Note: Descriptions are shown in the official language in which they were submitted.
` ` sJ14~589
SPECIFICATION
SCREEN DISPLAY TYPE SLOT MACHINE
TEC;HNICAL
This invention relates to a screen display type slot machine
comprising a display unit on a game board of the slot machine.
1 0 TECHNICAL BACKGROUND
In a ~onventional slot machine, three rotation drums
comprising various symbols rotate. When a game start command
is received, tho three rotation drums are rotated and when the
player presses stop switch buttons in sequence, the drum rotation
is stopped. A predetermined number of game play media are paid
out to the player for a winning game play in response to the
combination of symbols after the drum rotation stops.
Ano~her slot machine comprises a CRT provided on its front
in place of rotation drums and displays a total of nine symbols on ~ -
three rows xthree columns of the CRT. Further, slot machines
,
comprising a liquid crystal display for displaying symbols are
provided as described in International Publication No.
WO92/1 1 070.
In the slot machines in the related art, the number of
combinations that can be considered for winning game play
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combinations varies depending on the number of input game play
media. For example, when one gamo play medium is input, the win
combination can only be a combination of the same symbols
completed on a horizontal row at the intermediate stage of the
three drums; when two game play media are input, it is a
combination of the same symbols complete on a horizontal row at
any of upper, intermediate, and lower stages of the three drums;
or when three game play media are input, it is a combination of
predetermined symbols completed on a horizontal row at any of
upper, intermediate, and lower stages of the three drums or on a
diagonal row. If a player presses a bet rate button instead of
inputting game p!ay media, the number of combinations that can
ba considered for win combinations varies depending on the
number of game play media. To show the upper, intermediate, and
lower stage and diagonal arrangements, lines are drawn along the
arrangements are drawn around the drums, on the front glass. In
the conventional rotating drum slot machines, the lines are
printed on the front glass for surface protection; when game play
media are input or the bet rate button is pressed, the betting
lines light up. If the symbols on the betting line match a
predetermined symbol combination after the slot machine drums
stops rotating, the line display is flashed on and off. ~
However, in such slot machines, when the symbols match a , -
win symbol combination, it is displayed on the front glass or a
front display. Thus, it is difficult to make a display change, and :;
the game ~ends to lack interest. -
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A slot machine using a liquid crystal display comprises a
liquid crystal symbol display for displaying symbols and a liquid
crystal line drawing display for displaying lines, with the latter
placed in front of the former. Normally, the liquid crystal line
drawing display is placed in a light transmission state and
symbols are displayed on the liquid crystal symbol display. To
display lines, the line display portions on the liquid crystal line
drawing display are energized and changed to a light shielding
state.
Since the transmission factor of a liquid crystal is poor,
even if symbols are displayed in the light transmission state,
they are difficult to see. In addition, since two liquid crystal
panels are provided for the liquid crystal symbol and line drawing
displays, costs are increased and space is wasted.
DISCLOSURE OF INVENTION
It is therefore an object of the invention to provide a slot ~
rnachine which can generates a powerful and interesting display. ~ -
To this end, according to the invention, there is provided a
slot machine comprising display means having a display screen
provided on a plane opposed to a player, display control means for
controlling the display means so as to display a plurality of
symbols and a still condition and a game play condition for each
display window, and game control means for controlling game
progress, wherein the improvement comprises storage means for
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storing a plurality of symbol patterns, and background storage
means for storing betting lines for winning game play
combinations of predetermined symbol positions of the display
windows, the display control means issuing an output instruction
S to the storage means and the background storage means for
performing the display control. In this case, the background
storage means can store pixel data in a portion corresponding to
the betting line as valid data, and the display control means can
superpose data output from the storage means and the background
10 storage means on each other and display the valid data read from
the background storage means taking precedence over the data
output from the storage means.
The screen display type siot machine further includes `'
selection indication means for selecting a betting line for a
15 predetermined winning game play combination of symbol
positions of the display windows, and the display control means `
instructs the background storage means to display the betting `,;
line selected with the selection indication means. ; ~;.
Further, the game control means can determine whether or ~ .
20 not the symbol combination on the betting line after symbol
change stops matches a predetermined symbol combination,! and ~
the background storage means can further store predetermined : ~-
display information representing at least one of; an event where
the symbol combination matches the predetermined symbol
25 combination; and an event where it does not match the
predetermined symbol combination, as a background. :
.
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When a plurality of the betting lines exist, a plurality of the
selection indication means may be provided corresponding to the
betting lines.
Thus, a betting line display for winning game play
5 combinations and a wintloss display are stored in the background
storage means, whereby predetermined display can be provided
Also, display can be easily changed simply by rewriting the
background storage means. Therefore, a powerful and interesting
display type slot machine can be provided.
The screen display type slot machine can further include
display order storage means for defining the display order of
symbol patterns to be displayed on each display window of the
display means among the symbol pa~terns stored in the storage
means and storing start addresses of the symbol patterns stored
15 in the storage means, hold means for holding information
representing the current display state on the display means for
each display window, and display position storage means for
storing information on read start and end positions of the storage
means for symbols to be displayed on each display window of the
20 display means among the symbol patterns stored in the storags
rneans in relation to game progress. The display control means can
comprise address generation means for referencing the display
order storage means according to the information representing
the current display state held in the hold means in relation to the
25 game progress, extracting a start address of the next symbol
pattern to be read based on the display order defined in the
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display order storage means, referencing the display position
storage means for generating addresses from the display start
position to the display end position based on the extracted start
address for each symbol on the display screen of each display
window, and giving the generated addresses to the storage means.
The display position storage means previously stores a ~;
symbol pattern read start position address of the storage means
and the number of data bytes of the symbol pattern to be
displayed as the information on the read start and end positions
of the storage means. The address generation means comprises
data counters each being provided for each display window for
loading the number of data bytes of the symbol pattern to be ;
displayed from the display position storage means and counting ~ -
the number of data bytes as the storage means is read, and
address counters each being provided for each display window for ~ ;
obtaining the read top address of the symbol pattern in -~
accordance with the display order and the symbol pattern start
address stored in the display order storage means and the symbol
pattern read start position address stored in the display position
storage means and outputtin~ symbol pattern read addresses as `-
the storage means is read. The data and address counters load the
next value after the data counter counts the number of data bytes.
