the deceleration pattern.
  • Fig. 17 is a pattern moving speed graph
  • Fig. 18 is an explanatory diagram of a still image pattern
  • Fig. 19 is an explanatory diagram of a flow state pattern during a rotating operation
  • Fig. 20 is a game flow diagram. Chart (Part 1)
  • Figure 21 shows the game flow chart.
  • FIG. 22 is an explanatory diagram of job processing assignment
  • Fig. 23 is a hardware configuration diagram of the hanging line display and hit display
  • Fig. 24 is a case with one BET button.
  • FIG. 25 is a flowchart in the case of three BET buttons
  • FIG. 26 is a line display explanatory diagram
  • FIG. 27 is a picture and line display explanatory diagram.
  • the display unit 110 is a display means such as a display 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 moved as the pictures are moved and the pictures are switched by sequentially switching the pictures.
  • the pattern can be changed and displayed.
  • the display unit 110 may include a display unit for each column.
  • the line of the winning combination may be displayed at the time of the game, or a display may be displayed so as to show that the pattern combination has been completed when the pattern combination is aligned with the predetermined pattern.
  • the input / output unit 102 is used for playing games such as medals used in ordinary slot machines, cards and coins, or cards storing the amount of money / number of medals. Input and output vehicles.
  • the number of awarded media 103 indicates the number of awarded game media or the number of awards, such as the number of game media to be paid out as a bonus when the slot machine patterns are arranged in a predetermined pattern.
  • 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.
  • Game take-in media selection SW 105 hangs game media during game This is an instruction switch for indicating a number or an amount. For example, it is possible to indicate that a combination of prizes can be set according to the number of medals.
  • the number of internal media 106 is a display means for displaying the number of media or the amount of money held in the slot machine when the number of award media is not output.
  • the clearing SW 107 is a switch for instructing the clearing of the number of game media held inside at the end of the game. For example, when the clearing SW 107 is pressed, the number of game vehicles that are held internally is output, or in the case of a card, the number held inside is output to the card. It can be memorized and paid out.
  • the starting lever 108 is an instruction unit for receiving an instruction to start the rotation display of the pattern of the slot machine.
  • the game stop SW 109 is provided in correspondence with each column, and is an instruction unit for receiving an instruction to stop the game.
  • the change of each pattern is stopped at a predetermined stop timing.
  • 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 109.
  • the game medium take-in SW 201 and the medium payout lever are used.
  • the apparatus may be provided with a storage medium inlet 202, a medium outlet 202, a medium outlet 204, a plate 205, and an award medium outlet 206.
  • the plate 205 is for receiving a game medium, and is used for collecting a game medium. It is connected to the entrance 203, the winning medium payout outlet 206, and the medium payout outlet 204.
  • the game medium intake SW 201 is an instruction means when the game medium held in the plate 205 is to be introduced through the game medium intake 203.
  • the medium payout lever 202 is an instruction means for outputting a game medium from the medium payout outlet 204.
  • FIG. 3 shows an internal configuration diagram when a game medium is used when the appearance as shown in FIG. 2 is provided.
  • the tub 310 is a passage for supplying the game medium
  • the game medium is a speed reducer for the shoot 302, the japala 303, and the game medium.
  • the overflow detector 303 detects a state where the game medium cannot be output from the payout medium payout port 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 through the game media inlet 203.
  • the controller 313 is a control unit, which manages input / output of game media, controls a game, and performs control for display on the display unit 110.
  • the internal configuration includes a controller 313 and an input / output unit 102. Just do it.
  • FIG. Figure 4 shows a block diagram of the configuration of the display-type slot machine.
  • the controller 3 13 of the display type slot machine includes a game control unit 40 3 for controlling the progress of the game and a display control unit for simulating the slot rotation mode. And an interface substrate unit.
  • the game control unit 403 and the display control unit 401 are independent units each having a CPU.
  • the overall movement of the system is controlled mainly by the game control unit 403, which controls the progress of the game in accordance with the program stored in the ROM (Read Only Memory).
  • the game progress is achieved by transmitting the slot rotation and stop instructions to the slot 401 via the Norarel communication interface 402. Do.
  • the game control unit 4003 determines that the combination of the patterns displayed at the predetermined position on the display means matches the predetermined combination of the patterns.
