Gaming machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- FUJI SHOJI CO LTD
- Filing Date
- 2023-12-25
- Publication Date
- 2026-07-09
AI Technical Summary
【0006】 本発明によれば、画像表示演出を中心とする演出制御が改善され、より効果的な演出を実行することが可能となる。
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko machine.
Background Art
[0002] In gaming machines such as pachinko machines, various effects centered on image display on an image display means such as a liquid crystal display means can be executed according to the gaming state.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In this type of gaming machine, not only arbitrary animations and other images are displayed on the image display means, but also LED light emission and audio output are combined with this to enhance the effect of the presentation and diversify the presentation. However, there is still room for improvement in the image display presentation itself or in the combination with other presentation means in order to further improve the presentation effect. The present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine capable of executing a more effective presentation by improving presentation control centered on image display presentation.
Means for Solving the Problems
[0005] The present invention relates to a gaming machine capable of executing an effect including image display on an image display means, wherein the effect includes a first specific preview effect of displaying a first specific image having first character information, a second specific preview effect of displaying a second specific image having second character information, and a high-brightness effect of reducing the visibility of the image on the rear side by displaying a high-brightness image. In the first specific preview effect, voice output corresponding to the first character information is executed, but in the second specific preview effect, voice output corresponding to the second character information is not executed. The audio output corresponding to the first character information is executed. In the first specific preview effect, the display of the first character information is started after the execution of the high-brightness effect. The audio output corresponding to the second character information is not performed. In the second specific preview effect, the high-brightness effect is executed after the display of the second character information, and the display of the second character information is continued even after the visibility is improved after the execution of the high-brightness effect.
Effect of the Invention
[0006] According to the present invention, the effect control centered on the image display effect is improved, and a more effective effect can be executed.
Brief Description of the Drawings
[0007] [Figure 1] It is a perspective view showing a pachinko machine of the first embodiment. [Figure 2] It is a front view showing the game area of the gaming machine of FIG. 1. [Figure 3] It is a block diagram showing the overall circuit configuration of the gaming machine of FIG. 1. [Figure 4] It illustrates the internal configurations of the effect interface board, the effect control board, and the liquid crystal interface board. [Figure 5] It is a circuit block diagram showing a composite chip and also including circuit elements related thereto. [Figure 6] It is a drawing for explaining an index space and a virtual drawing space. [Figure 7] It is a drawing for explaining a display circuit. [Figure 8] It is a drawing for explaining the internal configuration of a data transfer circuit. [Figure 9] This is a drawing for explaining the transfer operation of a display list and an audio command list. [Figure 10] This is a drawing for explaining the filter processing based on a display list. [Figure 11] This is a drawing for explaining the playback procedure of an IPB stream video. [Figure 12] This is a drawing for explaining the internal configuration of an audio processing unit and the control procedure. [Figure 13] This is a drawing for explaining the drawing pipeline processing of a drawing circuit. [Figure 14] This is a process diagram for explaining various drawing modes that utilize all or part of the drawing pipeline process. [Figure 15] This is a flowchart for explaining the control operation of an effect control CPU that does not include a preloading operation. [Figure 16] This is a flowchart for explaining a part of FIG. 15. [Figure 17] This is a flowchart for explaining the control operation of an effect control CPU that includes a preloading operation. [Figure 18] This is a drawing showing an example of an effect display by a display device. [Figure 19] This is an explanatory drawing showing the variation of mini symbols. [Figure 20] This is a drawing showing the types of preview effects and the setting contents of jackpot reliability. [Figure 21] This is a drawing showing the overall configuration of a step-up preview effect. [Figure 22] This is a drawing showing the types of the third second half effect and the fifth second half effect of a step-up preview effect. [Figure 23] This is a drawing showing the outline of a specific example of a step-up preview effect. [Figure 24] This is a drawing (part 1) showing the details of the image change during the period from the start of the high-brightness effect WO11 to the end of the high-brightness effect WO12 and the transition to the variation screen of the decorative symbol in a specific example of a step-up preview effect. [Figure 25]It is a diagram (part 2) showing the details of the image change during the period from the start of the high-brightness effect WO11 to the end of the high-brightness effect WO12 and the transition to the moving screen of the decorative pattern among the specific examples of the step-up preview effect. [Figure 26] It is a diagram (part 3) showing the details of the image change during the period from the start of the high-brightness effect WO11 to the end of the high-brightness effect WO12 and the transition to the moving screen of the decorative pattern among the specific examples of the step-up preview effect. [Figure 27] It is a diagram showing the types of the performance modes of the reach preview effect. [Figure 28] It is a diagram showing the outline of a specific example of the reach preview effect. [Figure 29] It is a diagram (part 1) showing the details of the image change during the period from the start of the high-brightness effect WO21 to the transition to the moving screen of the decorative pattern among the specific examples of the reach preview effect. [Figure 30] It is a diagram (part 2) showing the details of the image change during the period from the start of the high-brightness effect WO21 to the transition to the moving screen of the decorative pattern among the specific examples of the reach preview effect. [Figure 31] It is a diagram (part 3) showing the details of the image change during the period from the start of the high-brightness effect WO21 to the transition to the moving screen of the decorative pattern among the specific examples of the reach preview effect. [Figure 32] It is a diagram showing the outline of a specific example of the button preview effect 1. [Figure 33] It is a diagram showing the details of the image change in the button introduction effect BA0 among the specific examples of the button preview effect 1. [Figure 34] It is a diagram showing the details of the image change in the high-brightness effect WO31 among the specific examples of the button preview effect 1. [Figure 35] It is a diagram showing the details of the image change from the high-brightness effect WO32 to the high-brightness effect WO33 among the specific examples of the button preview effect 1. [Figure 36] It is a diagram showing the types and contents of the caption preview effect 1, the caption content and display color, and the types of characters. [Figure 37] It is a diagram showing the outline of a specific example of the caption preview effect 1. [Figure 38] FIG. (1) showing details of image changes during the period from the start of high brightness effect WO41 to the end of high brightness effect WO42 among specific examples of caption preview effect 1. [Figure 39] FIG. (2) showing details of image changes during the period from the start of high brightness effect WO41 to the end of high brightness effect WO42 among specific examples of caption preview effect 1. [Figure 40] FIG. (3) showing details of image changes during the period from the start of high brightness effect WO41 to the end of high brightness effect WO42 among specific examples of caption preview effect 1. [Figure 41] FIG. showing an overview of a specific example of pseudo continuous preview effect. [Figure 42] FIG. showing details of image changes during the period from the first half of pseudo continuous preview effect PF1A through high brightness effect WO51 to the start of the second half of pseudo continuous preview effect PF1B among specific examples of pseudo continuous preview effect. [Figure 43] FIG. showing details of image changes during the period from the first half of pseudo continuous preview effect PF2A through high brightness effect WO52 to the start of the second half of pseudo continuous preview effect PF2B among specific examples of pseudo continuous preview effect. [Figure 44] FIG. showing an overview of a specific example of button preview effect 2. [Figure 45] FIG. (1) showing details of image changes in button stimulation effect BB1 among specific examples of button preview effect 2. [Figure 46] FIG. (2) showing details of image changes in button stimulation effect BB1 among specific examples of button preview effect 2. [Figure 47] FIG. (3) showing details of image changes in button stimulation effect BB1 among specific examples of button preview effect 2. [Figure 48] FIG. showing types of presentation modes of interrupt preview effect. [Figure 49] FIG. showing an overview of a specific example of interrupt preview effect. [Figure 50]It is a diagram (part 1) showing details of image changes during the period from the start point of the high-brightness performance WO71 to the end point of the high-brightness performance WO73 among specific examples of the interrupt notice performance. [Figure 51] It is a diagram (part 2) showing details of image changes during the period from the start point of the high-brightness performance WO71 to the end point of the high-brightness performance WO73 among specific examples of the interrupt notice performance. [Figure 52] It is a diagram (part 3) showing details of image changes during the period from the start point of the high-brightness performance WO71 to the end point of the high-brightness performance WO73 among specific examples of the interrupt notice performance. [Figure 53] It is a diagram showing an overview of a specific example of the subtitle notice performance 2. [Figure 54] It is a diagram (part 1) showing details of image changes during the period from the character appearance performance SB1 to the subtitle output performance SB3 among specific examples of the subtitle notice performance 2. [Figure 55] It is a diagram (part 2) showing details of image changes during the period from the character appearance performance SB1 to the subtitle output performance SB3 among specific examples of the subtitle notice performance 2. [Figure 56] It is a diagram showing the types of performance modes of the subtitle notice performance 3. [Figure 57] It is a diagram showing an overview of a specific example of the subtitle notice performance 3. [Figure 58] It is a diagram (part 1) showing details of image changes during the period from the end stage of the introduction performance SC1, through the subtitle performance SC2, to the pattern change screen among specific examples of the subtitle notice performance 3. [Figure 59] It is a diagram (part 2) showing details of image changes during the period from the end stage of the introduction performance SC1, through the subtitle performance SC2, to the pattern change screen among specific examples of the subtitle notice performance 3. [Figure 60] It is a diagram showing the types of performance modes of the subtitle notice performance 4. [Figure 61] It is a diagram showing an overview of a specific example of the subtitle notice performance 4. [Figure 62]It is a diagram (part 1) showing the details of image changes during the period from the end of the introduction performance SD1 through the dialogue performance SD2 to the symbol change screen among the specific examples of the dialogue preview performance 4. [Figure 63] It is a diagram (part 2) showing the details of image changes during the period from the end of the introduction performance SD1 through the dialogue performance SD2 to the symbol change screen among the specific examples of the dialogue preview performance 4. [Figure 64] It is a diagram showing the types of performance modes of the notification preview performance. [Figure 65] It is a diagram showing the outline of a specific example of the notification preview performance. [Figure 66] It is a diagram (when executed during the normal gaming state) showing the details of image changes during the period of the notification display performance AN2 among the specific examples of the notification preview performance. [Figure 67] It is a diagram (when executed during a special gaming state (such as the high probability state)) showing the details of image changes during the period of the notification display performance AN2 among the specific examples of the notification preview performance. [Figure 68] It is a diagram showing the types of level display images of the level-up preview performance. [Figure 69] It is a diagram showing the appearance patterns of the level display images in the level-up preview performance. [Figure 70] It is a diagram showing the outline of a specific example of the level-up preview performance. [Figure 71] It is a diagram (part 1) showing the details of image changes during the period from the first-level performance LV1 to the third-level performance LV3 among the specific examples of the notification preview performance. [Figure 72] It is a diagram (part 2) showing the details of image changes during the period from the first-level performance LV1 to the third-level performance LV3 among the specific examples of the notification preview performance. [Figure 73] It is a diagram showing the outline of a specific example of the reliability suggestion performance. [Figure 74] It is a diagram (part 1) showing the details of image changes during the period from the first character start performance PR1 to the second dialogue output performance PR4 among the specific examples of the reliability suggestion performance. [Figure 75]It is a diagram (part 2) showing the details of image changes during the period from the first string start performance PR1 to the second dialogue output performance PR4 among specific examples of reliability suggestion guidance. [Figure 76] It is a diagram showing an overview of a specific example of reach title display performance. [Figure 77] It is a diagram showing the details of image changes during the period from the title display start performance TS1 to the title notification performance TS among specific examples of reach title display performance. [Figure 78] It is a diagram showing an overview of a specific example of operation performance. [Figure 79] It is a diagram showing the details of image changes during the period from the operation display start performance BC1 to the operation promotion performance BC2 among specific examples of operation performance. [Figure 80] It is a diagram showing an overview of a specific example of reach development performance. [Figure 81] It is a diagram (part 1) showing the details of image changes during the period of the high brightness performance WOB1 among specific examples of reach development performance. [Figure 82] It is a diagram (part 2) showing the details of image changes during the period of the high brightness performance WOB1 among specific examples of reach development performance. [Figure 83] It is a diagram (part 3) showing the details of image changes during the period of the high brightness performance WOB1 among specific examples of reach development performance. [Figure 84] It is a diagram (first half) comparing the time charts of dialogue preview performance 3, dialogue preview performance 4, and notification preview performance. [Figure 85] It is a diagram (second half) comparing the time charts of dialogue preview performance 3, dialogue preview performance 4, and notification preview performance. [Figure 86] It is a diagram showing the relationship between the appearance rates of the display images corresponding to red and the appearance rates of the display images corresponding to gold in the comparison between dialogue preview performance 4 and notification preview performance. [Figure 87] It is a diagram showing the relationship between the big win reliability of the display images corresponding to gold in the comparison between dialogue preview performance 1 and notification preview performance executed before reach and dialogue preview performance 4 and dialogue preview performance 3 executed after reach. [Figure 88] In the second embodiment, it is a diagram comparing the variations corresponding to blue and the variations corresponding to red between the serif preview effect 1 before reach and the serif preview effect 4 after reach. [Figure 89] In the third embodiment, it is a diagram comparing the types of variations that can appear between all the preview effects executable before reach and all the preview effects executable after reach. [Figure 90] In the fourth embodiment, it is a diagram showing the number of variations for each reliability color in all the preview effects that can appear. [Figure 91] It is an explanatory diagram showing other examples of high-brightness images.