The display control means reads the symbol patterns by
switching outputs of the address counters each provided for each
display window in a time division manner.
The storage means can be made of a ROM (read-only
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memory). Further, the display control means may be mounted on a
circuit board, and the ROM may be removably placed on the circuit
board.
The screen display type slot machine further includes
S background picture storage means for storing background pictures
for displaying backgrounds on the display screen of the display
means.
The background picture storage means can be made of a
VRAM (video random access memory).
Further, the screen display type slot machine can comprise
a stop mode for updating the read image at the same position on
the display screen at display update, an acceleration mode for
moving the read image by a distance corresponding to a movement
distance of a symbol position in a condition in which the display
window virtually rotates, for displaying the read image at
different positions on the display screen and acceleratively
increasing magnitude change of the movement distance, a
constant speed mode for holding the movement distance constant,
and a deceleration mode for decreasing the magnitude change of
the movement distance. The display position storage means can - -
have tables for storing the information on the read start and end
.
positions of the storage means so as to move the symboi pattern
display positions on the display means, in order, each tims
display is updated, the tables being provided for each of the
modes. The display control means can select a table of the
display position storage means to be referenced conformin~ to
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selection of each of the modes.
In the configuration, even if a large number of data bytes
are loaded, the RC)M can be directly addressed to read display data
without writing into the frarne memory, so that the display
5 screen can be updated at high speed, whereby the screen display
type slot machine of the invention can provide realistic motion
close to the rotation of drums of a mechanical slot machine.
BRIEF DESCRIPTION OF THE DRAWINGS
~'' '
Figure 1 is an externai view A of a slot machine comprisin~
a display unit; Figure 2 is an external view B of a slot machine
comprising a display unit; Figure 3 is an internal block diagram :
showing how game play media are used; Figure 4 is a block
15 diagram of the configuration of a display type slot machine;
Figure 5 is an illustration of display screen change; Figure 6 is an -~
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illustration of display screen change when still pictures are used;
Figure 7 is an illustration of display screen change when dynamic
images are used; Figure 8 is an illustration of the high-speed
screen change of a display unit; Figure 9 is a symbol output block
S diagram of the display unit; Figure 10 is a display timing chart;
Figure 11 is a register configuration illustration; Figure 12 is an
illustration showing addressing; Figure 13 is an acceleration
pattern data configuration diagram; Figure 14 is an acceleration
pattern data configuration diagram; Figure 15 is a constant speed
10 pattern data configuration diagram; Figure 16 is a deceleration
pattern data configuration diagram; Figure 17 is a symbol
movement speed graph; Figure 18 is a still picture pattsrn
illustration; Figure 19 is a flow condition pattern illustration
during a rotation operation; Figure 20 is a game flowchart 1; - -:
15 Figure 21 is a game flowchart 2; Figure 22 is an illustration of
job processing assignment; Figure 23 is a block diagram of a
betting line and win dlsplay hardware; Figure 24 is a flowchart
for one BET button; Figure 25 is a flowchart for three BET
buttons; Figure 26 is a line display illustration; and Figure 27 is a
2 û symbol and line display illustration.
BEST MODE FOR CARRYING OUT THE INVENTION
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Referring now to the accompanying drawings, there are
25 shown embodiments of the invention.
Figures 1 and 2 are external views A and B of the
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embodiment, wherein a display section 110 is placed on a game -
board 101. The display section 110 is display means such as a ~
display or liquid crystal for displaying various symbols on the ;
slot machine. A plurality of symbol columns are displayed on the
S display section 110 as on conventional rotation drums. The
symbols can be moved or changed in display sequence, as if they
actually rotated. The display section 110 may comprise display
means provided for each column. A winning symbol combination
line may be displayed during the game, or when a symbol
10 combination completes a predetermined symbol combination, a
message or the like indicating the event may be displayed. An
inpuVoutput section 102 is provided to inpuVoutput game play
media such as medals used with normal slot machines, bills,
coins, or a card recording the amount of money, the number of
l S medals, etc. Number of won media, 103, is display means for
displaying the number of game play media or the winning count
such as the amount of money paid out for the winning game play
when the slot machine symbols match predetermined symbols.
Number of input game play media, 104, is display means for
20 displaying the number of game play media, the amount of money,
or the like input through the inpuVoutput section 102. An jinput
game play media selection switches 105 are indication switches
for indicating the number of game play media or the amount of
money to be bet. For example, the player can use the switch to
indicate a winning combination to be set in response to the ;~
number of medals. Number of internally stored media, 106, is ~
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display means for displaying the number of game play media, the
amount of money, or the like stored in the slot machine when the
number of won game play media is not output. A pay switch 107
is a switch for instructing the slot machine to pay out the game
S play media stored in the slot machine at the end of the game. For
example, when the player presses the pay switch 107, as many
gama play media as stored in the slot machine can be paid out to
the player or if the player uses a card, the number of game play
media stored in the slot machine can be recorded on the card and
10 the card can be dispensed. A start lever 108 is instruction means
for accepting instruction to start symbol rotation display in the
slot machine. Game stop switches 109, which are provided in
one-to-one correspondence with the columns, are instruction -
means for accepting game stop instructions. When a game stop
15 instruction is accepted from the game stop switches 109,
changing of the symbols is stopped at predetermined stop timings. ~ -
.. .. .
It may be stopped automatically after a lapse of a predetermined ;
tims from the start of rotation display, without providing the
game stop switches 109.
To further use medals or balls as game play media, the slot ~ -
machine may further include a game play media input switch 201,
a media dispensing lever 202, a game play media inlet 203, a
media outlet 204, a return tray 205, and a won media outlet 206,
as shown in external view B of Figure 2. The return tray 205 is -
..
25 provided to receive game play media and is connected to the game
play media inlet 203, the won media outlet 206, and the media
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outlet 204. The game play media input switch 201 is means for
instructing the slot machine to input the game play media held in :
the return tray 205 through the game play media inlet 203. The
media dispensing lever 202 is means for instructing the slot
machine to output game play rnedia through the media outlet 204.