  • the display control unit 401 stores various pattern patterns in ROM to display various patterns as if they are rotating, and stores background images in VRAM (Video Random Access Memory). 'It has changed the display state of the picture of each slot.
  • the display operation status of each slot includes stop mode, acceleration mode, and constant mode. Multiple states, such as high-speed rotation mode and deceleration mode, are set, and each pattern data is displayed on the frame span unit 1
  • the various pattern patterns stored in the ROM are used to display the still image pattern in the stop mode, acceleration mode and deceleration mode in the display state, and the moving image style in the constant speed rotation operation mode. In the state where the picture pattern is moving, it is provided in correspondence with the flow state pattern that shows an apparently upstream state.
  • the ROM may be configured to be detachable.
  • R ⁇ M is a rewritable, UV-erasable P R ⁇ M
  • EPR0M electrically erasable PROM
  • EEPROM electrically erasable PROM
  • As 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 so that it can be recognized that the mechanical drum is rotating.
  • the display control unit 401 switches the reading of the picture pattern between the still image pattern and the flow state pattern stored in the ROM according to each display operation state. .
  • the display unit 110 superimposes and displays the background image stored in the VRAM and the pattern pattern in each display state.
  • 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 changes the display of the picture for each column.
  • the start lever of the start instructing means for instructing the control unit 401 to start and the stop instruction for stopping the change of the picture for each row are received and the display control unit 401 is received.
  • It is provided with at least stop instruction means for giving a stop instruction.
  • the slot machine may be provided with a speaker for outputting a sound when the pictures are aligned.
  • the parts such as the pulse motor driving section, the pulse motor main body, the slot drum, and the pulse motor position detection in the conventional mecha-type slot machine are used. It has a configuration that replaces the display unit.
  • 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 generation means for switching the screen at high speed. Prepare. The function of each part in FIG. 8 will be described below.
  • the address counter section is a counter for reading the contents of the display data ROM, and sequentially counts up (or down) by the character reading clock.
  • the display start position address buffer is a buffer that stocks the read start address of the next pattern to be displayed, and displays the previous pattern. At the end, the data is loaded to the address counter.
  • the data counter is a counter that monitors how many bits (or words) of the displayed picture are displayed.
  • the data counter is counted down by the character read clock and becomes 0. At that point, a new data is loaded.
  • This buffer stores the data that specifies the number of words, and is read into the data counter when the data counter reaches 0.
  • the address generating means includes the above-mentioned (1) address counter, (3) display start position address buffer, (4) data counter, and (4) display data number buffer.
  • the main routine in the display control unit refers to the pattern data reference table to determine the ⁇ display start position address> and ⁇ number of display data> of the pattern to be displayed. Generate a one-frame table and pass it to the buffer interrupt routine.
  • the no-empty interrupt routine loads 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. It also loads the second data into each buffer and has a non-empty interrupt. Loads the data after the third data in response to the no-empty interrupt. 3. In the current frame, 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 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 are stored. Put the picture data for and.
  • a slow CPU such as Z80
  • the memo of the display screen data can be saved. Since there is no need to move between CPUs, 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.
  • Fig. 17 shows the pattern movement speed graphs in the stop mode, acceleration mode, constant speed rotation operation mode, and deceleration mode in the above display state.
  • 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 speed is reduced at a predetermined deceleration speed for each slot corresponding to each switch, and the pattern moving speed is set in advance. (Or after a certain period of time), it will go into stop mode.
  • the display control unit 401 is used to display the uppermost pattern and the second level in each mode. It is provided with an address generation 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 of the display control unit 401 for outputting a picture.
  • Figure 10 shows the display timing chart.
  • FIG. 11 shows an explanatory diagram of the configuration of the register.
  • FIG. 12 shows an explanatory diagram for an address instruction.
  • the still image pattern and the flow state pattern are stored in the CG-R ⁇ M for each pattern, and each pattern is read. However, in order to display it, 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.