Best Mode for Carrying Out the Invention
[0008] Hereinafter, the present invention will be described in detail based on the first embodiment. FIG. 1 is a perspective view showing the pachinko machine GM of this embodiment. This pachinko machine GM is composed of a rectangular frame-shaped wooden outer frame 1 that is detachably attached to the island structure, and an inner frame 3 that is pivotally attached via a hinge 2 fixed to the outer frame 1 so as to be openable and closable. A game board 5 is detachably attached to the inner frame 3 from the front side, not the back side, and a glass door 6 and a front panel 7 are pivotally attached to the front side thereof so as to be openable and closable, respectively. In this specification, the glass door 6 and the front panel 7 are collectively referred to as the front door member. And the inner frame 3 in a state where the front door member (glass door 6 or front panel 7) is pivotally attached may be referred to as a game frame.
[0009] On the outer periphery of the glass door 6, decorative lamps such as LED lamps are arranged. On the other hand, a total of three speakers are arranged at the upper left and right positions and the lower side of the glass door 6. The two speakers arranged at the upper part output the voices of the left and right channels R and L, respectively, and the lower speaker is configured to output bass.
[0010] The front panel 7 is fitted with an upper tray 8 for storing game balls to be launched, and the lower part of the inner frame 3 is provided with a lower tray 9 for storing game balls that overflow from the upper tray 8 or are removed, and a launching handle 10. The launching handle 10 is linked to a launching motor, and game balls are launched by a striking hammer that operates according to the rotation angle of the launching handle 10.
[0011] A chance button 11 is provided on the outer surface of the upper tray 8. This chance button 11 is positioned so that it can be operated with the player's left hand, allowing the player to operate the chance button 11 without taking their right hand off the launch handle 10. This chance button 11 is normally inactive, but when the game state becomes a button chance state, its built-in lamp lights up and it becomes operable. The button chance state is a game state that is set up as needed.
[0012] Furthermore, a rotary switch-type volume switch VLSW is located below the chance button 11, allowing the player to adjust the speaker volume in eight steps, from silent (=0) to maximum (=7). The speaker volume is initially set by a setting switch (not shown) that can only be operated by an attendant, and the initial volume is maintained unless the player operates the volume switch VLSW. In addition, an abnormal alert sound, which notifies the player of an abnormal situation, is emitted at the maximum volume regardless of the initial volume set by the attendant or the player's setting.
[0013] On the right side of the upper tray 8, there is an operation panel 12 for dispensing balls to a card-type ball dispenser, which includes a frequency display that shows the remaining balance on the card as a three-digit number, a ball dispensing switch that instructs the dispenser to dispense a predetermined amount of game balls, and a return switch that instructs the card to be returned at the end of the game.
[0014] As shown in FIG. 2, a guide rail 13 composed of an outer rail and an inner rail made of metal is provided annularly on the surface of the game board 5, and a central opening HO is provided at substantially the center thereof. Below the central opening HO, a movable effect body (not shown) is stored in a concealed state, and at the time of a movable notice effect, the movable effect body rises to an exposed state, thereby realizing a notice effect with a predetermined reliability. Here, the notice effect is an effect that notifies the player uncertainly that a jackpot state advantageous to the player will be brought about, and the reliability of the notice effect means the probability that the jackpot state will be brought about.
[0015] In the central opening HO, a display device (image display means) DS composed of a large-sized (for example, 1280 horizontal pixels × 1024 vertical pixels) liquid crystal color display is arranged. The display device DS is composed of a main liquid crystal display unit MONI and an LED backlight unit BL, and is a device that variably displays a specific symbol (decoration symbol 164 described later) related to the jackpot state and animates a background image and various characters. This display device DS has a special symbol display part Da to Dc in the central part and a normal symbol display part 19 in the upper right part. And in the special symbol display part Da to Dc, a reach effect that expects the occurrence of the jackpot state may be executed, and appropriate notice effects and the like are executed around the special symbol display part Da to Dc and its periphery.
[0016] By the way, in the game area where the game balls fall and move, a first symbol start port 15a, a second symbol start port 15b, a first big winning port 16a, a second big winning port 16b, a normal winning port 17, and a gate 18 are arranged. Each of these winning ports 15 to 18 has a detection switch inside and can detect the passage of the game ball.
[0017] Above the first symbol start port 15a, an effect stage 14 configured to be able to win the first symbol start port 15 after the game balls entering from the introduction port IN move in a seesaw shape or a roulette shape is arranged. And when a game ball wins the first symbol start port 15a, the variable operation of the special symbol display part Da to Dc is configured to start.
[0018] The second symbol start opening 15b is configured to be opened and closed by an electrically operated tulip with a pair of opening and closing claws on the left and right. When the stopping symbol after the change in the normal symbol display unit 19 displays a winning symbol, the opening and closing claws are opened for a predetermined time or until a predetermined number of game balls are detected.
[0019] The regular symbol display unit 19 displays regular symbols. When a game ball that has passed through the gate 18 is detected, the regular symbols change for a predetermined time, and then stop displaying a stopping symbol determined by a random value for the lottery extracted at the time the game ball passed through the gate 18.
[0020] The first large prize opening 16a is configured with a sliding plate that moves back and forth in the front-rear direction, and the second large prize opening 16b is configured with an opening / closing plate whose lower end is pivotally supported and opens forward. The operation of the first large prize opening 16a and the second large prize opening 16b is not particularly limited, but in this embodiment, the first large prize opening 16a corresponds to the first symbol start opening 15a, and the second large prize opening 16b corresponds to the second symbol start opening 15b.
[0021] In other words, when a game ball enters the first symbol starting opening 15a, the special symbol display section Da to Dc starts moving, and then when the predetermined jackpot symbols are aligned in the special symbol display section Da to Dc, the first jackpot special game (special profit state) begins, and the sliding plate of the first jackpot opening 16a opens forward, making it easier for game balls to enter.
[0022] On the other hand, as a result of the fluctuation operation initiated by a game ball entering the second symbol starting opening 15b, when predetermined jackpot symbols align in the special symbol display sections Da to Dc, a special game (special benefit state) which is a second jackpot is initiated, and the opening and closing plate of the second jackpot entry opening 16b is opened, making it easier for game balls to enter. The game value of the special game (jackpot state, special benefit state) varies depending on the aligning jackpot symbols, but which game value is assigned is predetermined based on the result of a lottery conducted according to the timing of the game ball's entry.
[0023] In a typical jackpot state, the opening and closing plate of the large prize winning slot 16 is opened, and then closes after a predetermined time has elapsed or a predetermined number of game balls (for example, 10) have entered. This operation continues for up to, for example, 15 times, and is controlled to be advantageous to the player. Furthermore, if the stopping symbols after the variation of the special symbol display units Da~Dc are specific symbols among the special symbols (a predetermined start condition is met), the game after the end of the special game (special benefit state) will be in a high probability state (probability variation state), which is a special benefit. This high probability state is an example of a special game state that is more advantageous to the player than the normal game state, and its occurrence is controlled by the special game state generation means. Furthermore, this special game state continues until a predetermined termination condition is met, such as the occurrence of the next special game (special benefit state) or a predetermined number of symbol variations.
[0024] Figure 3(a) is a block diagram showing the overall circuit configuration of the pachinko machine GM that realizes each of the operations described above. Figure 3(b) is a circuit diagram showing the circuit configuration of the power supply monitor unit MNT located on the payout control board 25. As shown in Figure 3(a), this pachinko machine GM is mainly composed of a power supply board 20 that receives AC24V and outputs various DC voltages (35V, 12V, 5V) along with AC24V, a main control board 21 that is primarily responsible for game control operations, an effects interface board 22 equipped with a digital amplifier 29 for sound effects, etc., an effects control board 23 that uniformly executes lamp effects, sound effects, and image effects based on control commands CMD received from the main control board 21, a liquid crystal interface board 24 located between the effects control board 23 and the display device DS, a payout control board 25 that controls the payout motor M to dispense game balls based on control commands CMD' received from the main control board 21, and a launch control board 26 that launches game balls in response to the player's operation.
[0025] Figure 4 is a slightly more detailed illustration of a part of Figure 3(a), and schematically shows the internal configuration of the performance interface board 22, the performance control board 23, and the liquid crystal interface board 24. As shown in Figures 4 and 3(a), the performance interface board 22, the performance control board 23, and the liquid crystal interface board 24 are directly connected by male and female connectors without the need for wiring cables. Therefore, even if the circuit configuration of each electronic circuit is made more complex and sophisticated, the overall space required for the board can be minimized, and noise immunity can be improved by minimizing the connection lines.
[0026] As shown in Figure 3(a), the control command CMD' output by the main control board 21 is transmitted to the payout control board 25. On the other hand, the control command CMD output by the main control board 21 is transmitted to the performance control board 23 via the performance interface board 22. Here, both control commands CMD and CMD' are 16 bits long, but they are transmitted in parallel in two separate 8-bit segments.
[0027] The main control board 21 and the payout control board 25 are equipped with computer circuits, including a one-chip microcontroller. The performance control board 23 is equipped with a composite chip 50 that incorporates computer circuits such as an integrated performance circuit (image generation means) 52 and an internal CPU circuit (image control means) 51. In this specification, these control boards 21, 25, and 23, the circuits mounted on the performance interface board 22 and the liquid crystal interface board 24, and the operations realized by these circuits are functionally referred to collectively as the main control unit 21, the performance control unit 23, and the payout control unit 25. The performance control unit 23 and the payout control unit 25 are sub-control units with respect to the main control unit 21.
[0028] Furthermore, this pachinko machine GM is broadly divided into the frame-side member GM1, enclosed by the dashed line in Figure 3(a), and the board-side member GM2, which is fixed to the back of the game board 5. The frame-side member GM1 includes the inner frame 3 to which the glass door 6 and front panel 7 are pivotally attached, and the outer wooden frame 1 outside of it, and is permanently installed in the gaming hall for a long period of time regardless of changes in the machine model. On the other hand, the board-side member GM2 is replaced in response to changes in the machine model, and the new board-side member GM2 is attached to the frame-side member GM1 in place of the original board-side member. Note that everything except the frame-side member GM1 is the board-side member GM2.
[0029] As shown in the dashed box in Figure 3(a), the frame-side member GM1 includes a power supply board 20, a backup power supply board 33, a payout control board 25, a launch control board 26, a frame relay board 36, and a motor / lamp drive board 37, and these circuit boards are fixed to the appropriate locations on the inner frame 3. On the other hand, the main control board 21 and the performance control board 23 are fixed to the back of the game board 5 together with the display device DS and other circuit boards. The frame-side member GM1 and the game board-side member GM2 are electrically connected by centralized connection connectors C1 to C3 which are located in one place.