Figure 3 shows the internal configuration when using game
play media, and when the slo~ machine has an appearance as
shown in Figure 2. In Figure 3, a conduct 301 is a passage for
supplying game play media, which are brought via a chute 302, a
l O bellows 303, and a game play media decelerator 304 into a ball
counter 305 for counting the number of game play media. An
overflow detector 306 detects a condition in which game play
media cannot be output through the won media outlet 206 because
the return tray 205 has become full with game play media. A 4-
unit couhter 312 counts the number of game play media input
through the game play media inlet 203. The inpuVoutput section
102 can comprise a bill slot and validator 307, a coin slot and
selector 308, and a card reader/writer 310. A controiler 313 is a -;
control section for managing inpuVoutput of game play media and
controlling game plays and display on the display section 110.
As shown in Figure 1, when game play media are not used,
the internal configuration of the slot machine may comprise the
controller 313 and the inpuVoutput section 102.
Next, the detailed internal configuration in the smbodiment
will be discussed with reference to Figure 4 which is a block ~
diagram of the configuration of a display type slot machine. ~-
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2148~89
1 o
In Figure 4, the controller 313 of the display type slot
machine comprises a game control unit 403 for controlling game
progress, a display control unit 401 for simulating display
window rotation, and an interface board unit 404. In the figure,
S the game control unit 403 and the display control unit 401 each
have a CPU as independent units.
During the system operation, the game control unit 403
plays a main role in controlling game progress in accordance with
programs stored in a ROM (read-only memory). It transmits
display window rotation and stop instructions to the display
control unit 401 via a parallel communication interface 402 for
game progress. When the display windows stop, the game control
unit 403 determines that the combination of symbols displayed at
predetermined positions on the display means matches a
predetermined symbol combination. To display various symbols
as if they had rotated, the display control unit 401 comprises a
ROM storing various symbol patterns and a VRAM (video random
access memory) storing background pictures for changing the
display of the symbols on the display windows. A plurality of
display window display operation modes, such as stop, -;
acceleration, constant speed rotation, and deceleration modes,
are provided, and their symbol data is transmitted to a display
section 110 in frame span units. The symbol patterns stored in
the ROM are provided corresponding to still picture patterns in
the stop mode, the acceleration mode, and the deceleration mode
and flow condition patterns showing an apparently flowing
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condition in the symbol pattern moving state to provide display
like a dynamic image in the constant speed rotation mode. The
ROM may be detachable or an erasable and programmable read-
only memory (EPROM? or an electrically erasable and
5 programmable read-only memory (EEPROM) may be used as the
ROM. Normal still pictures, for example, as shown in Figure 18,
are stored as the still picture patterns, and symbol patterns, like
symbols flowing as if actual mechanical drums had rotated, as
shown in Figure 19, are stored as the flow condition patterns for
10 the rotation operation. The display control unit 401 changes
symbol patterns read between the static picture and flow
condition patterns stored in the ROM in response to the display
operation mode. The display section 110 superimposes the
symbol pattern in each display mode on a background picture
15 stored in the VRAM for display. The interface board unit 404
connects the inpuVoutput section 102, indication and instruction
switches, display means, etc., and is controlled by the game
control unit 403. The indication and instruction switches include
at least a start lever of the start instruction means, for
20 accepting a game start instruction and sending a game start
instruction to the display control unit 401 so as to change symbol
display for each column, and stop instruction means for accepting
a game stop instruction to stop symbol change for each column
and sending a stop instruction to the display control unit 4û1. The
25 slot machine may further include a loudspeaker for outputting a
sound when symbols are completed, etc.
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As shown in Figure 4, the embodiment replaces parts such
as a pulse motor drive, pulse motor, display window drums, and a
pulse motor position detector in conventional mechanical slot
machines, with the display unit.
Next, the configuration of the display control unit 401 will
be discussed with reference to Figure 8. The display control unit
401 comprises VRAM storing background pictures, ROM storing
display data of slot machine symbols, and address generation
means for changing screens at high speed. The functions of the
parts in Figure 8 are described below~
All symbol data to be displayed is stored in the display data
ROM. Information as to which symbol starts at which address of
thc ROM is stored as a pattern register in a system memory.
2 An address counter section, which is a counter for rsading ;
the display data ROM contents, counts up or down in sequence
acoording to a character read clock.
3 A display start position address buffer is a buffer for
storing the read start address of the next symbol to be displayed.
Upon completion of display of the preceding symbol, data is
loaded into the address counter section.
,4 A data counter, which is a counter for checking what byte
(or word) of the display symbol is to be displayed, counts down
according to a character read clock. When it reaches 0, new data "
is loaded.
5 A display data size buffer is a buffer for storing data
defining the number of bytes (or words) of the next symbol to be
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displayed. When the data counter reaches 0, the buffer contents
are read into the data counter.
The address generation msans comprises the address
counter section, display start position address buffer, data
5 counter, and display data size buffer mentioned in above sections
2, 3, 4, and ~, respectively.
Next, the operation in Figure 8 will be discussed.
1. The main routine in thc display control unit consults a symbol
data reference table, generates the ~display start position
10 address> and the <display data size~ of the symboi to be displayed
as a 1-frame table, and passes the table to a buffer empty
interrupt routine.
2. The buffer empty interrupt routine then loads the first address
data and first data size data into the address counter and the data
l S counter respectively at the Vsy timing based on the passed tabla
loads the second data into the buffers, and waits for a buffer
empty interrupt. In response to a buffer empty interrupt, the
buffer empty interrupt routine loads the third and later data in
sequence.
20 3. In the current frame, the main routine generates a table o~ data
to be displayed in the next frame.