  • Display The 110 updates the display at a fixed frame span (V-syc cycle) every 160 or 1/30 seconds, and the line is scanned every frame.
  • 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 displayed in the display area of each column is moved.
  • the display control unit 401 reads the pattern displayed in the range of the display area by shifting the starting position of the reading for each frame by the moving amount when reading the pattern from the ROM.
  • the display is performed as if rotating.
  • the movement 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 of a still image pattern to reading of a flow state pattern.
  • FIG. Fig. 13 shows the data configuration of the acceleration mode
  • Fig. 14 shows the data configuration of the acceleration mode when the screen is switched
  • Fig. 15 shows the data configuration of the constant speed mode
  • Fig. 16 Shows the data configuration diagram of the deceleration mode.
  • SSDT 0 to SSDT 21 indicate the display position of each picture in each frame in the acceleration mode, and are displayed shifted by a predetermined moving amount for each frame. Each frame displays a pattern on the screen, such as the top pattern, the second pattern, the third pattern, and the fourth pattern.
  • SSDT 0 to SSDT 21 are template tables corresponding to each frame, and the template table has a small read start position and a small read amount from the top to the bottom. I especially remember. In FIG.
  • a table of CNDT0 to CNDT14 which is repeatedly displayed until a stop instruction is issued.
  • a table of SED ⁇ 0 to SEDO3 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 according to the display amount of the uppermost pattern displayed when the stop instruction is issued.
  • the reading is switched from the still image pattern to the flow state pattern.
  • Fig. 11 shows an example of the data structure of the template table.
  • (1) indicates a control code, and the control code displays a new pattern pattern for the previous display frame or the same pattern pattern. This is a flag byte to display the option. For example, whether the pattern in the top row changes, whether the pattern mode changes, The code indicating the instruction to select the deceleration mode when the stop instruction is issued in the frame of, the code indicating the current mode, etc. can be set in advance.
  • the identification information of the display pattern (still image pattern or flow state pattern) from which the pattern at the top is read is shown.
  • (3) is the base address, which indicates the head position of the ROM of 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 to be displayed. The position can be determined.
  • 5 indicates the total number of display rasters.
  • 6 and 7 indicate the second row of picture display data, and 8 and 9 indicate the third row of picture display data.
  • a move pointer is provided to indicate the position of the template table.
  • the move pointer can be composed of a counter indicating the position of the 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.
  • the display control unit repeatedly reads out the template SSDT0 (stop mode) after the slot machine is powered on N times.
  • 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, CRT
  • the pattern is a variation of a picture description such as a picture of a plurality of patterns, such as a still picture no-turn pattern or a flow state pattern.
  • slot bias registers correspond to slots for slots 1, 2, and 3, respectively, and the pattern of the slots is arranged by one symbol for each slot.
  • One rotation is provided. 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 are the same as the pattern resists described above. Acts on Defined as the bias value from address 1 of the base address of the turn register, and generates the address of the ROM data to be displayed.
  • the slot pointer is a counter that acts as a pointer to the slot noise register, indicating sequentially where the slot rotation is currently.
  • the slot pointer increment is indicated by the contents of the template described above. There are three slot pointers corresponding to Slotl, 2, and 3. As described above, the template is for describing the aspect of the pattern rotation for each frame.
  • a total of 4 9 sheets are provided.
  • the data structure in the template is as shown in (iv) in FIG. 11 described above.
  • This template is called up one frame at a time and indicates the starting address of the CGROM to be displayed, the total number of bytes to be read, and the like.
  • the display control unit generates a ROM read address as follows by expanding template data read out in synchronization with V sy.
  • the actual ROM area location address in the pattern register is accessed.
  • the content of the slot bias register is the address value of the pattern register with the picture of N3 (how far away from the start position of the register of the display pattern)
  • the content of the template is The address of the NOT register is obtained from the start position of the register of the display pattern and the fixed value 1 as the base address.
  • the pattern register is read based on the address of the pattern register, and a ROM area real location address is obtained.
  • the actual location of the CG-ROM is obtained from the actual location address of the ROM area and the base bias value of the template.