[0030] The power supply board 20 generates three types of DC voltages (35V, 12V, and 5V) based on the AC voltage (AC24V) distributed from the gaming hall, and distributes each DC voltage to the performance interface board 22 via the central connection connector C2. The three types of DC voltages (35V, 12V, and 5V), along with the AC voltage (AC24V), are also distributed to the payout control board 25. The DC voltages (35V, 12V, and 5V) distributed to the payout control board 25, along with the backup power supply BAK, are then distributed to the main control board 21 via the central connection connector C1.
[0031] 35V DC is used as the power supply for the ball feeding solenoid and launch solenoid in relation to the launching operation of the game balls, and as the power supply for the electromagnetic solenoid that drives the opening and closing of the electric tulip (variable prize device) and the large prize opening 16. 12V DC is used as the power supply for the LED lamps and motors controlled by each control board, and as the power supply voltage for the digital amplifier. Meanwhile, 5V DC is used as the power supply voltage for the one-chip microcontroller on the payout control board 25 and the main control board 21, and as the power supply voltage for the logic elements mounted on each control board. Furthermore, after the 5V DC voltage is reduced in level by the DC / DC converters on the performance interface board 22 and the performance control board 23, the reduced voltages are used as the power supply voltage for various computer circuits (such as the composite chip 50).
[0032] The backup power supply BAK is a DC 5V DC power supply used to retain data in the built-in RAM of the one-chip microcontrollers of the main control unit 21 and the payout control unit 25 after the power supply is cut off, and is implemented, for example, by an electric double-layer capacitor. In this embodiment, a dedicated backup power supply board 33 is provided, and the electric double-layer capacitor placed on the backup power supply board 33 is configured to be charged during game operation by the DC voltage of 5V received from the payout control board 25.
[0033] On the other hand, after the power is cut off, the backup power supply BAK retains the data from the built-in RAM of the one-chip microcontrollers of the main control unit 21 and the payout control unit 25, so that the main control unit 21 and the payout control unit 25 can resume the game operation that was in place before the power was cut off after the power is turned on. The backup power supply board 33 is equipped with electric double-layer capacitors that can retain the contents of the built-in RAM of each one-chip microcontroller for at least several days.
[0034] In this embodiment, the power supply abnormality signal ABN, which indicates an abnormal drop in the AC voltage AC24V, is generated not by the power supply board 20, but by the power supply monitor unit MNT of the payout control board 25. As shown in Figure 3(b), the power supply monitor unit MNT is configured to include a full-wave rectifier circuit that rectifies the AC24V received from the power supply board 20, a photodiode D that receives the output of the full-wave rectifier circuit and emits light when energized, a phototransistor TR that uses the DC voltage 5V received from the power supply board 20 as its power source and turns ON based on the light emitted by the photodiode D, and an output unit that outputs a high-level detection signal ABN (power supply abnormality signal) based on the ON operation of the phototransistor TR. The photodiode D and the phototransistor TR constitute a photocoupler PH.
[0035] In the above configuration, after power is turned on, the photocoupler PH quickly turns ON, causing the power abnormality signal ABN to reach a normal level (H). However, if the AC power then drops abnormally for any reason (normally a power outage), the photocoupler PH changes to the OFF state, causing the power abnormality signal ABN to change to an abnormal level (L). This power abnormality signal ABN is transmitted to the one-chip microcontroller on the payout control board 25, and is also transmitted to the one-chip microcontroller on the main control board 21 via the central connection connector C1. Therefore, each one-chip microcontroller that receives an abnormal level power abnormality signal ABN will perform a backup process to store the necessary information in its built-in RAM. As explained earlier, the information in the built-in RAM is maintained by the backup power supply BAK, so the game operation before the power outage can be resumed after power is turned on.
[0036] As shown in Figures 3(a) and 4, the performance interface board 22 is equipped with a reset circuit RST3 and a digital amplifier 29 (AMP), the performance control board 23 is equipped with a composite chip 50 that incorporates computer circuits such as an integrated performance circuit 52 and an internal CPU circuit 51, and the liquid crystal interface board 24 is equipped with a clock circuit 38 (RTC), a performance data memory 39 (SRAM) for storing performance data, and a power supply control circuit SPY.
[0037] In this embodiment, the integrated performance circuit 52 built into the composite chip 50 includes a video display processor (VDP), an audio processor (SND), a motor control unit (MT_CTL), and a lamp control unit (L_CTL). Based on control from the built-in CPU circuit 51, the integrated performance circuit 52 operates intermittently with an operating cycle δ (= 1 / 30 second) to execute image effects using the display device DS, sound effects driving speakers via the digital amplifier 29, motor effects moving props by rotating the performance motors M1 to Mn, and lamp effects flashing LED lamps, etc. In the following description, the built-in CPU circuit 51 may be abbreviated as CPU circuit 51.
[0038] The reset circuit RST3 generates a power reset signal based on the rise in the power supply voltage of 5V received from the power supply circuit 20 when the power is turned on, thereby resetting the internal circuits of the composite chip 50 and other electronic components. As explained earlier, the internal circuits of the composite chip 50 include the video processing unit VDP (Video Display Processor) and the audio processing unit SND (Audio Processor), but the power reset signal is none other than the system reset signal SYS of the composite chip 50, which synchronously resets the CPU circuit 51 and the integrated production circuit 52.
[0039] In this embodiment, during the L assertion period of the system reset signal SYS, all internal circuits are uniformly initialized, and the performance control register RGij of the composite chip 50 is set to a default value. Subsequently, when the system reset signal SYS transitions to the H level, the boot program is started, and the necessary initial setup operations are performed on the performance control register RGij. On the other hand, if the DC voltage of 5V drops (usually when the power is cut off), the system reset signal SYS drops to the L level, and the CPU circuit 51 and the integrated performance circuit 52 of the performance control board 23 enter a stopped state.
[0040] As will be described later, in this embodiment, the system reset signal SYS does not change even when the WDT (Watch Dog Timer) circuit 58 is activated, and even in the abnormal situation where the WDT 58 is activated, not all internal circuits are uniformly initialized. In other words, in this embodiment, a predetermined internal circuit that is arbitrarily selected is configured to be initialized.
[0041] Next, the clock circuit 38 and the performance data memory 39 mounted on the LCD interface board 24 are powered by a secondary battery (not shown), which is appropriately charged by the power supply voltage from the power supply board 20 during gameplay. Therefore, even after the power is cut off, the clock circuit 38 continues to keep time, and the game performance information stored in the performance data memory 39 is permanently retained (non-volatile).
[0042] The clock circuit 38 is configured to output an interrupt signal to the CPU circuit 51 (RTC interrupt). This RTC interrupt includes an alarm interrupt that can specify the day, day of the week, hour, minute, and second, and a timer interrupt that is activated after a predetermined time has elapsed. In this embodiment, the alarm interrupt IRQ_RTC is used to update the daily game performance information at the end of each business day.
[0043] As shown in Figure 3(a), the main control unit 21 and the payout control board 25 are equipped with reset circuits RST1 and RST2, respectively, and are configured to generate a power reset signal when the power is turned on, thereby resetting each computer circuit. In this embodiment, reset circuits RST1 to RST3 are arranged on the main control unit 21, the payout control unit 25, and the performance interface board 22, respectively, so that, for example, the system reset signal generated by the power supply board 20 is not transmitted between circuit boards. In other words, since there is no wiring cable to transmit the system reset signal, the risk of the computer circuit being abnormally reset due to noise superimposed on the wiring cable is eliminated.
[0044] However, the reset circuits RST1 and RST2 provided in the main control unit 21 and the payout control unit 25 each have a built-in watchdog timer, and if they do not receive a regular clear pulse from the CPU of each control unit 21 or 25, each CPU is forcibly reset. In addition, the main control unit 21 is equipped with an initialization switch SW that can be operated by an operator, and is configured to output a RAM clear signal CLR indicating whether or not the initialization switch SW was turned ON when the power is turned on. This RAM clear signal CLR is transmitted to the one-chip microcontrollers of the main control unit 21 and the payout control unit 25, and determines whether or not to initialize the entire area of the built-in RAM of the one-chip microcontrollers of each control unit 21 or 25.
[0045] As shown in Figure 3(a), the main control unit 21 receives from the payout control unit 25 a prize ball counting signal indicating the payout operation of game balls, a status signal CON related to abnormalities in the payout operation, and an operation start signal BGN. The status signal CON includes, for example, a supply depletion signal, a payout shortage error signal, and a lower tray full signal. The operation start signal BGN is a signal that notifies the main control unit 21 that the initial operation of the payout control unit 25 has been completed after power is turned on.
[0046] Furthermore, the main control unit 21 receives switch signals from detection switches built into each of the prize entry slots 16-18 on the game board, while also driving solenoids such as the electric tulips. The solenoids and detection switches are configured to operate with the power supply voltage VB (12V) distributed from the main control unit 21. In addition, the switch signals indicating the entry status into the symbol entry slot 15, etc., are converted into TTL level or CMOS level switch signals by an interface IC that operates with power supply voltage VB (12V) and power supply voltage Vcc (5V), and then transmitted to the main control unit 21.
[0047] As explained earlier, the performance interface board 22 receives DC voltages (5V, 12V, 35V) at various levels from the power supply board 20 via the central connection connector C2 (see Figures 3(a) and 4). The DC voltage of 12V is used as the power supply voltage for the digital amplifier 29 and as the driving voltage for LED lamps and the like. The DC voltage of 35V is distributed to the appropriate locations on the game frame and used as the driving voltage for solenoids that move movable parts back and forth.
[0048] Meanwhile, the 5V DC voltage is supplied as the power supply voltage to the circuit elements at various locations on the performance interface board 22, and is also supplied to the DC / DC converter DC to generate 3.3V (see Figure 4). The generated 3.3V DC voltage then becomes the base voltage for the power reset signal (system reset signal) SYS generated by the reset circuit RST3. The 5V DC voltage distributed to the performance interface board 22, along with the 3.3V generated by the DC / DC converter DC, is then distributed to the performance control board 23. The 3.3V DC voltage distributed to the performance control board 23 is then supplied as the power supply voltage to the composite chip 50 and the external ROM 55.
[0049] As shown in Figure 4, the performance control board 23 is equipped with two DC / DC converters, DC1 and DC2, which generate 1.5V and 1.05V respectively based on the 5V DC voltage supplied to them. Here, the 1.05V DC voltage is the power supply voltage for the chip core of the composite chip 50, and the 1.5V DC voltage is the power supply voltage for I / O (input / output) with the VRAM 53 and expansion RAM 54. Therefore, the 1.5V DC voltage is also supplied to the VRAM 53 and expansion RAM 54 as a power supply voltage.
[0050] As shown in Figure 3(a), the performance interface board 22 receives the control command CMD and the strobe signal STB from the main control unit 21 and forwards them to the performance control board 23. More specifically, as shown in Figure 4, the control command CMD and the strobe signal STB are forwarded via the input buffer 40 to the composite chip 50 (CPU circuit 51) of the performance control board 23. Here, the strobe signal STB is the received interrupt signal IRQ_CMD, and the performance control CPU 57 obtains the control command CMD based on the interrupt processing program (interrupt handler) that is activated upon receiving the received interrupt signal IRQ_CMD.
[0051] As shown in Figure 4, the input buffer 44 of the performance interface board 22 receives switch signals from the frame relay board 36 for the chance button 11 and the volume switch VLSW, and transmits each switch signal to the CPU circuit 51 of the performance control board 23. Specifically, it transmits a 3-bit length of encoder output indicating the contact position (0-7) of the volume switch VLSW and a 1-bit length indicating the ON / OFF state of the chance button 11 to the CPU circuit 51.
[0052] Furthermore, the performance interface board 22 is connected to the lamp drive board 30 and the motor lamp drive board 31, and is also connected to the lamp drive board 37 via the frame relay board 36. As shown in the figure, an output buffer 42 is arranged corresponding to the lamp drive board 30, and an input buffer 43a and an output buffer 43b are arranged corresponding to the motor lamp drive board 31. In Figure 4, for convenience, the input buffer 43a and the output buffer 43b are collectively referred to as the input / output buffer 43. The input buffer 43a receives the output SN0~SNn of the origin sensor, which determines the current position of the movable performance object (the rotational position of the performance motors M1~Mn), and transmits this to the motor control unit MT_CTL of the performance control board 23.