Thus, addresses are generated by the address generation
means and symbol data of the display windows is read from CG-
ROM. In the display control unit, display symbol data is stored in
25 the display data ROM corresponding to a frame memory and still
picture symbol data and s~ill picture symbol data at the rotation
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2148~89
time are stored, whereby when several tens of symbol patterns
are changed and displayed for each frame span, even if a slow CPU
such as a Z8û is used, a memory-to-memory move of display
screen data is eliminated. Therefore, the CPU load is relieved and
5 even a slow CPU can be used. The display control unit will be
discussed later in detail with reference to Figure 9. ~ ~;
Next, Figure 17 is a symbol movement speed graph in the ;
display stop mode, acceleration moda, constant speed rotation
operation mod~, and deceleration mode, wherein the horizontal
10 axis denotes time and the vertical axis denotes the symbol move
speed (mm/frame). In the stop mode, no symbols movement and ~;;;
the same symbol is updated every frame. When the start lever
108 is operated and a rotation display start instruction is
accepted, the display windows make the transition to the
acceleration mode, and the speed is accelerated until a ;~
predetermined symbol movement speed is reached. When the -
predetermined symbol movement speed is reached (or the given
time has elapsed), the transition to the constant speed mode is
made. When the game stop switches 109 are pressed (or a given ~.
20 time has elapsed), deceleration is made at a predetermined
cieceleration rate for each display window corresponding to!each
stop switch. When a predetermined symbol movement speed is
reached (or a given time has elapsed), the stop mode is entered.
To dispiay symbols so that they move at the speeds as shown in
25 Figure 17, the display control unit 401 comprises address
generation means for generating the read top position and read
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arnount of each of the symbols displayed at the top stage, second
stage, third stage, etc., for each mode. In the embodirnent, the
sjmbol read top positions and read amounts for each mode are
stored in storage means in relation to frames.
The display control operation in the display control unit 401
will be discussed with reference to Figures 9 to 12. Figure 9 is a
block diagram showing symbol output of the display control unit
401. Figure 10 is a display timing chart. Figure 11 is a register
conflguration illustration. Figure 12 is an illustration showing
1 0 addressing.
In the display control unit 401, still picture and flow
condition patterns are stored in the CG-ROM for each symbol as
described above, and the CG-ROM is addressed to read and display
the symbols. Assume that the display section 110 displays for
each display window column and displays predetermined areas as
the display areas of the column, for example, it can display about
four symbols at the same time. The display section 110 updates
display in a frame span of a given interval of 1/60 or 1/30 sec
(V-syc period), and line scanning is performed for each frame.
The display control unit 401 reads the symbols to ~e displayed in
the display areas of the columns for each frame, and in the stop,
mode, displays the same symbols. During the rotation operation,
it move~ the display positions of the symbols displayed in the
display areas of the columns. That is, when reading the symbols
from the ROM, the display control unit 401 shifts the read top
position by movement distance for each frame to read the
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21~8~8~ `;
16
symbols to be displayed within the display area range, and ;~
displays the symbols as if they had rotated by reading the
symbols in a predetermined order. Further, in the embodiment,
the mcvement distance is changed in the acceleration mode,
constant speed mode, and deceleration mode. In the acceleration -
mode, a change is made from still picture pattern read to flow
condition pattern read.
Before the detailed operation of the display control unit 401
is discussed, the movement distance change will be described
with reference to Figures 13 to 16. Figure 13 shows the
acceleration mode data configuration. Figure 14 shows the
acceleration mode data configuration when the screen is changed. `~
Figure 15 shows the constant speed mode data configuration. -~
Figure 16 shows the deceleration mode data configuration.
In Figures 13 to 16, assume that the vertical size of the
display area of the display section 110 is (A+A) dots and that the -~
verticai siz~ of each symbol is X dots. In Figures 13 and 14, ~
SSDT0-SSDT21 indicate the display positions of each symbol in ~-
frames in the acceleration mode. The symbols are shifted by a
predetermined movement distance for each frama for display.
Each frame displays the symbol at the top stage, that at the
second stage, that at the third stage, that at the fourth stage,
etc., on the screen. SSDT0-SSDT21 are template tables
corresponding to the frames and store at least the read top
positions and read amounts from the top stage to the bottom
stage. In Figure 15, CNDT0-CNDT14 tables are provided for the ~ ` ;;
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21~858~
constant speed mode; symbo!s are repeatedly displayed until a
stop instruction is issued. In Figure 16, SED00-SED03 tables are
provided for the deceleration mode and finally the transition to
the stop mode is made. As shown in Figure 16, a plurality of
5 deceleration modes may be provided. For example, one of the
deceleration modes may be selected according to the display
amount of the symbol at the top stage displayed when a stop
instruction is given. In the embodiment, a change is made from a
still picture pattern to a flow condition pattern when SSDT18 for
10 the acceleration mode is applied.
Figure 11 (iv) shows a data structure example of the
template tables, wherein 1 denotes a control code which is a
flag byte indicating which of a new symbol pattern and the same
symbol pattern is to be displayed for the preceding display frame.
15 For example, a code indicating whether or not the symbol at the
top stage changes, a code indicating whether or not the symbol
mode changes, a code indicating selection of the deceleration
mode when a stop instruction is given in the next frame, a code
indicating the current mode, etc., can be preset. 2 denotes ~-
2 0 identification information of the dispiay pattern (still irnage
pattern or flow condition pattern) read for the symbol at the top
,
stage. 3 is a base address indicating the top position of the
display pattern in the ROM. 4 is a bias value indicating the
number of rasters from the top to the display start position for
25 indicating at which position of the syrnbol the symbol display is
started at, whereby the ROM read top position can be determined.
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2148~9
1 8
5 denotes the total number of display rasters. 6 and 7 denote
symbol display data at the second stage and 8 and 9 denote
symbol display data at the third stage.
Next, ths template processing procedure will be discussed
S with reference to Figure 11.
In Figure 11, movement pointers are provided for indicating
the template table positions. Each movement pointer can be
provided by a counter indicating the display template position of
each display window and counting the Vsy signal in sequence. The
10 data read from a ternplate table is temporarily stored in a
temporary work area.
(1) When the slot machine power is turned on, the display
control unit reads template SSDT0 (stop mode) repeatedly.
(.2) Upon receipt of a rotation request from the game side, the
template is changed to SSDT1 and template SSDT1 data is ;
expar~ded. The data ex~anded for the next frame is written into
the temporary area. ,(3) Each tim0 the frame is updated, that is, each time a Vsy
interrupt arrives, the template is changed to SSDT2, SSDT3, ...