  • the first picture on the CRT is To read the last few bytes of data, the bias value for this read is supplied from the template.
  • the final address of the first picture read is determined by adding the base bias read from the template and the ROM area real address accessed so far.
  • the pattern arrangement order is determined, so it is inevitably determined by sequentially going up the slot piers register.
  • the base bias Ll, the number of read rasters Ml, etc. are not required, and the reading is performed.
  • One raster is No.
  • the value of K1 written in the turn register is derived.
  • A is the current frame and data is read by an interrupt, the next frame is on the B side. Can provide the necessary data. This is sequentially returned.
  • the display control unit for reading and outputting the pattern display data from the display data storage means storing the pattern display data.
  • P—S conversion means 901 and 902 convert ⁇ parallel 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 background image storage means for storing 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 rasters read from the CG-ROM 904 in the slot 1.
  • the slot 2 address counter 909 and the slot 2 raster counter 910 specify the read address of the CG-ROM 904 and the number of rasters in the slot 2. .
  • slot 3 address counter 911 and slot 3 raster counter 912 are in slot 3.
  • the address counter and the raster counter of slot 1, slot 2 and slot 3 are address generation means for generating the read start position and the read amount. Is configured.
  • Each raster counter loads the number of rasters from a temporary 921, which reads and stores the number of rasters from a template table.
  • each address counter loads the address at the read start position from the temporary, and counts up by the raster clock.
  • the address corresponding to the number indicated by the corresponding raster counter is output, the next scan is performed.
  • the address of the lot is output.
  • the control section 920 controls the address counter and the raster counter, and instructs to load data by a data request signal from the raster counter.
  • the display period of each slot is indicated by time division as shown in Fig.10. In FIG. 10, the frame is updated every V sy signal, and one raster of display data is read out by the H sy signal.
  • These counters can be incremented (address counters) or decremented (raster counters) depending on the raster clock during each slot display period.
  • the address is supplied to the CGROM. During this period, the CGROM data is output as a video signal.
  • the raster counter When the count value becomes 0, the raster counter generates an interrupt and outputs the next data (data related to the second picture) request signal.
  • the control unit 920 sets the ROM read address of the second picture and the number of rasters from the temporary to the slot that requested the interrupt. To supply. This is repeated for the third picture, the fourth picture, and so on.
  • the control unit 920 resets the temporary by the next Vsy interrupt. Toggle and repeat the operation from 1).
  • a slot machine equipped with a conventional mechanical rotary drum is rotated by a shutter ring with a frame span time of 160 seconds (a shutter speed of 160 seconds). And shoot the drum. At this time, auxiliary light such as a flash is not used, and a stable light source such as natural light or incandescent light is used.
  • auxiliary light such as a flash
  • a stable light source such as natural light or incandescent light is used.
  • the image is shot with the image up and down, as shown in Figure 19. 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.
  • FIG. 7 is an explanatory diagram of display screen switching when a 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 1/60 or 130 seconds, the distance that would be required if the drum-type slot machine was rotated. At the time of the (N + 1) frame, it looks as shown in Fig. 7 due to the afterimage of the human eye.
  • the still image pattern and the flow pattern are stored in the CG-ROM, and are read from the still image pattern into the flow pattern at a predetermined time. Switch the output. Also, when a stop instruction is given, it is possible to switch the reading from the pattern in the flowing state to the still image pattern at a predetermined time.
  • Fig. 6 shows an illustration of switching display screens when using still images.
  • FIG. 6 shows the display pattern of the frames (N-1), (N), and (N + 1), and the appearance at the time of the (N + 1) frame.
  • the gamer looks like the appearance at the time of the (N + 1) frame, so that it is actually rotating like a mechanical expression. Looks like.
  • a pattern moving at a frame cycle of 160 or 130 seconds is prepared instead of a pattern at rest, and the pattern is displayed.
  • the sharpness of each pattern is lost, and the whole drum can be felt as if the entire drum is rotating.
  • the screen looks blurry in this way, it is unclear, but each picture is at a level where it is possible to determine what it is, enough for high-level customers who perform eye-catching. I am in a satisfactory state.
  • the pattern pattern is displayed on the display screen by switching the position where the pattern is displayed, as compared to the conventional slot machine that switches the pattern to the same position. You can feel as if you are actually turning.