[0053] The lamp drive board 30, motor lamp drive board 31, and lamp drive board 37 are equipped with the same type of driver IC, and the performance interface board 22 forwards the serial signals received from the lamp control unit L_CTL and motor control unit MT_CTL of the performance control board 23 to each driver IC. Specifically, the serial signals are the lamp (motor) drive signal SDATA and the clock signal CK, and the drive signal SDATA is transmitted to each driver IC in a clock-synchronous manner, executing lamp effects using numerous LED lamps and illuminated lamps, as well as mechanical effects using performance motors M1 to Mn.
[0054] In this embodiment, the lamp effects are performed by three lamp groups CH0 to CH2. The driver IC on the lamp drive board 37 receives the lamp drive signal SDATA0 for CH0, output by the lamp control unit L_CTL, via the frame relay board 36, synchronized with the clock signal CK0. The series of lamp drive signals SDATA0, transmitted as serial signals, are output from the driver IC to the lamp group CH0 when the operation control signal ENABLE0 output from the CPU circuit 51 (PIO62) changes to an active level, thereby simultaneously updating the lighting state of the lamp group CH0.
[0055] The same applies to the lamp drive board 30. The driver IC of the lamp drive board 30 receives the lamp drive signal SDATA1 of the lamp group CH1 output by the lamp control unit L_CTL in synchronization with the clock signal CK1. Then, when the operation control signal ENABLE1 output from the CPU circuit 51 (actually PIO62) changes to the active level, the lighting status of the lamp group CH1 is updated simultaneously.
[0056] Meanwhile, the driver IC mounted on the motor lamp drive board 31 receives a lamp drive signal transmitted clock-synchronously from the motor control unit MT_CTL to drive the lamp group CH2, and also receives a motor drive signal transmitted clock-synchronously to drive the performance motor group M1 to Mn, which consists of multiple stepping motors. Since the lamp drive signal and the motor drive signal are serial signals of the same type, a series of composite serial signals SDATA2 are output from the motor control unit MT_CTL in synchronization with the clock signal CK2. The driver IC receives this signal and updates the drive state of the lamp group CH2 and the motor group M1 to Mn at the timing when the operation control signal ENABLE2 changes to the active level.
[0057] Thus, in this embodiment, for convenience, the motor control unit MT_CTL is responsible for both the motor and lamp effects on the motor lamp drive board 31, and therefore the operation control signal ENABLE2 is also output from the motor control unit MT_CTL. Alternatively, the lamp drive signals SDATA0 and SDATA1 for the lamp drive boards 37 and 30 may also be output from the motor control unit MT_CTL.
[0058] As shown in Figure 4, the data bus and address bus of the CPU circuit 51 of the performance control unit 23 also extend to the clock circuit (Real Time Clock) 38 and performance data memory 39 mounted on the liquid crystal interface board 24. The clock circuit 38 is connected to the lower 4 bits of the address bus and the lower 4 bits of the data bus of the CPU circuit 51. When the clock circuit 38 is selected by the chip select signal, the CPU circuit 51 is configured to be able to arbitrarily access the internal register (which has a 4-bit address value).
[0059] Furthermore, the performance data memory 39 is a high-speed accessible memory element SRAM (Static Random Access Memory) connected to 16 bits of the address bus and the lower 16 bits of the data bus of the CPU circuit 51. When the chip is selected, game performance information and other data stored in the SRAM (performance data memory) 39 are accessed by the CPU circuit 51 as appropriate via read / write.
[0060] Furthermore, the liquid crystal interface board 24 is equipped with a power supply control circuit SPY that controls the power supply to the display device DS and the backlight board BL. Specifically, the power supply control circuit SPY controls the start timing of supplying power voltages of 12V and 5V to the display device DS and the backlight board BL using the control signal STBY, and controls the brightness and start timing of the backlight light using the control signal PWM.
[0061] As shown on the right side of Figure 4, the performance control board 23 is equipped with a composite chip 50 that incorporates a CPU circuit 51 and an integrated performance circuit 52, a VRAM 53 that is accessed at high speed by R / W from the CPU circuit 51 and the integrated performance circuit 52, an expanded RAM 54 that can store a large amount of data, and an external ROM 55 that stores CG data and other data nonvolatilously.
[0062] VRAM 53 is capable of high-speed access with a theoretical transfer speed of approximately 102 GB / second and has a storage capacity of approximately 48 MB. VRAM 53 is primarily used for (1) storing reference data for the display circuit 71, drawing circuit 74, and GDEC circuit 73 (see Figure 5(a)). It can also be used for (2) storing copies of data from the external ROM 55, and (3) as a work area for the CPU circuit 51.
[0063] The extended RAM 54 can operate at a theoretical transfer speed of approximately 17.0 GB / second and has a storage capacity of approximately 1 GB, allowing it to be used in the same way as the VRAM 53. Specifically, the extended RAM 54 can be used to (1) store reference data for the display circuit 71, drawing circuit 74, and GDEC circuit 73, (2) store copies of data from the external ROM 55, and (3) be used as a work area for the CPU circuit 51.
[0064] The external ROM 55 in this embodiment is a non-volatile storage device that stores a boot program that starts when the power is turned on, control data including a control program and lamp drive data for the CPU circuit 51 that realizes the control of the effects, CG compressed data for image effects, and audio compressed data for sound effects. The storage capacity of the external ROM 55 is up to about 256 GB, but high-speed access is not possible, so in this embodiment, when the power is turned on, a portion of the data in the external ROM 55 is transferred to the expansion RAM 54. Specifically, the control program and control data that make the CPU circuit 51 function are transferred and copied from the external ROM 55 to the expansion RAM 54 by the boot program stored in the external ROM 55 when the power is turned on.
[0065] Figure 5(a) is a circuit block diagram illustrating the composite chip 50 that constitutes the performance control unit 23, including related circuit elements. As shown in the figure, the composite chip 50 of this embodiment incorporates a CPU circuit 51 that issues a display list DL and an audio command list VC, and an integrated performance circuit 52 that executes image performances based on the display list DL, audio performances based on the audio command list VC, as well as lamp performances and motor performances. The CPU circuit 51 and the integrated performance circuit 52 are connected through a CPU bus section 56 that relays data between them.
[0066] First, let's describe the CPU bus section 56, which is located between the CPU circuit 51 and the integrated production circuit 52. As shown in Figure 5(a), the CPU bus section 56 is connected to the VRAM 53, the expanded RAM 54, and the external ROM 55 via the VRAMIF section 53a, the expanded RAMIF section 54a, and the CG bus IF section 55a. Therefore, in this embodiment, the VRAM 53, the expanded RAM 54, and the external ROM 55 can be accessed not only from the integrated production circuit 52 but also from the CPU circuit 51.
[0067] The VRAMIF unit 53a, the extended RAMIF unit 54a, and the CG bus IF unit 55a are connected to the VRAM 53, the extended RAM 54, and the external ROM 55 via an arbitration circuit ICM (Inter Connect Module) (not shown). The arbitration circuit ICM is located between each functional block of the integrated production circuit 52 and the VRAMIF unit 53a, the extended RAMIF unit 54a, and the CG bus I / F unit 55a, arbitrating the data requests issued by each functional block as appropriate to establish the necessary connection relationships.
[0068] In any case, the CPU circuit 51 in this embodiment can access the VRAM 53, the expanded RAM 54, and the external ROM 55. However, after the CPU circuit 51 transfers and copies the control program and control data from the external ROM 55 to the expanded RAM 54 when the power is turned on, it does not access the external ROM 55 again. That is, after the copy operation, the CPU circuit 51 executes control operations based on the control program and control data copied to the expanded RAM 54.
[0069] The CPU circuit 51 can access various performance control registers RGij via read / write to control the internal operation of the integrated performance circuit 52. The data transfer circuit 70 can also transmit and receive data between the CPU circuit 51 and the integrated performance circuit 52 via the CPU bus 56. Data transmission from the CPU circuit 51 to the integrated performance circuit 52 includes issuing display list DLs and voice command list VCs.
[0070] As shown on the right side of Figure 5(a), the integrated production circuit 52 includes (1) a data transfer circuit 70, (2) a display circuit 71, (3) a preloader 72, (4) a GDEC (Graphic Decoder) circuit 73, (5) a drawing circuit 74, (6) an image filter circuit 75, (7) an index table IDXTBL, (8) a motor control unit MT_CTL, (9) a lamp control unit L_CTL, and (10) an audio processing unit SND. The production control register RGij is used by the CPU circuit 51 to appropriately control the internal circuits of this integrated production circuit 52.
[0071] Therefore, the performance control register RGij is broadly divided into (1) data transfer register, (2) display register, (3) preload register, (4) GDEC register, (5) drawing register, (6) image filter register, (7) index table register, (8) MT_CTL register, (9) L_CTL register, and (10) sound register, corresponding to each of the circuits (1) to (10) mentioned above, and a system control register is provided for overall system control (see Figure 5(b)). Note that the system control register and each of the individual circuit registers (1) to (10) are actually composed of multiple subdivided register groups.
[0072] Based on the above, the CPU circuit 51 will now be described. The CPU circuit 51 is a circuit with performance equivalent to that of a general-purpose one-chip microcontroller, and as shown on the left side of Figure 5(a), it consists of a performance control CPU 57 that comprehensively controls image / sound / lamp / motor effects based on a control program, a watchdog timer (WDT) 58 that forcibly resets the CPU if the program goes into a runaway state, an internal RAM 59 with a memory capacity of about 2 MB used as a working area for the performance control CPU 57, a DMAC (Direct Memory Access Controller) 60 that enables data transfer without going through the performance control CPU 57, a serial input / output port (SIO) 61 with multiple input ports Si and output port So, a parallel input / output port (PIO) 62 with multiple input ports Pi and output port Po, and an operation control register REG in which setting values are set to control the internal configuration of the CPU circuit 51.
[0073] For convenience, this specification uses the term "input / output port," but in the performance control unit 23, the input / output port includes an input port and an output port that operate independently. This also applies to the input / output circuit 64p corresponding to the parallel input / output port 62 and the input / output circuit 63s corresponding to the serial input / output port 63, which will be described below.
[0074] The parallel input / output port (PIO) 62 is connected to an external device (performance interface board 22) via the input / output circuit 64p. The performance control CPU 57 receives the 3-bit encoder output of the volume switch VLSW, the switch signal of the chance button 11, the control command CMD, and the interrupt signal STB via the input circuit 64p. The 3-bit encoder output and the 1-bit switch signal are supplied to the parallel input / output port 62 via the input / output circuit 64p.
[0075] Similarly, the received control command CMD is supplied to the parallel input / output port 62 via the input / output circuit 64p. The strobe signal STB is supplied to the interrupt terminal of the performance control CPU 57 via the input / output circuit 64p, thereby activating the receive interrupt process. Therefore, based on the receive interrupt process, the performance control CPU 57, having grasped the control command CMD, will then uniformly control the corresponding sound effects, lamp effects, motor effects, and image effects through processes such as performance lottery. The parallel input / output port 62 outputs the operation control signals ENABLE0 to ENABLE1 for the lamp effects via the input / output circuit 64p.
[0076] Furthermore, the serial input / output port (SIO) 61 is configured to send and receive serial signals via the input / output circuit 63s. Therefore, as shown by the dashed line in Figure 5(a), it is also possible to output a clock signal CK that realizes synchronous serial transmission and a drive serial signal SDATA via the input / output circuit 63s internally connected to the serial input / output port SIO 61. However, in this embodiment, the lamp / motor effects are realized using the lamp control unit L_CTL and motor control unit MT_CTL of the integrated effect circuit 52 without using the serial input / output port 61.