20 This step is repeated.
(,4) When the acceleration template processing terminates, ~ -
constant speed template processing is started and performed in a
similar manner to the above by repeatedly making a loop of ,
CNDT14 ~ CNDT0.
25 (5) Upon receipt of a display window stop instruction from the
garne side, the template is changed to rotation stop templates,
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19
which are expanded in sequence. When the stop template SSDT0 is
reached, the display display window is stopped.
(6) The template processing is performed separately for 0ach of
display windows 1 to 3. -
Next, CG-RC)M addressing will be discussed with reference
to Figure 12.
In Figure 12, display symbol data is stored in the CG-ROM
and when the ROM is accessed, the data is directly output onto the
CRT (or LCD) as video data. Therefore, this eliminates the need for
temporarily transferring symbol data to the VRAM for reading the
data as a video signal. Several pattern registers (tables) are
provided according to symbol patterns and they store information
for each symbol data. The patterns are pattern symbol
description variations like still picture and flow condition
1 5 patterns, as described above.
Each pattern register contains:
(a) the number of rasters of 1-symbol data in the mode (number
of rasters = total number of bytes of one symbol ~16); and
(b) actual location addresses of symbols, such as seven, BAR
orange, cherry etc., in the mode in the CG-ROM, in the form of a
table.
;
In Figure 12, display window bias registers (tables) are
provided in a one-to-one correspondence with display windows 1
to 3; each provides display window symbol arrangement for one
revolution with 1-byte codes. That is, the display window bias
register stores pattern register addresses- corresponding to
.
,;.. ... ~. , . . . . .... . .. , . - . . . , ~ . . .
21~g589
2 0
~'
.
symbol 1-revolution. The codes operate on the pattern register
and are defined as bias values from pattern register base address
+ one for generating addresses of the ROM data to be displayed.
Each display window pointer, which is a eounter, serves as a
5 pointer to the display window bias register for pointing to the
current rotation point of the corresponding display window. The
display window pointer is incremented as indicated by the
template contents. Three display window pointers are provided
corresponding to display windows 1 to 3. The templates are
10 provided to describe symbol rotation oonditions for each frame,
as described above. In the embodiment, a total of 49 templates -~
ar~ provided as follows:
(a) stop template SSDT0
(b) acceleration templates SSDT1-SSDT21
15 (c) constant speed templates ChlDT0-CNDT14
(d) deceleration templates SED00-SED03
SED1 0-SED13 ;
SED20-SED23
The data structure in each template is as shown in Figure 11 (iv)
20 above. The templates are called in sequence for each frame and
indicate the CGROM read top address, the total number of read
bytes, etc., for display.
In Figure 12, the display control unit expands template data
read in synchronization with Vsy for generating ROM read
2 5 addresses as follows:
(~) Whether or not the display window pointer is to be
',' ~-','.
..... . .
i,- ', ', ~ ` ,; .. : '. ' , ' " ' , ~' ' . ! , . . .. . . .. .
2148~9
incremented is determined according to the control code in the
template indicating whether or not a new symbol pattern is to be
displayed for the preceding display frame. That is, if the control
code indicates display of a new symbol pattern, the display
5 window pointer is incremented to rotate the display window to
the next symbol. For example, in Figure 13, the next symbol
appears within the display screen from above, with the SSDT10
template. In this case, the display window pointer is incremented
and the point to the display window bias register points to the
1 0 next symbol.
(b) The ROM area actual location address stored in the pattern
register is accessed according to the display window bias
register contents pointed to b~ the display window pointer, the
base address of the pattern register specified by the template,
15 and the fixed value 1. For example, the pattern register address
is found from the address value of the pattern register indicating
the N3 symbol (the address value indicates the distance from the
top position of the display pattern register) as the display
window bias register contents pointed to by the pointer, the
20 display pattern register top position as the template base
address, and the fixed value 1. The pattern register is read baseq
on the pattern register address, and the ROM area actual location
address is obtained.
(c) Next, the actual CG-ROM read address is found from the ROM
25 area actual location address and the template base bias value.
For example, since the last several bytes of symbol data are read
,~.. ~ ........ . ... . . .
214858~ ~ ~
22
for the first picture on th~ CRT, the bias value for the read is
supplied from the template. The base bias read from the template
is added to the ROM area actual address accessed so far to
determine the final address for reading the first picture.
S (d) The ROM read addresses of the second picture and later are
determined on routes indica~ed by dotted lines in Figure 12.
Since the symbol arrangement order of the second picture
and later is determined, the ROM read addresses are inevitably
determined by retracing the display window bias register in
sequence. Since incomplete display for the first picture is not
required (all symbol data may be displayed), the K1 value written ;~
in the pattern register is drawn out for the number of read
rasters without the need for base bias L1, number of read rasters
M1, etc.
(e) Then, the read addresses of the third and fourth pictures are
determined.
(f) The data is temporarily stored in a temporary area in the
following format and is read in sequence according to an interrupt
request issued from the hardware in the next frame:
2 0 Temporary:
First picture ROM read address
Number of first picture read rasters
Second picture ROM read address
Number of second picture read rasters
Third pictur~ ROM read address
Number of third picture read rasters ;
~ ~`
21~8~8~
23
Fourth picture ROM read address -
Number of fourth picture read rasters
Fifth pie~ure ROM read address
Number of fifth picture read rasters
S
Two temporary areas A and B can be provided. While data is
read from A according to an interrupt in the current frame, data
required for the next frame can be provided in B. This is repeated.
Next, the hardware operation of the display control unit for
10 reading out symbol dispiay data from the display data storage
means storing symbol display data based on the ~emporary area
contents read as described above will be discussed with
reference to Figure 9.
In Figure 9, P-S conversion means 901 and 902 convert
15 parallel data into serial data. Timing generators 903 and 906
;~ generate timings required in the display control unit. CG-ROM
904 is display data storage means for storing symbol display
data. It stores various symbols of still picture and dynamic image -
patterns. V-RAM 905 is background picture storage means for
~` 20 storing background pictures. Display window 1 address count~r
907 indicates the CG-ROM 904 read address in display win~ow 1.