  • the rotation speed gradually increases for a short time, but eventually becomes constant, and the stop switch is pressed. This time, the rotation speed gradually slows down, and the rotation pattern gradually comes to a halt.Then, it is possible to make a movement that is almost the same as the rotation of the drum of a mechanical slot machine. It can be.
  • FIGS. 26 and 27 show display examples in the case of line display.
  • reference numerals 20a, 20b, and 20c denote slots displayed on the display unit 110.
  • (B) shows the case where the line is displayed in the middle horizontal row
  • (C) shows the case where the line is displayed in the upper, middle and lower three horizontal rows
  • (D) shows the case where the line is displayed in the three horizontal rows. Shows a line display of three rows in the upper, middle, and lower rows, and diagonal rows.
  • a line display of winning combinations is displayed. For example, when one game medium is inserted, a line in the middle row is used as a betting line, such as a combination in which predetermined patterns are arranged in a row in the middle row of three pictures. indicate. Similarly, betting lines are displayed as shown in Fig. 26 according to the number of sheets or the payout rate.
  • a game take-in medium selection switch can be provided for each betting line as a hang ratio button. For example, as shown in (B) of FIG. 26, when a single row is applied in the middle row, the button switch of the ratio button 1 is used, and as shown in (C) of FIG.
  • FIG. 23 shows a hardware configuration diagram when a line display and a hit display are performed.
  • the V-RAM 905 is a background storage means for storing a background image other than the picture display of the slot.
  • This embodiment has a plurality of different backgrounds. As a plurality of different backgrounds, backgrounds for performing line display and the like as shown in FIG. 26 described above are provided. In this case, V-RAM may be provided for each background, or one V-RAM may be divided into regions and used.
  • V-RAM 3 is provided for the betting line.
  • V—RAM 3 is a winning combination storage means for displaying the betting line and the winning display, and pre-stores the betting line and the winning display according to the betting rate shown on the display screen in advance. It is remembered.
  • V—RAMI is a background storage means, other than betting lines and Background data is stored.
  • V—RA ⁇ 2 is a picture storage means, in which a slot picture is stored, and which may be constituted by a ROM as described above. The output of the picture storage means, the background storage means, and the winning combination storage means is controlled by the display control means.
  • V—The data stored in RAM 3 includes all frame data shown on the display screen, the betting line and the corresponding display are high data, and the rest are low data. I remember it.
  • the output from the other V—RAM is prioritized for the raw data portion. As a result, it is possible to switch the video signal output from each VAM according to the data stored in the VAM3.
  • the data stored in VAM3 is displayed with the highest priority.
  • the V-RAMI stores ordinary background data, and the area for displaying a picture stores raw data.
  • V—RAM 2 in accordance with an instruction from the slot display timing circuit of the display control means, the picture data indicated by V—RAM 2 has priority over the background data of V—RAM 1. Read out. As described above, V—RAM 2 is read when an address is instructed from the display control unit, and when it is instructed, V— — Readout takes precedence over RAM1. V- RAMI is read out and output at any time by a sequential counter (not shown). Also, V— Corresponding to the betting line corresponding to the hanging rate stored in the RAM 3 and the identification number of this display, the leading address of each is stored in advance in a betting line table provided separately.
  • V—RAM 3 is read by instructing the betting line table from the game control unit based on the betting line or the identification number of the betting line to indicate the corresponding display, and the corresponding head. Start reading the address. A predetermined V-RAM 3 area is read from the start address, and a corresponding betting line or a corresponding display is displayed.
  • Fig. 22 is a diagram for explaining the process allocation of the game control unit.
  • the processing in the game control unit mainly consists of a timer basic clock interrupt, a medium outflow interrupt, a communication interrupt, and a scan control for apparently processing a plurality of jobs in parallel. Controllers.
  • the scan controller is an execution control unit that controls the execution of a plurality of jobs. Under the control of the scan controller, a plurality of processing units are defined as jobs.
  • the game control unit is provided with a CPU, and the processing procedure is determined in advance for each job, and a program indicating the processing procedure is set in a storage device such as a R ⁇ M. Regarding interrupt processing, it is processed as needed when an interrupt occurs.
  • the job assignment in the scan controller is based on the instruction to start the scan controller during the processing of each job.