[0077] Incidentally, the built-in RAM 59 of the CPU circuit 51 is equipped with a DL buffer BUF that sequentially updates and stores a display list DL, which is a list of instruction commands that identify a frame of the display device DS. Furthermore, this DL buffer BUF is configured by partitioning the area, and a voice command list VC that identifies the content of the sound effects is also sequentially updated and stored there.
[0078] In this embodiment, the instruction commands of the display list DL that define one frame of the display screen include: (1) an index table control system command (first command) relating to the index table IDXTBL that manages the index space; (2) a texture loading system command (first command) such as the LOADTX command for reading image material (texture) from the external ROM 55 and decoding (decompressing / unpacking); (3) a filter execution system command (second command) that specifies the filtering process for the decompressed image data; (4) a drawing system command such as the SPRITE command for placing the decoded (unpacked) image material at a predetermined position in the virtual drawing space; (5) a pipeline system command relating to the drawing pipeline operation; and (6) an overall control system command that defines the overall operation of the integrated production circuit 52. All of these are composed of integer multiples of 32 bits (>0). The display list DL is configured to list an appropriate number of instruction commands and then terminate with a predetermined termination command EODL (32-bit length).
[0079] Furthermore, the audio command list VC, which defines the operation of the audio processing unit SND that executes the audio effects, lists an appropriate number of audio commands and then concludes with a predetermined termination command EOSC (32-bit length). Here, the audio commands are broadly classified into track-related commands that define the operation of the pre-processing unit FT shown in Figure 12(a), master effect-related commands that define the operation of the post-processing unit BK shown in Figure 12(a), and other system-related commands, but all audio commands are composed of integer multiples of 32 bits (>0).
[0080] As will be described later, the drawing pipeline operation of this embodiment is performed using the vertex buffer VB built into the drawing circuit 74, the frame buffer FB and depth / stencil buffer reserved as index space, and consists of an input assembler process IA, a geometry engine process TL, a rasterizer process RS, a texture sampler process TX, a texture process PS, a pixel drawing process PX, and a render process RO. The (5) pipeline command described above functions as a setting command that specifies the specific operation of each process (IA, TL, RS, TX, PS, PX, RO) and the R / W position of the vertex buffer VB.
[0081] Incidentally, while "texture" generally refers to the feel or texture of an object's surface, in this specification, the term "texture" is used as a general term for image data before and after decoding. For example, sprite image data that makes up a still image, frame image data that makes up a single frame of a video, and pasted image data that is applied to drawing primitives such as triangular polygons and quadrilateral polygons are all referred to as textures.
[0082] Then, (2) the texture loading command LOADTX reads the texture from the external ROM 55 and decodes it. (5) The SETTXINDEX command, which is part of the texture sampler process TX included in the pipeline commands, sets the source image data to be a texture. (4) The SPRITE command, part of the drawing commands, then virtually draws the texture in the virtual drawing space shown in Figure 6(c). The contents drawn in the virtual drawing space are output to the display device DS via the frame buffer FB, which will be described later.
[0083] Furthermore, the index space managed by the index table control system command (1) mentioned above refers to a one-dimensional or two-dimensional memory work area (logical address space) used by the integrated performance circuit 52 during drawing operations, etc. This index space is identified as a one-dimensional or two-dimensional logical address space by the index number specified in the instruction command of the display list DL.
[0084] In other words, in this embodiment, an index space is allocated in an appropriate location within the memory accessible as a memory work area (VRAM 53 and extended RAM 54), and this space is identified by an index number. Furthermore, VRAM 53 and extended RAM 54 are divided into virtual work areas (AAC area, page area, and arbitrary area), and an index space is allocated for each (see Figures 6(a) and 6(b)). As a result, the index number is a unique value for each virtual work area, simplifying texture loading commands, filter execution commands, drawing commands, pipeline commands, etc.
[0085] Furthermore, it enables unique operation for each virtual work area (AAC area, page area, and arbitrary area). For example, in the AAC area, the index space is automatically allocated and released as the area for expanding decoded data. Therefore, the index number is not required in the AAC area.
[0086] In terms of specific control operations, virtual work areas (AAC area, page area, arbitrary area) are defined during the initial processing after power-on, and the necessary index space is allocated in the required virtual work area at the required timing thereafter. The allocated index space is then managed by the index table IDXTBL, linked to the index number, thereby enabling subsequent operations based on the index number.
[0087] The following explains the relationship between the virtual work area and the actual work area, which consists of VRAM 53 and extended RAM 54. First, VRAM 53 is divided into a shared area that can be used as both an AAC area and a page area, and other arbitrary areas. Specifically, during the initial processing after power-on, the shared area of VRAM 53 is secured by setting an appropriate starting address and area data size in the corresponding performance control register RGij. Then, the area of VRAM 53 other than the shared area secured automatically becomes an arbitrary area of VRAM 53 (Figure 6(a)).
[0088] The shared area allocated in VRAM53 can be used as an ACC area, which does not require index number management, or as a page area, which requires index space management using index numbers. Therefore, when using the shared area, by specifying that the index space should be allocated in the AAC area with the SETTXINDEX command, and then specifying the size and storage address of the texture (image material) with the LOADTX command, the expanded data of the loaded texture can be automatically expanded into the index space allocated in the ACC area.
[0089] Therefore, in this embodiment, taking the above-mentioned simplicity into consideration, the decoded data for still images and I-stream videos (S-stream videos consisting only of I-pictures, as described later) is expanded into the AAC area of VRAM 53. In other words, in this embodiment, the shared area of VRAM 53 is used exclusively as the AAC area.
[0090] Next, in the initial processing after power-on, the page area of the extended RAM 54 is reserved by setting the starting address and area data size on the extended RAM 54 using the corresponding performance control register RGij, and the remaining area becomes an arbitrary area of the extended RAM 54 (Figure 6(b)). Here, an arbitrary area means an area in the extended RAM 54 and VRAM 53 that is allowed to be used arbitrarily, and not only can an index space be reserved, but other uses are also possible. In this embodiment, a preload area for pre-transferring (preloading) CG data acquired from the external ROM 55 is reserved in the arbitrary area of the extended RAM 54 (see Figure 6(b)), and a preload buffer that stores the rewritten list DL' obtained by the preloader 72 rewriting the display list DL is reserved in the arbitrary area of VRAM 53 (see Figure 6(a)).
[0091] Furthermore, in this embodiment, the control program and control data stored in the external ROM 55 are transferred and copied to an arbitrary area of the extended RAM 54 when the power is turned on (see Figure 6(b)). Of course, instead of the extended RAM 54, all or part of the control program and control data may be transferred and copied to the VRAM 53. Moreover, not limited to the control program and control data, a configuration may also be adopted in which all or part of the CG compressed data and audio compressed data are transferred and copied to RAM 53 and 54.
[0092] In any case, the index space can be appropriately allocated in the (1) ACC area, (2) VRAM page area, (3) VRAM arbitrary area, (4) extended RAM page area, and (5) extended RAM arbitrary area with respect to the extended RAM 54 and VRAM 53. However, in this embodiment, the shared area of VRAM 53 is used exclusively as the AAC area. However, the area allocated as a shared area in VRAM 53 can be used as both a page area and an AAC area, so the explanation below will continue with this in mind.
[0093] When allocating an index space in the page area of VRAM 53, it is necessary to set the index number and space size in the predetermined performance control register RGij for VRAM. Similarly, the index space in the page area of extended RAM 54 is allocated by setting the index number and space size in the predetermined performance control register RGij for extended RAM. In this embodiment, the page area of extended RAM 54 is used for expanding video frames. In the page area, the starting address of the index space is determined appropriately based on internal processing, which eliminates the need to manage the starting address. In other words, in the page area, there is no need to worry about overlap with existing index spaces when allocating an index space.
[0094] On the other hand, when allocating a two-dimensional index space in an arbitrary area of VRAM 53 or an arbitrary area of extended RAM 54, it is necessary to set the index number, the starting address of the index space, and the horizontal and vertical sizes of the index space in the corresponding predetermined performance control register RGij. Note that the vertical size is not required for a one-dimensional index space.
[0095] Thus, when allocating an index space in an arbitrary region, the starting address and size can be precisely set, which has the advantage of allowing for efficient use of memory. Therefore, in this embodiment, the frame buffer FB, which completes the image data for one frame of the display device DS, is allocated as a two-dimensional index space in an arbitrary region of VRAM 53 (see Figure 6(a)). Of course, the frame buffer FB may also be allocated in an arbitrary region of the extended RAM 54.
[0096] The frame buffer FB allocated in an arbitrary area of VRAM53 corresponds to the drawing area of the virtual drawing space that drawing commands such as the SPRITE command target. Figure 6(c) illustrates the relationship between the virtual drawing space (horizontal X direction ±8192: vertical Y direction ±8192), the drawing area that can be arbitrarily set within the virtual drawing space, and the frame buffer FB that stores the image data to be output to the display device DS.
[0097] The frame buffer FB receives image data for one display screen frame by the drawing circuit 74, while the display circuit 71 reads out image data for one display screen frame. This frame buffer FB is a double buffer structure composed of a pair of index spaces, consisting of a first buffer with index number N1 and a second buffer with index number N2.
[0098] For the display circuit 71, the first buffer and the second buffer are image data reading areas, and by toggling the index numbers N1 / N2 based on the information embedded in a predetermined display register RGij, the image data from the first buffer and the second buffer is read sequentially at each operation cycle δ.
[0099] On the other hand, for the drawing circuit 74, the first buffer and the second buffer are areas for writing image data, and based on instruction commands on the display list DL, the index numbers N1 / N2 are toggled at each operation cycle δ, thereby alternately writing image data to the first buffer and the second buffer.
[0100] The writing operation of the drawing circuit 74 and the reading operation of the display circuit 71 correspond to each other. Image data written to the first buffer in one operation cycle is read out by the display circuit 71 in the next operation cycle. In the operation cycle in which the image data from the first buffer is read out, the drawing circuit 74 writes image data to the second buffer. Subsequent operations are the same, with the first and second buffers being used alternately as either a "writing area" or a "reading area".
[0101] In this embodiment, as a general workspace other than the frame buffer FB and the space for decompressing compressed data, an index space allocated in an arbitrary area of VRAM 53 or extended RAM 54 is used. These various index spaces can be allocated when needed and released when not needed. When an index space is allocated or released, the contents of the index table IDXTBL, which stores the index space and index number in association, are updated, enabling consistent operation thereafter.
[0102] Having explained the index space and the CPU circuit 51, next we will explain the integrated production circuit 52.
[0103] The integrated production circuit 52 includes: (1) various production control registers RGij, in which setting values defining internal operations are set by the production control CPU 57; (2) a data transfer circuit 70 that performs data transmission and reception between internal and external circuits of the chip; (3) an index table IDXTBL that manages the index space, which is a work area reserved in VRAM 53 and extended RAM 54; (4) a preloader 72 that can perform a preload operation that reads the external ROM 55 prior to drawing operations; and (5) a GDEC circuit (Graphic Decoder) that decodes compressed data for image production read from the external ROM 55. (1) A drawing circuit 74 that combines the decoded still image data and video data as appropriate to generate image data for one frame of the display device DS in the frame buffer FB, (2) a series of display circuits 71 that read the image data from the frame buffer FB generated by the drawing circuit 74, perform appropriate image processing, and output it, (3) an output selection unit 76 that appropriately selects and outputs the output of the series of display circuits 71, (4) an output unit 77 that converts the image data output by the output selection unit 76 into an LVDS signal or the like and outputs it, (5) an audio processing unit SND that executes audio effects based on the audio command list VC, (6) a motor control unit MT_CTL that executes motor effects, and (7) a lamp control unit L_CTL that executes lamp effects (see Figure 5(a)). The audio processing unit SND includes an audio decoder that decodes compressed data for audio effects read from the external ROM 55.
[0104] Motor effects are executed based on the control operations of the effect control CPU 57, specifically based on the setting value of a predetermined effect control register RGij for motor effects and the control data (motor drive data) copied to the extended RAM 54. Lamp effects are executed similarly, based on the control operations of the effect control CPU 57, specifically based on the setting value of a predetermined effect control register RGij for lamp effects and the control data (lamp drive data) copied to the extended RAM 54.