Display window 1 raster counter 908 indicates the number of CG-
ROM 904 read rasters. Display window 2 address counter 909 and ~ ;
display window 2 raster counter 910 indicate the CG-ROM 904 - ;~read address and the number of CG-ROM 904 read rasters for ~ ~;
display window 2. Likewise, display window 3 address counter
'-'` 21~g~8~ ' ,"-.
24 :
911 and display window 3 raster counter 912 indicate the C(3-ROM
9Q4 read address and the number of CG-ROM 904 read rasters in ` .
display window 3. The address counters and the raster counters
for display windows 1 to 3 make up address generation means 920
S for generating the read top position and read amount. Data is
loaded into the raster counters from temporary area 921 in which
the numbers of rasters read from the template tables are stored.
Each address counter, into which the address of the read top
position is loaded from the temporary area 921, counts up
10 according to a raster clock. When as many addresses as indicated
by the corresponding raster counter are output, the address of the
next display window is output. The control section 920 controls
the address counters and the raster counters and issues a data
load instruction in response to a data request signal from the ',.. '''!''"'
15 raster counter. The display periods of the display windows are
divided in a time division manner, as shown in Figure 10. In the
figure, the frame is updated each time the Vsy signal is turned on
and 1-raster display data is read according to the Hsy signal.
(1) When a Vsy signal interrupt occurs, data of the ROM read
20 address and the number of rasters of the top stage symbol
provided in the temporary area are loaded into all of the address
counters, the raster counters, and display windows 1-3.
(2) The address counters are incremented and the raster
counters are decremented according to a raster clock in their ~ ~-
25 respective display window display periods for supplying
addresses to the CGROM. In the periods, CGROM data is output as
~1~8~89
video signal.
(3) When the raster counter reaches a count value 0, an
interrupt occurs and the raster counter outputs a next data (data
for th~ second picture) request signal.
S (4) When receiving the data request signal from the raster
counter, the control section 920 sends the ROM read address and
the number of rasters of the second picture from the temporary
area to the display window making the interrupt request. This
step is repeated for the third picture, fourth picture, ... etc.
10 (5) When the next Vsy interrupt occurs, the control section 920
performs toggle switching of the temporary area and repeats the
operation starting at (1).
(6) In periods other than the CGROM read timings, data is output
for display from the V-RAM. The data is output for display on the
15 background other than the display window spaces.
Next, flow condition pattern preparation methods will be
discussed. ;
1. A slot rnachine comprising conventional mechanical rotating ~ ~
drums is rotated and the drums are shot with an optical camera at ~-
20 the shutter ring of the ~rame span time (shutter speed of 1/60
sec?. At this time, auxiliary light such as a strobe is not used ar~d
a stable light source such as natural light or an incandescent
lamp is used. Of cours~, the image is picked up in such a form ; ~
that the camera moves up and down, as shown in Figure 19. This ~-
image is read through a scanner, etc., and is converted into digital ; -~
data for making a flow condition pattern.
4 ~ ~ ~ `J
2 6
2. A slot machine comprising conventional mechanical rotating
drums is rotated and the drums are shot with a video camera as in
1. The image signal is read for making a flow condition pattern.
3. Computer graphics (CG) software is used to prepare a flow
S condition pattern in the following sequence:
a. Screen contrast (brightness) is lowered and set.
b. Read still picture is moved one dot at a time by a 1-frame
movement distance and the data for each dot are added together.
c. Lastly, the contrast is balanced and symbol data of a flow
10 condition pattern is set.
The prepared flow condition pattern as described above is
displayed on the display section as shown in Figure 7, an
illustration of display screen change when the flow conditlon
pattern is used. Figure 7 shows display patterns in frames (N-1), ~-
15 (N), and (N~1) and how the patterns are observed at ~he time of
frame (N+1). The pattern in each frame is moved by N dots ~ -
corresponding to the movement distance when a drum type slot
machine is rotated for 1/60 or 1/30 sec. The pattern is observed
as shown in Figure 7 due to the residual image effect of the
20 human eye at the time of frame (N~1). In the embodiment, still
picture and flow condition patterns are stored in the CG-ROM and
a read is changed from the still picture pattern to the flow
condition pattern at a predetermined time. When a stop ;~
instruction is given, a read can be changed from the flow
2 5 condition pattern to the still picture pattern at a predetermined
time. For comparison, Figure 6 provides an illustration of display
~:~ 2148~89
27
screen change when still pictures are used. Figure ~ shows
display patterns in frames (N-1), (N), and (N~1) and how the
patterns are observed at the time of frame (N+1).
When the flow condition pattern is used, the player can see
S ths pattern as shown in "OBSERVATION AT THE TIME OF FRAME
N+1" in Figure 7 as if it were rotated on the mechanical drum of a
slot machine.
Symbols moving at the frame period speed of 1/60 or 1/30
sec rather than still pictures, are provided and displayed ag flow
condition pattern symbols, whereby each picture is seen as it
flows, thus the clearness of each picture is lost and the player
can feel as if the entire drum is rotated. Although unclear display
is made on the seemingly flowing screen, what each picture is can
be roughly determined, thus the condition is satisfactory to
experienced customers utilizing hand to eye coordination.
By moving the symbol pattern display position, the player
:-,.
can feel as if actual rotation wers made as compared with
conventional slot machines changing symbol patterns to the same
position on the display screen.
As ~escribed above, by changing the movement distance, the
rotation speed rises gradually for a short time, and the rotation
speed soon becomes constant. When the stop switch is pressed,
the rotation speed gradually slows down and the drum soon stops. ;~
This rotation pattern provides a more realistic motion,
resembling the drum rotation of a mechanical slot machine.
.
The slot machine according to the invention enables the
; '"'~
- 214858~
28
player to feel as if the drum has rotated, and thus it can provide - -
dynamic and diversified interest for the players, as a slot
machines using drums.