  • the scan controller has a scan register.
  • the scan register has a job condition code (a job identification code, a registration end flag, and a registration end flag) corresponding to each job. Indicates the start flag, the jump code (instruction to jump to the start address of the job), and the break address (start address for the next scan). Address, and the last condition code has the registration end flag set to ⁇ N.
  • the startup flag uses one bit of the job condition code, is set when processing should be performed for each job, and reset when processing is completed.
  • the scan controller When the job is started, the job is processed according to the processing flow of the job, and when the “RST 08 (address 08)” of the scan controller start instruction is executed, the scan controller is executed. The process proceeds to the next process, and if the start flag of the next job is ⁇ N according to the predetermined migration order, the process proceeds to that job.
  • the startup flag is set during the processing of each job.
  • RS-08 When RS-08 is executed, the execution address of the broken job is stored in the break address of the scan register, and the job is processed from the continuation of the job at the next scan. Is done. For example, job 1 processing is executed, and a scan controller start instruction is executed. Then, the scan controller causes the job 2 to execute.
  • Job 2 starts the processing of Job 2 if the start flag is set, and moves to the next job if it is not set.
  • the scan controller shifts and returns to Job 1 and processes from the address stored in the break address of Job 1's scan register. Restart. Unless the start flag is set, each job is immediately shifted to the next job, so the processing can be shifted in a short time just to scan, so that wasteful consumption is achieved. Time can be avoided.
  • Figures 20 and 21 show the flow chart of the game progress sleep of Job 1 in the game control unit.
  • Figure 20 shows the flow chart from the time the slot machine is powered on and the game is started until the stop switch is pressed
  • Figure 21 shows the stop switch. This shows the flow chart from when the key is pressed until the media is awarded.
  • start button is set to N, it is determined whether or not there is a holding medium corresponding to the hanging ratio button, and if there is a holding medium, it is provided on the lamp of each hanging ratio button or display means.
  • the slot matches the predetermined pattern combination.
  • a music job may be instructed to change the music.
  • the multiplication factor it is determined whether or not the combination of the arrangement of the patterns on each betting line matches the predetermined combination. If there is a hit, an instruction is given to display it on the display control unit, and a fan job is instructed on the music job. Also, in the case of a departure, the departure display is instructed to the display control unit, and a departure to the music job is instructed to the fan job. Calculate the number of media to be awarded according to the credit ratio and display the number of media to be awarded. As a result, the start flag of the medium discharge management job is set to 0 N, and the medium discharge processing is performed by the medium discharge management job. As described above, various jobs are processed by the game control unit, and the progress of the game can be controlled.
  • FIGS. 24 and 25 show the processing flow when the number of buttons is one and three, respectively.
  • the flow shown in Fig. 25 is shown in Fig. 2 This is the same as the processing flow shown in Fig. 0.
  • Three hanging ratio buttons are provided, and each betting line is set corresponding to each button.
  • the number of buttons is one, as shown in Fig. 24, the number of times the button is pressed is counted by a counter, and a betting line is set in accordance with the number of times the button is pressed.
  • the hanging ratio button is pressed once, and as shown in (C) of Fig. 26, the upper row and the middle row are pressed.
  • the multiplying factor is set by the count value of the force counter which counts the number of times the multiplying factor button is pressed.
  • Subsequent processing is display-controlled, and is performed in the same manner as the processing shown in FIGS. 20 and 21.
  • an independent control flow can be set as each independent job in order to perform apparently parallel processing.
  • the line display and the Z-off display are stored in a storage device such as a V-RAM, and the game control unit gives an instruction according to the progress of the game, so that the display control unit can display each display. Can be drawn.
  • the line display and the Z Stored V The circuit configuration that gives the highest priority to the output from the RAM allows simple configuration with a background, slot picture, line display, and out-of-line display. And can be drawn. Further, by providing a button for each hanging ratio, the player can more easily set the hanging ratio. INDUSTRIAL APPLICABILITY
  • the present invention is not limited to a slot machine, and in a device for performing soft processing, when there are a plurality of jobs, each job is set independently, and apparently parallel processing is performed. You can make sure you are doing it.