[0105] Figure 5(b) illustrates the relationship between the CPU bus section 56, the CG bus IF section 55a, the extended RAM IF section 54a, and the VRAM IF section 53a, and the performance control register RGij, the external ROM 55, the extended RAM 54, and the VRAM 53. As shown in the figure, the CG compressed data acquired from the external ROM 55 is supplied to the GDEC circuit 73 via the CG bus IF section 55a and the data transfer circuit 70, and the decompressed (decoded) data is expanded into a predetermined index space reserved in the extended RAM 54 or VRAM 53.
[0106] As explained earlier, in this embodiment, an ACC area for decompressing still images is reserved in VRAM 53, and a page area for decompressing video frames is reserved in extended RAM 54. Then, the decoded data of still images and videos is decompressed in a predetermined index space in the ACC area / page area. In addition, the decompressed data of compressed CG data acquired from the external ROM 55 may be transferred to the preload area of extended RAM 54 as preload data.
[0107] Next, the display circuit 71 will be described based on Figure 7. The display circuit 71 is a circuit that reads the image data of the frame buffer FB in synchronization with the dot clock DCK, performs final image processing, and then outputs it. The final image processing includes, for example, scaling processing of the scaler to enlarge / reduce the image to a similar shape, subtle color correction processing, and dithering processing to minimize the quantization error of the entire image. These image processing processes are performed uniformly based on the setting value in the performance control register RGij (display register). The digital RGB signal that has undergone uniform image processing is then output along with the horizontal synchronization signal and the vertical synchronization signal.
[0108] As shown in Figure 7, three display circuits A / B / C are provided to perform the above operations in parallel. However, in this embodiment, since there is only one display device, only the frame buffer FB (=FBa) for display circuit A is reserved. However, if frame buffers FBa to FBc are reserved, it is also possible to drive the other two display devices that can perform independent image effects.
[0109] Next, we will return to Figure 5(a) and explain the data transfer circuit 70. The data transfer circuit 70 is a circuit that performs DMA (Direct Memory Access) data transfer operations between the internal resources of the integrated production circuit 52 and the external storage medium, with the internal resources and external storage medium being the source and destination of the transfer. Figure 8 is a block diagram showing the internal configuration of this data transfer circuit 70 along with the related circuit configurations.
[0110] In this embodiment, the data transfer source for the data transfer circuit 70 includes the CPU address space via the CPU bus 56, the external ROM 55, the extended RAM 54, and the VRAM 53, as well as the CPU register port PORT. On the other hand, the data transfer destination for the data transfer circuit 70 includes the CPU register port PORT, the CPU address space, the extended RAM 54, the VRAM 53, the checksum circuit, the drawing circuit 74, the preloader 72, and the audio processing unit SND.
[0111] Here, the CPU address space refers to the memory area accessible by the performance control CPU 57. The CPU register port PORT is a 32-bit register connected to the CPU bus 56, and the performance control CPU 57 can access it arbitrarily as a read / write.
[0112] Furthermore, virtual work areas such as page areas and arbitrary areas are defined in the extended RAM 54 and VRAM 53. Within these virtual work areas, an index space identified by an index number is allocated / deallocated. Therefore, the operation of the data transfer circuit 70 is performed by referring to the index table IDXTBL, which stores the relationship between the index space and the actual address space. The index space allocated in the extended RAM 54 or VRAM 53 can also be set as the data source or data destination of the data transfer circuit 70. Consequently, data from the frame buffer FB allocated in an arbitrary area of VRAM 53 can also be transferred to the extended RAM 54.
[0113] By the way, in the circuit configuration shown in Figure 8, the transfer size that the data transfer circuit 70 can transfer is 32 bits × (01h to 4000_0000h) when passing through data relay units CH0 to CH1, and 32 bits × (01h to 100_0000h) when passing through data relay units CH2 to CH4. In other words, the data transfer circuit 70 in this embodiment can transfer data of any size that is an integer multiple of 32 bits, although there is a predetermined upper limit. Here, h means a hexadecimal number, and the upper limit of the transfer size is specifically 32 × 1,073,741,824 bits when passing through data relay units CH0 to CH1, and 32 × 16,777,216 bits when passing through data relay units CH2 to CH4.
[0114] As shown in Figure 8, the data transfer circuit 70 is configured to receive necessary data from the external ROM 55 via the arbitration circuit ICM, which has router functionality and arbitrates access paths, and to send and receive necessary data with the VRAM 53 and the extended RAM 54. The external ROM 55, VRAM 53, and extended RAM 54 are accessed via the CG bus IF unit 55a, the VRAM IF unit 53a, and the extended RAM IF unit 54a.
[0115] This data transfer circuit 70 consists of a 32-bit x 130-stage CPU data FIFO (First In First Out) circuit connected to a 32-bit CPU register port PORT, and five data relay sections CH0 to CH4. As explained earlier, the CPU register port PORT is configured to be read-only accessible from the performance control CPU 57.
[0116] The data relay section CH0 consists of a 1024-bit x 18-stage CH0 data FIFO circuit and a checksum circuit. Data relay sections CH1 to CH4 each consist of a 1024-bit x 18-stage CH0 data FIFO circuit. Furthermore, data relay sections CH2 to CH4 are unidirectionally connected to the drawing circuit 74, the preloader 72, and the audio processing unit SND.
[0117] On the other hand, the CPU data FIFO circuit and the data relay units CH0 to CH1 are configured to communicate bidirectionally. Therefore, a predetermined amount of data set in the data transfer register is transmitted and received from a predetermined source set in the data transfer register to a predetermined destination set in the data transfer register, via the CPU data FIFO circuit or the data relay units CH0 to CH1.
[0118] Regardless of which path (CH0-CH4) is used for data relay, the amount of data to be transferred (data size) must be set in 32-bit units, as described above, and there are also predetermined restrictions on the starting addresses of the source and destination. Specifically, the starting addresses of the source and destination must be set in 8-bit units in the CPU address space, and in 32-bit units in VRAM 53 and extended RAM 54. The source starting address in external ROM 55 is also set in 32-bit units.
[0119] When data is transmitted via the data relay section CH0~CH1, the source and / or destination are the external ROM 55, VRAM 53, or extended RAM 54. When data is transmitted via the CPU data FIFO circuit connected to the CPU register port PORT, the source or destination is the CPU address space. The CPU address space naturally includes the built-in RAM 59.
[0120] The above describes the bidirectional data relay units CH0 to CH1, but the data relay units CH2 to CH4 form a unidirectional communication path. The performance control CPU 57 can transmit the display list DL and the voice command list VC of the DL buffer BUF of the built-in RAM 59 to the data relay units CH2 to CH4 in one direction by writing to the CPU register port PORT in 32-bit units via the CPU bus unit 56.
[0121] Furthermore, the built-in RAM 59 can be selected as the data transfer source, so data can also be transferred via the data relay section CH2~CH4 (without going through the CPU register port PORT) using the DL buffer BUF as the data transfer source and the drawing circuit 74, preloader 72, or audio processing unit SND as the data transfer destination.
[0122] In this case, the starting address of the built-in RAM 59, the source of the data transfer, is defined in 8-bit units, so the lower 7 bits of the starting address of the DL buffer BUF must be zero. Also, regardless of whether or not the data is transferred via the CPU register port PORT, the amount of data to be transferred (data transfer size) must be set in 32-bit units.
[0123] In any case, data relay units CH2, CH3, and CH4 are each unidirectionally connected to the drawing circuit 74, the preloader 72, and the audio processing unit SND, respectively. Therefore, a display list DL of a predetermined data transfer size is transferred to the drawing circuit 74 via data relay unit CH2, and to the preloader 72 via data relay unit CH3. Similarly, an audio command list VC of a predetermined data transfer size is transferred to the audio processing unit SND via data relay unit CH4.
[0124] As described above, in this embodiment, the transfer paths for the display list DL and the voice command list VC are provided as follows: (1) a first path via the CPU register port PORT, and (2) a second path that does not go through the CPU register port PORT. Either of these can be used. This also applies to other data, where there is a first path via the CPU register port PORT and data relay units CH0~CH4, and a second path via only the data relay units CH0~CH4. The first path is used for data transfers in which the performance control CPU 57 is directly involved, and the second path is used for data transfers (DMA operation) in which the performance control CPU 57 is not directly involved.
[0125] Incidentally, as shown in Figure 8, the CPU data FIFO circuit receives data in 32-bit units, while the data relay units CH0 to CH4 are configured to receive data in 1024-bit units. Therefore, when the first path is utilized, once 1024 bits of data have accumulated in the CPU data FIFO circuit, the accumulated data will be transferred to one of the data relay units CH0 to CH4 (hereinafter referred to as the channel data FIFO).
[0126] In other words, if less than 32 stages of data are written to the CPU data FIFO circuit, no data transfer to the channel data FIFO will occur. Only when the 32nd stage of data is written will the 32 stages of accumulated data be transferred to the channel data FIFO, and then further data will be transferred to the destination. On the other hand, since the data transfer size is an arbitrary value that is an integer multiple of 32 bits, it is possible that the data in the CPU data FIFO circuit may end with less than 32 stages of data. However, when the cumulative size of the written data reaches the transfer size set in the data transfer register beforehand, the accumulated data of less than 32 stages will be transferred to the channel data FIFO and further destinations.
[0127] Thus, in this embodiment, the transfer size of the data transfer circuit 70 is an arbitrary value that is an integer multiple of 32 bits, regardless of whether it passes through the first path or the second path. Furthermore, the instruction commands that constitute the display list DL and the voice commands that constitute the voice command list VC are all composed of integer multiples of 32 bits. Therefore, in this embodiment, there are no restrictions on the number of commands in the display list DL or the voice command list VC, allowing for a free list configuration, and there is no need to adjust the total data size by adding dummy commands or the like.
[0128] Figure 9 shows the transfer operation of the display list DL to the drawing circuit 74 via the CPU register port PORT and data relay unit CH2 (Figure 9(a)), the transfer operation of the display list DL from the built-in RAM 59 to the drawing circuit 74 via the data relay unit CH2 (Figure 9(b)), and the transfer operation of the rewritten list DL', which is a modified display list, from the VRAM 53 to the drawing circuit 74 via the data relay unit CH2 (Figure 9(c)).
[0129] Figures 9(d) and 9(e) show the operation of transferring the display list DL to the preloader 72 via the CPU register port PORT and data relay unit CH3, and the operation of transferring the display list DL from the built-in RAM 59 to the preloader 72 via data relay unit CH3.
[0130] Furthermore, Figures 9(f) and 9(g) show the transfer operation of the voice command list VC to the voice processing unit SND via the CPU register port PORT and data relay unit CH4, and the transfer operation of the voice command list VC from the built-in RAM 59 to the voice processing unit SND via data relay unit CH4.
[0131] The CPU circuit 51 starts the operation of the drawing circuit 74, preloader 72, and audio processing unit SND prior to the start of operation of the data transfer circuit 70. The drawing circuit 74 then starts drawing operations based on the transferred display list DL. Meanwhile, the preloader 72 performs the necessary preload operations based on the transferred display list DL. The transferred display list DL is determined by the display list analyzer built into the drawing circuit 74 and preloader 72, and processing is performed according to the type of instruction command. The audio processing unit SND then starts or proceeds with audio effects based on the transferred audio command list VC.
[0132] Furthermore, data in the CPU address space other than the display list DL and voice command list VC can be transmitted via the CPU bus 56, then via the CPU register port PORT, or directly to the data relay units CH0~CH4. The data relay units CH0~CH1 then transfer the transmitted data to a predetermined destination in the VRAM 53 or extended RAM 54 via the arbitration circuit ICM. The reverse transfer operation is similar; the data relay units CH0~CH1, having received data via the arbitration circuit ICM, transfer it either via the CPU register port PORT or directly to a predetermined destination in the CPU address space.