Next, an embodiment for displaying lines will be discussed
S Figures 26 and 27 show display examples for displaying lines,
wherein numerals 20a, 20b, and 20c denote display windows
displayed on the display section 110. (B) shows an example in
which a line is displayed on a horizontal row at the intermediate
stage. (C) shows an example in which lines are displayed on three
10 horizontal rows at the upper, intermediate, and lower stages. (D)
shows an example in which lines are displayed on three horizontal
rows at the upper, intermediate, and lower stages and on diagonal
rows. Since the number of combinations of winning game play
combinations varies depending on the number of input game play
15 media or the bet rate, lines for the winning game play
combinations are displayed. For example, when one game play
medium is input, a line on the horizontal row at the intermediate
stage is displayed as a betting line indicating that the win
combination is a combination of predetermined symbols -
20 completed on the horizontal row at the intermediate sta~e of
three symbols. Likewise, betting lines are displayed, as shown in
Figure 26, in response to the number of input game play media or
the bet rate. In the embodiment, input game play media selection
switches can be provided for each betting line as bet rate buttons.
25 For example, to bet on the horizontal row at the intermediate
stage as shown in Figure 26 (B), one of the switches is used as a
~-" 21~S8~
29
button switch for bet rate button 1. To bet on the three
horizontal rows at the upper, intermediate, and lower stages as
shown in Figure 26 (C), another switch is used as a button switch
of bet rate button 2. To bet on the three horizontal rows at the
upper, intermediate, and lower stages and on a diagonal row, as
shown in Figure 26 (D), another switch is used as a button switch
for bet rate button 3. If one bet rate button is provided, the ~ ~
betting lines are changed each time the button is pressed. When ~1predeterrnined symbols are complete on the betting line, the line
10 is displayed as a win. As win display, the line display color may
be changed or the displayed symbols may be surrounded by a frame ;
as shown in Figure 27. Also, characters "WINN may be displayed in
the background portion. Win display can be previously defined in
V-RAM. Further, when a player loses a game, the Ioss may also be
l S displayed. ~;
~ ~ .
Next, tho hardware configuration for display as shown in
Figure 26 will be discussed with reference to Figure 23, a
hardware block diagram for line display and win display. ~ ~ `
As shown in Figure 9, V-RAM 905 is background storage - -~
20 means for storing background pictures other than symbol display
in the display window portions. The embodiment has different
background$. Backgrounds for line display, etc., as shown in
: . . .
Figure 26 are provided as the different backgrounds. In this case,
V-RAM may be provided for each background or divided into
25 regions for usa. In Figure 23, V-RAM 3 is provided for the betting
lines. The V-RAM 3, which is win combination storage means for
2~48583
betting line and win display, previously stores betting line
displays and win displays, corresponding to the bet rates, shown
on the display screen. V-RAM 1 is background storage means for
storing background data other than the betting line and win -
S displays. V-RAM 2 is symbol storage means for storing display
window symbols and may be made of ROM as described above.
Output of the symbol storage means, background storag~ means,
and win combination storage means is controlled by display
control means.
1 û The data stored in the V-RAM 3 has all frame data shown on
the display screen; betting line and win displays are stored as
high data and others as low data. In the low data portion, output
from other V-RAMs takes precedence. Thus, a video signal output
from each V-RAM can be switched according to the data itself
15 stored in the V-RAM 3. In the circuit shown in Figure 23, the data
stored in the V-RAM 3 is displayed taking top priority. The V-
RAM 1 stores normal background data and low data is s~ored in a
symbol display area.
In Figure 23, symbol data in the V-RAM 2 is read taking
20 precedence over the background data in the V-RAM 1 as instructed
frorn a display window display timing circuit of display c~ntrol
means. Ths V-RAM 2 is read when an address is specified from
the display control unit, as described above. Thus, when it is
specified, the V-RAM 2 is read taking precedence over the V-RAM
25 1. The V-RAM 1 is read out at any time as specified from a
sequential counter (not shown). Corresponding to the
, - .. - . . -, .. , .. -....... . . . ............... ~ .. . . . .
"V'.i' ., . . - . . . - - : : . . ~ ..
~ . .. .. ,.; .,.. , ." . , .. ,, ,, , . -, . , , ; . . . .
214~
3 1
identification numbers of betting line and win displays,
corresponding to the bet rates, stored in the V-RAM 3, their top
addresses are stored in a betting line table previously provided.
To read the V-RAM 3, the betting line table is specified based on
5 the identification number of the betting line so as to show
betting line or win display from the game control unit, and the top
address corresponding to the identification number is read. A
predeterrnined V-RAM 3 area is read starting at the top address, ~;
and the corresponding betting line or win display is shown.
Next, processing of the game control unit will be discussed.
Figure 22 is an illustration of game control unit processing
assignment.
In Figure 22, game oontrol unit processing is mainly divided
into timer basic clock interrupt service, media flow-out in~errupt
15 service, communication interrupt service, and scan controller for
processing a plurality of jobs apparently in parallel. The scan
controller is execution control means for controlling execution of
jobs; a plurality of processing rneans are defined as jobs under ~ ;
the control of the scan controller. The game control unit ~ ~;
comprises a CPU and a processing procedure is predetermined for ~ ;~
each job. The programs indicating the processing procedurqs are
preset in storage means such as ROM. Whenever an interrupt
occurs, its interrupt service is executed. To assign jobs in the - '
scan controller, event-driven type processing is performed for ~~
starting another job when a scan controller start instruction
occurs while processing of each job is being performed. Tha scan
2148~9
3 2
controller comprises a scan register, which stores, for each job,
a job condition code (containing a job identification code,
registration end flag and start flag), a jump code (instruction
jumping to the processing start address of the job), and a break
5 address (indicating the start address at the next scan time; the
top address at initialization time). The registration end flag is
set to ON in the last condition code. The start flag uses one bil of
the job condition code; it is set when processing of the
corresponding job is to be performed, and is reset upon
10 completion of the processing. When a start instruction occurs,
the scan controller starts the jobs in the order stored in the scan
register. When one job is started and processed in accordance
with the processing flow of the job and ~RST08 (restart address
~8)" of a scan controller start instructio~i is executed, control is
15 transferred to scan controller processing. If the start flag of the
next job is ON in accordance with a predetermined transition
order, control is transferred to the job. The start flag is set
when ths corresponding job is being processed. When RST08 is
executed, the execution address of the broken job at the time is
20 stored in the break address in the scan register for executing
processing starting at the continuation of the job at the next scan
time. For example, when processing of job 1 is executed and a
scan controller start instruction is executed, the scan controller
transfers control to processing of job 2. If the start flag of job 2
25 is set, processing of job 2 is started; if not, control is
transferred to the next job. After the scan controller transfers
~,~;. . . - . , ., - . .