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  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Slot Machines And Peripheral Devices (AREA)

Abstract

Machine à sous comportant un dispositif d'affichage (110) dont la face tournée vers le joueur présente une surface de visualisation, une unité (401) de commande du dispositif d'affichage (110) de manière qu'il affiche un état immobile et un état d'exécution d'un jeu pour chaque rouleau, un dispositif (108) produisant une instruction de lancement afin d'actionner l'unité de commande de l'affichage en réponse à une instruction de lancement d'un jeu, un dispositif (109) produisant une instruction d'arrêt afin d'arrêter l'unité de commande de l'affichage en réponse à une instruction d'arrêt à empêcher tout déplacement de chaque rouleau, et un dispositif (403) de commande du déroulement du jeu. Le dispositif de commande du jeu (403) comporte une pluralité de processeurs prédéterminés actionnés selon une réponse prédéterminée. Chacun des processeurs a une séquence de traitement prédéterminée, et il exécute le traitement conformément à la séquence de traitement lors du transfert à celui-ci de la séquence d'exécution lorsqu'il est nécessaire d'exécuter le traitement, mais n'exécute pas le traitement lors du transfert à celui-ci de la séquence d'exécution lorsque le traitement n'est pas nécessaire. Par conséquent, cette machine exécute correctement le traitement.
PCT/JP1992/001424 1992-11-04 1992-11-04 Machine a sous du type a ecran de visualisation WO1994009873A1 (fr)

Priority Applications (2)

Application Number Priority Date Filing Date Title
PCT/JP1992/001424 WO1994009873A1 (fr) 1992-11-04 1992-11-04 Machine a sous du type a ecran de visualisation
AU28999/92A AU2899992A (en) 1992-11-04 1992-11-04 Screen display type slot machine

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
PCT/JP1992/001424 WO1994009873A1 (fr) 1992-11-04 1992-11-04 Machine a sous du type a ecran de visualisation

Publications (1)

Publication Number Publication Date
WO1994009873A1 true WO1994009873A1 (fr) 1994-05-11

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PCT/JP1992/001424 WO1994009873A1 (fr) 1992-11-04 1992-11-04 Machine a sous du type a ecran de visualisation

Country Status (2)

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AU (1) AU2899992A (fr)
WO (1) WO1994009873A1 (fr)

Citations (2)

* 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
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 (2)

* 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
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

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