[0133] Next, the preloader 72 will be explained, but whether or not to utilize the preloader 72 is optional. When the display list analyzer interprets the display list DL transferred from the data relay section CH3 of the data transfer circuit 70 and detects a LOADTX command, the preloader 72 pre-transfers (preloads) the CG data on the external ROM 55 that the LOADTX command refers to to the preload area of the extended RAM 54 (see Figure 6(b)).
[0134] Furthermore, the preloader 72 stores a rewrite list DL' in the DL buffer BUF' of VRAM 53 (see Figure 6(a)) in which the reference destination of the CG data for the LOADTX command described above has been rewritten to the address after the transfer. Note that the DL buffer BUF' and the preload area are allocated in advance during the initial processing after the CPU reset.
[0135] The rewrite list DL' is then transferred to the drawing circuit 74 via the arbitration circuit ICM of the data transfer circuit 70 and the data relay unit CH2 when the drawing operation of the drawing circuit 74 begins (see Figure 9(c)). The drawing circuit 74 then performs the drawing operation based on the rewrite list DL'. Therefore, CG data that should normally be obtained from the external ROM 55 based on commands such as LOADTX is quickly obtained from the preload area of the extended RAM 54 as preloaded data that has been pre-read into the preload area. Taking this into consideration, the preloader 72 is activated in a typical equipment configuration.
[0136] In this embodiment, since the preload area is set in the external expansion RAM 54 which has sufficient memory capacity, it is possible to perform multiple preloads, for example, by preloading CG data for multiple frames at once. That is, regarding the operation period of the preloader 72, multiple preloads are realized by appropriately setting the operation period of a series of preload operations, including the pre-reading operation of CG data, within the range of an integer multiple of the operation period δ during the intermittent operation of the integrated production circuit 52.
[0137] However, for convenience, the following description will explain an embodiment without multiple preloads, so the preloader 72 in this embodiment will complete the preload operation for one frame during one operation cycle δ. In this embodiment, the operation cycle δ of the integrated production circuit 52 during intermittent operation is 1 / 30 of a second, which is twice the period of the vertical synchronization signal of the display device DS.
[0138] Next, the drawing circuit 74 sequentially analyzes the instruction command sequences of the display list DL and rewrite list DL' transferred via the data transfer circuit 70, and, in cooperation with the GDEC circuit 73 and the geometry engine, draws an image of one frame of the display device DS onto the frame buffer FB reserved in the VRAM 53.
[0139] As described above, when the preloader 72 is in operation, the CG data referenced in the rewrite list DL' is not the external ROM 55, but the preload area set in the extended RAM 54. Therefore, sequential access to the CG data that occurs during drawing by the drawing circuit 74 can be performed quickly, and even high-resolution videos with rapid movement can be drawn without problems.
[0140] Incidentally, regardless of whether the preloader 72 is activated or not, even if data bit corruption occurs during the transfer of the display list DL or the rewrite list DL', the drawing circuit 74 cannot detect it. Therefore, in this embodiment, a timeout monitoring circuit having a configuration similar to a watchdog timer is provided to detect an abnormality in which memory access is not performed for a certain period of time after the start of operation of the drawing circuit 74.
[0141] In order to detect malfunctions in the drawing circuit 74, this embodiment provides a time setting register (a predetermined register) TO from which a timeout period (malfunction detection period) can be arbitrarily set. The time setting register TO is a type of drawing register, and the operation of the drawing circuit 74 is configured to start based on the setting value of a predetermined drawing register (drawing operation permission / denial register).
[0142] When a predetermined timeout period is set in the time setting register TO, and start information is set in the drawing operation permission register, the drawing circuit 74 starts operating. In response, the timeout monitoring circuit (monitoring means) monitors the memory access cycle (memory access time interval). If no memory access occurs even after the timeout period has elapsed, the abnormal flag in a predetermined drawing register is set to ON and an abnormal interrupt is triggered.
[0143] While it is possible to respond to this abnormal interrupt by activating an interrupt handling program, in this embodiment, the appearance of an abnormal screen is prevented by checking the ON / OFF state of the abnormal flag at each operation cycle δ of the integrated display circuit 52. Specifically, if the abnormal flag is ON, the screen update is skipped for that operation cycle, even if the operation of the drawing circuit 74 has been completed.
[0144] Here, if measures such as activating the WDT58 or resetting the drawing circuit 74 are taken, as in the configurations of Patent Documents 1 and 2, there is a risk that an unnatural screen display may appear. However, in this embodiment, the appearance of abnormal screens is easily prevented with minimal intervention. Furthermore, the monitoring timeout period can be arbitrarily set considering the arrangement of commands such as the LOADTX command in the display list DL and the access time of the external ROM 55, so optimal monitoring operation can be achieved.
[0145] Incidentally, in the above configuration, the memory access cycle was monitored from the start to the end of operation of the drawing circuit 74. However, it is also preferable to adopt a configuration that monitors the operation time of the GDEC circuit 73 from the start to the end of operation, instead of this configuration, or in addition to this configuration. In this case as well, an optimal value considering the data capacity of the texture can be set in the time setting register TO', so optimal monitoring operation can be achieved.
[0146] In the latter configuration, the timeout monitoring circuit starts monitoring each time the GDEC circuit 73 starts decoding the CG compressed data, and ends the monitoring operation for that cycle when decoding is complete. In the case of a timeout, the abnormal flag in a predetermined drawing register is set to ON, triggering an abnormal interrupt, and when an abnormality is detected, the screen update for that operation cycle is skipped, just as in the former configuration. In this embodiment, a flag polling method is used to check the ON / OFF state of the abnormal flag at each operation cycle δ of the integrated presentation circuit 52, but a configuration may also be adopted in which an abnormal interrupt processing program is activated to skip the screen update for the operation cycle in which the problem occurred.
[0147] Next, the image filter circuit 75 functions based on instruction commands (filter execution commands) described in the display list DL, and performs appropriate filtering on textures temporarily stored in VRAM 53 or extended RAM 54. In other words, the image filter circuit 75 in this embodiment does not perform uniform filtering based on the setting value of the performance control register RGij, but rather allows for flexible filtering of necessary image data by arbitrarily describing appropriate instruction commands in the display list DL.
[0148] The content of the filtering process is determined by the selection of the filtering execution command and the setting parameters of the selected command, but the executable filtering processes include (1) FIR (Finite Impulse Response) filtering, (2) downsampling, and (3) linear interpolation. Here, downsampling is a different process from the scaling process in the display circuit 71, which operates based on the setting value in the performance control register RGij (display register).
[0149] In other words, downsampling involves reducing the image only in the vertical direction or only in the horizontal direction, rather than reducing it to a similar shape like scaling. While not particularly limited, downsampling reduces the texture by calculating the average value of the image information of pixels within a predetermined range surrounding the target pixel and applying a decimation process such as moving average processing.
[0150] Figure 10(a) is a diagram illustrating an example of operation in which FIR filtering is performed twice consecutively by a filter execution command. First, the SETFTINDEX command sets the destination index space where the reference texture to be filtered should be saved (command processing L20). Subsequently, the LOADTX command retrieves the reference texture from the external ROM 55 indicated by the setting parameters of that command, and saves the decoded image data to the destination index space (command processing L21).
[0151] Then, the SETFTINDEX command sets the index space where the result texture will be saved (command processing L22), and the SETFTSAMP and SETFTCOEF commands set the filter coefficients and other information (command processing L23), and the FTEXECFIR command executes the FIR filter (command processing L24). Note that the SETFTINDEX command distinguishes whether to specify the index space for the reference texture or the index space for the result texture depending on the parameters set in the command.
[0152] As shown in Figure 10(b), the image data expanded into the index space for the reference texture specified by instruction command L20 is then stored in the index space for the result texture specified by instruction command L22 after undergoing the FIR filtering process specified by instruction command L23.
[0153] Next, the SETFTINDEX command is used to set the index space for the reference texture (command processing L25), and the SETTXINDEX command is used to set the index space where the result texture will be saved (command processing L26). Since the filtered image data is designated as the reference texture in instruction command L25, the result texture specified in instruction command L22 will be changed to the reference texture by instruction command L25.
[0154] After that, the necessary filter coefficients are set using the SETFTSAMP and SETFTCOEF commands, and other information is set (command processing L27), and then the necessary FIR filtering is performed using the FTEXECFIR command (command processing L28). The filtered image data is then stored in the index space specified by the instruction command L26, so after activating the SETTXMODE command, the SPRITE command is executed (command processing L29), and the image data that has undergone FIR filtering is drawn into the appropriate rectangular section of the virtual drawing space.
[0155] Figure 10(c) is a diagram illustrating an example of how scaling is performed by a filter execution command. First, the SETFTINDEX command sets the destination index space where the reference texture to be scaled should be saved (command processing L30), and then the LOADTX command retrieves the reference texture from the external ROM 55 indicated by the command's setting parameters (command processing L31).
[0156] Next, the SETTXINDEX command is used to set up an index space for storing the auxiliary data necessary for scaling (command processing L32). Here, the auxiliary data is plane information extracted from the reference texture, which is information that characterizes the reference texture. The reason for considering such auxiliary data is that the scaling process in this example includes deformation of dissimilar shapes that are not similar in shape, and appropriate interpolation processing is performed to eliminate the unnaturalness of the deformed image.
[0157] Therefore, in the scaling process of this embodiment, the FTEXECGRD command is written following command L32 to generate auxiliary information (plane information) in the index space defined by command L32 (command processing L33). With the necessary preparations completed with the commands up to this point, the next step is to set the index space to be used as a texture with the SETTXINDEX command (command processing L34), set the necessary information with the SETTXSAMP command, and then execute the scaling process with the SETTXMODE command (command processing L35).
[0158] As a result of the above, the image data after scaling is stored in the index space specified by the instruction command L34. Therefore, after executing the SETTXMODE command, the SPRITE command is executed (command processing L36), and the image data after scaling is drawn into the appropriate rectangular section of the virtual drawing space.
[0159] The image filter circuit 75 has been described above, but the GDEC circuit 73 performs decoding processing on compressed data such as stream video, still images, and alpha values using software processing corresponding to each compression algorithm. In this embodiment, the stream video is divided into S-stream, IP-stream, and IPB-stream, and the frames constituting the stream video are composed of I-pictures, S-pictures, P-pictures, or B-pictures in appropriate combinations.
[0160] An I (Intra-coded) picture refers to an intra-coded screen, meaning image data that is compressed as is, independently of other screens. On the other hand, an S picture is image data that performs predictive coding by referring to the most recent I pictures, and has the advantage of a higher compression ratio than an I picture. The S-stream video in this embodiment is a video that combines these I pictures and S pictures, and by arranging the I pictures according to a certain period, random access and reverse playback starting from the I pictures can be performed, enabling effective image effects. Note that S-stream videos without S pictures are also possible, and S-stream videos without S pictures are substantially the same as I-stream videos.
[0161] Next, P-pictures (Predictive coded) are image data that perform forward predictive coding, predicting the current frame from a frame that has been in the past in time. Predictive coding is performed from an I-picture or P-picture located in the past in time. On the other hand, B-pictures (Bidirectional coded) are image data that perform bidirectional predictive coding, performing both forward prediction and backward prediction, predicting the current frame from a future frame. Predictive coding is performed from an I-picture or P-picture located in the past and future in time.
[0162] Generally, interframe prediction techniques include forward prediction (predicting the current frame from frames in the past), backward prediction (predicting the current frame from future frames), and bidirectional prediction (performing both forward and backward prediction). B-picture performs bidirectional prediction, which can improve prediction accuracy.
[0163] Therefore, in this embodiment, in addition to S-stream videos which combine I-pictures and S-pictures, the system is configured to also play IP-stream videos and IPB-stream videos which appropriately combine I-pictures, P-pictures, and B-pictures. IP-stream videos are composed of a combination of I-pictures and P-pictures, while IPB-stream videos are composed of a combination of I-pictures, P-pictures, and B-pictures.