`\ :
21~58~J
33
control to the last job, a return is made to job 1 and processing of
job 1 is restarted at the aqdress stored in the break address in
the scan register for job 1. If the start flag of one job is not set, ;
immediately control is transferred to the next job. Therefore,
5 control can be transferred from processing of one job to another
in only a short scanning time, so that the time is not wasted.
Game control unit processing during game progress will be
discussed with reference to Figures 20 and 21. Also, a specific
example of the event-driven type processing will be discussed.
10 Figures 20 and 21 are gaming flowch~rts of job 1 in the game
control unit; Figure 20 is a flowchart from turning on the slot
machine power and starting a game to pressing the stop switch
and Figure 21 is a flowchart from pressing the stop switch to
paying out media for a winning game play. -
When the slot machine power is turned on in job 1
processing shown in Figure 20, the slot machine enters a wait
state un~il a player operates the start lever for starting a slot
machine game. Thus, "RST08(restart address 08)" is executed and
the current execution address is stored in the break address, then
20 control is transferred to the next jo~ (job 2).
Upon completion of scanning and processing of jobs, control
is returned to job 1 processing and whether or not the start
button is set to ON is determined. If the start buKon is not set to
ON, whether or not one of the bet rate buttons is pressed is
2~ determined. If no bet rate buttons are pressed, "RST08 (restart `~;
address 08)" is executed, as described above, and control is ~
. .;: .
-
~14~5~ ~
34
transferred to the next job. If the sl;art button is set to ON,
whether or not media are held corresponding to the bet rate
button is determined. If media are held, the start flag of the
display controller of job 5 is set for instructing the display
S control unit to turn on the bet rate button lamp and lamps
provided on the display means and display the line corresponding
to the bet rate, and the start flag of the music controller of job 8
is set so as to produce a beep sound. If the number of held media
is insufficient, to inform the player, the display control unit is
10 instructed to display black and the start flag of the music
controller of job 8 is set so as to produce a beep sound, then
nRST08 (restart address 08)" is executed. Upon completion of
setting the bet rate, a gaming flag is set to ON and the start flag
of the music controller of job 8 is set for instructing the music
15 controller to start music. The number of bet media corresponding
to each bet rate is subtracted from the number of held media and
the display control unit is instructed to display display window
rotation, then "RST08 (restart address 08)" is executed. When all
display windows enter a constant speed display state, the display
20 window stop button lamp is turned on.
Next, in Figure 21, when the display window stop buttons
are pressed, the display control unit is instructed to disable input
gates of the to stop buttons and stop rotation display of the
display windows. If the display windows are stopped in order
25 after the lapse of a predetermined time without providing the
stop buttons, a timer is started after the start button is turned
2148~9
3 5 :
ON, and the display windows are stopped in order after a lapse of
the predetermined time. After the display windows are stopped,
the symbols are stored. When all dispiay windows are stopped,
whether or not the current symbol combination matches a
5 predetermined symbol combination is determined. When two of
the three display windows are stopped, the music job may be
instructed to change the number. Whether or not the symbol
combination on each betting line matches a predetermined
cornbination in accordance with the bet rate is determined. If the
player wins the game, the display control unit is instructed to ~;
show win display and the music job is instructed to output a win
fanfare. If the player loses the game, the display control unit is
also instruotsd to show loss display and the music job is also
instructed to output a loss fanfare. The number of won media
paid out to the player is calculated in accordance with the bet
rate, and the number of won media is displayed. Then, the start
flag of a media discharge management job is set to ON and the
media discharge management job performs media discharge
processing.
Thus, the jobs are processed by the game control unit and
game progress can be controlled.
Figures 24 and 25 show process flows for one bet rate
button and three bet rate buttons. The flow shown in Figure 25 is "~
the same as the process flow shown in Figure 20; three bet rate `
buttons are provided and betting lines are set corresponding to
the buttons. In the process flow for one bet rate button shown in
:~; . . .
. ' ''':
21485~9
36
Figure 24, the number of times the bet rate button has been
pressed is counted by a counter and betting lines are set
corresponding to the number of times the button has been pressed.
For example, to bet one horizontal row at the intermediate stage
S as shown in Figure 26 (B), the bet rate button is pressed once; to
bet three horizontal rows at the upper, intermediate, and lower
stages as shown in Figure 26 (C), the bet rate button is pressed
twice; and to bet three horizontal rows at the upper,
intermediate, and lower stages and a slant row as shown in Figure
10 26 (D), the bet rate button is pressed three times. When the
buttons are pressed four times, a return is made to betting one
horizontal row at the intermediate stage as shown in Figure 26
(B). In Figure 24, the bet rate is set in response to the count of
the counter countlng the number of times the bet rate button has
15 been pressed. The subsequent processing is similar to ~he
orocessing shown in Figures 20 and 21.
According to the embodiment, apparently parallel ~-
processing is performed, so that independent control flows can be
set as independent jobs. The wait time in each process is used to
20 transfer control to another job and unexecuted process portions
are skipped so as not to waste time.
Line display and win/loss display are stored in storage
means such as V-RAM and the game control unit instructs the
display control unit to draw the dispiays in response to the garne
25 progrcss condition. The circuit configuration in which an output
from the V-RAM storing line display and winlloss display takes
, .......... . . . , . . ~ . i . . -
- 21 48~89
3 7
top priority is adopted, whereby background, display window
symbols, and line and win/loss displays can be drawn by simple
configuration.
Further, the buttons provided for each bet rate enable the
5 player to set the bet rate more easily.
FIELD OF INDUSTRIAL APPLICATION
When background display and move display are executed on
10 devices comprising a graphic display unit such as a CRT, LCD, or
plasma display as well as slot machines, the invention enables
display by performing display control with storage means
provided for the background and moving displays. ~;
.
''"'''''''.''
, ~; - ,., ~
... ~ , . . ... . .. . . ... ... .. .. . . . . . .. ... . .. . . . . ...