[0164] As is clear from the above relationship, in S-stream videos containing S-pictures and IPB-stream videos, due to the need for backward predictive coding, it becomes necessary to acquire and decode I-pictures and P-pictures that should be played later in time, prior to acquiring S-pictures and B-pictures.
[0165] Therefore, in this embodiment, a single LOADTX command is configured to identify multiple textures, namely the main frame's CG data and the subframe's CG data. Here, the main frame refers to the CG frame data that should be played back at the current time, and the subframe refers to the CG frame data that should be played back at a different time.
[0166] For example, in S-pictures, predictive coding is performed by referencing the most recent (previous or next) I-picture. Therefore, in S-stream videos where I-pictures and S-pictures are consecutive, the CG data of both the S-picture as the main frame and the I-picture as a subframe may be acquired and decoded with a single LOADTX command.
[0167] Furthermore, since B-picture (Bidirectional coded) performs bidirectional predictive coding, it is necessary that the CG data of past frames and the CG data of future frames be allocated in a decoded state prior to the decoding process of the B-picture. Therefore, in this embodiment, when playing back an IPB stream video, it is necessary to allocate a first reference buffer for storing past frames and a second reference buffer for storing future frames prior to this playback operation. The reference buffer is an index space with sufficient capacity to store the reference image, allocated in an arbitrary area of VRAM 53 or extended RAM 54, and identified by a unique index number.
[0168] Figure 11 is a diagram illustrating the playback procedure for IPB stream video, with the playback operation progressing from the top to the bottom of the page. Figure 11 is divided into six sections horizontally, and from left to right, they show: (1) the LOADTX command on the display list DL, (2) the pictures that make up the IPB stream video, (3) the decoding process of the main frame and subframes, (4) the decoding process of the reference image, (5) the reference buffer where the reference image is stored, and (6) the index space (expansion space) where the decoded image displayed on the screen is stored.
[0169] The downward arrow in column 1 indicates the progression of the operating cycle of the intermittently operating integrated production circuit 52 (GDEC circuit 73), and the downward arrow in column 6 indicates the display order of the images displayed on the display device DS. For convenience, in the following explanation, a group of video frames played back at timings T1 to T7 is referred to as a GOP (Group Of Picture), but the GOP can be changed as appropriate based on the embedded parameters of the LOADTX command on a series of display lists for video playback.
[0170] First, the LOADTX command at timing T1, when the I-picture should be played back, identifies the addresses of the I-picture (I1) as the main frame and the P-picture (P1) as the subframe through its embedded parameters. The index number of the expansion space where the decoded data should be stored is also identified.
[0171] Therefore, the I-picture (I1) acquired based on the LOADTX command at timing T1 is decoded and stored in the first reference buffer, which stores past frames, along with its original expansion space. Also, the P-picture (P1) is acquired based on the LOADTX command at timing T1, and its decoded data is stored as a reference image in the second reference buffer, which stores future frames. The reference image is stored in a compressed state using a special method, although this is not particularly limited.
[0172] Next, the LOADTX command at timing T2 instructs only the B picture (B1) as the main frame. Then, as a bidirectional predictive operation, the image data B1 of the current frame is reconstructed and saved in the unfolded space based on the I picture (I1) in the first reference buffer, the P picture (P1) in the second reference buffer, and the B picture (B1). The same applies to the subsequent LOADTX command at timing T3, where the image data B2 of the current frame is reconstructed and saved in the unfolded space based on the I picture (I1) in the first reference buffer, the P picture (P1) in the second reference buffer, and the B picture (B2).
[0173] Next, in the LOADTX command at timing T4, when the P-picture should be played back, the embedded parameters of the command instruct that the main frame P-picture (P1) should be retrieved from the second reference buffer. The address of the subframe P-picture (P2) is also identified.
[0174] Therefore, at timing T4, the P-picture (P1) in the second reference buffer, which is compressed using a special method, is decompressed and saved in the decompression space. At the same time, the P-picture (P1) is stored in the first reference buffer as a past frame image for subsequent processing. In addition, a future P-picture (P2) is acquired by the LOADTX command at timing T4, and its decoded data is saved in the second reference buffer as a reference image for the future frame.
[0175] The subsequent operations at timings T5 and T6 are substantially the same as those at timings T2 and T3. That is, at timing T5, based on bidirectional prediction, the B3 picture image, which is based on the P picture (P1) of the first reference buffer, the P picture (P2) of the second reference buffer, and the B picture (B3), is unfolded into the unfolding space. At timing T6, the B4 picture image, which is based on the P picture (P1) of the first reference buffer, the P picture (P2) of the second reference buffer, and the B picture (B4), is unfolded into the unfolding space.
[0176] Next, the LOAD command at timing T7 instructs that the main frame, P picture (P2), be retrieved from the second reference buffer. The address of the subframe, I picture (I2), is also identified. Therefore, at timing T7, P picture (P2) in the second reference buffer is decompressed and saved in the decompression space. Simultaneously, the I picture (I2) is retrieved according to the instructions of the LOADTX command at timing T7, and its decoded data is saved in the second reference buffer as a reference image for future frames.
[0177] At the next timing T9, the system is instructed to retrieve the main frame, I-picture (I2), from the second reference buffer. Therefore, the I-picture (I2) in the second reference buffer is decompressed and saved in the decompression space, and at the same time, the I-picture (I2) is stored in the first reference buffer as a past frame image for subsequent processing. In addition, the LOAD command at timing T9 identifies the address of the subframe, P-picture (P3), so P-picture (P3) is retrieved, and its decoded data is saved in the second reference buffer as a reference image for future frames.
[0178] Figure 12(a) is a block diagram showing the internal configuration of the audio processing unit SND. As shown in the figure, the audio processing unit SND is divided into a pre-processing unit FT, in which 64 processing blocks are arranged to operate in parallel; a post-processing unit BK, which consists of a master effect unit, a master volume unit, an output protection unit, and a serializer; and a mixer MX, which transmits the output of the pre-processing unit FT to the post-processing unit BK.
[0179] As shown in the diagram, the pre-processing unit FT is equipped with 64 decoders that receive compressed audio data (compressed phrase data) from the external memory 55. On the other hand, the post-processing unit BK is configured to output the audio signals SDOUTA to SDOUTD of the four paths A / B / C / D as serial data, along with the clock signal SBCLK and the control signal SLRCLK, via a serializer. The serial data SDOUTA to SDOUTD of the four paths A / B / C / D each contain right data R and left data L on one data line, and depending on whether the control signal SLRCLK is in a high-level period or a low-level period, it is determined whether the serial data SDOUTA at that timing is left data L or right data R.
[0180] Next, regarding the internal operation of the pre-processing unit FT, the phrase data decompressed by the decoder has its volume adjusted appropriately by the primary volume, secondary volume, and pan pot section. Here, the primary and secondary volume controls two levels of volume adjustment, while the pan pot section adjusts the volume ratio between the left and right speakers. The specific operations of the primary volume, secondary volume, and pan pot section are defined by the voice commands listed in the voice command list VC.
[0181] By the way, phrase data is audio data that realizes a single unit of audio production, and includes a whole song of background sound, or a single unit of audio production such as sound effects or shouts. Then, one phrase data is output from the pan pot section of the pre-processing unit FT to 8 paths. As shown in the figure, in this embodiment, 64-track processing blocks (pre-processing unit FT) are arranged to operate in parallel, and at most 64 phrase data can be output to the mixer MX, and the audio data, which is grouped into 8 paths (4 paths A / B / C / D for left and right audio R / L), is transmitted to the post-processing unit BK.
[0182] The pan pot allows you to adjust the volume ratio between the left and right speakers. For example, you can set the pan pot of the first track to output only to the first line of the Mixer MX with the left-to-right volume ratio set to maximum:zero, while setting the pan pot of the second track to output only to the second line of the Mixer MX with the left-to-right volume ratio set to zero:maximum. As a result, for example, the first phrase data, which is the left audio, will be output only to the first line, and the second phrase data, which is the right audio, will be output only to the second line, enabling stereo playback using the left and right speakers of system A.
[0183] Next, regarding the internal operation of the post-processing unit BK, the master effect performs audio filtering, and the master volume makes the final volume determination. The specific details of these operations are defined by the audio commands listed in the audio command list VC. The master volume is used, for example, for silent warnings that instantly silence the volume effect, while the master effect is used, for example, for sound change warnings that drastically alter the sound quality.
[0184] Figure 12(b) illustrates the relationship between the voice command list VC and the voice effects realized by the voice commands listed in the voice command list VC. Here, the START command, which instructs the start of playback of a specific phrase data, the PAUSE command, which instructs the stop of playback of a specific phrase data, the RESUME command, which instructs the resume of playback of a specific phrase data, and the STOP command, which instructs the end of playback of a specific phrase data are shown as examples. The voice command list VC is composed of one or more voice commands, but it must be terminated with a predetermined termination command EOSC.
[0185] First, the voice command list VC1 is instructed to start playback of 64 types of phrase data by voice commands START1 to START64. Therefore, once the decoding process of the 64 types of compressed phrase data is complete, playback of the 64 types of phrase data will begin.
[0186] Next, since the voice command list VC2 contains the voice commands PAUSE1, PAUSE2, and STOP64, playback of phrase data 1, 2, and 64 is paused or stopped. After that, the voice command list VC3 contains the voice commands RESUME1 and RESUME2, so playback of the paused phrase data 1 and 2 is resumed.
[0187] Furthermore, the voice command list VC can be output not only at the start and end of phrase data playback, but also at any necessary timing within the operation cycle δ (= 1 / 30 second) of the integrated production circuit 52. In other words, the display list DL is output every operation cycle δ of the integrated production circuit 52, but the voice command list VC is generally output irregularly.
[0188] Next, the drawing pipeline processing that can be executed in the drawing circuit 74 will be described. Figure 13(a) shows a detailed illustration of the part of the drawing circuit 74 related to the drawing pipeline processing. The display list analyzer sequentially analyzes the instruction commands listed in the display list DL and transfers the instruction commands to the appropriate internal circuits according to their type. In Figure 13(a), instruction commands are specifically referred to as drawing commands, and in the following explanation, instruction commands may also be referred to as drawing commands.
[0189] The internal circuits that receive drawing commands are configured to operate in parallel, and the display list analyzer analyzes the drawing commands listed in the display list DL in the order they are written and forwards them one after another to the corresponding internal circuits (see Figure 13(a)).
[0190] Incidentally, the internal circuitry of the drawing circuit 74 operates asynchronously with respect to the CPU circuit 51 that issues the display list DL and the data transfer circuit 70 that sequentially transfers the configuration data of the display list DL. Generally, the operating speed of the internal circuitry of the drawing circuit 74 is significantly slower than the transfer speed of the configuration data of the display list DL.
[0191] Therefore, the internal circuitry that receives drawing commands is equipped with a waiting queue that stores drawing commands before processing begins. The display list analyzer places a drawing command into the waiting queue only if there is an empty slot in the queue. In other words, the display list analyzer stalls (pauses) the placement operation until the waiting queue becomes free, so there is no risk of losing a drawing command. The numbers indicated in the waiting queue are illustrative examples of the queue's stages.
[0192] As explained earlier, the instruction commands listed in the display list DL include: (1) index table control commands related to the index table IDXTBL that manages the index space; (2) texture loading commands such as the LOADTX command for reading image materials (textures) from the external ROM 55 and decoding (decompressing / unpacking); (3) filter execution commands that specify the filtering process for the decompressed image data; (4) drawing commands such as the SPRITE command for placing the decoded (unpacked) image materials in a predetermined position in the virtual rendering space; and (5) pipeline commands related to the operation of the rendering pipeline.
[0193] As shown in Figure 13(a), the index table control command (1) is transferred to the control circuit of the index table IDXTBL, the texture load command (2) is transferred to the GDEC circuit 73, and the filter execution command (3) is transferred to the image filter circuit 75, where each is processed appropriately in the receiving circuit. Specifically, the GDEC circuit 73 operates based on the transferred drawing commands (texture load commands) to obtain the necessary textures and expand the decompressed data into the decode space.
[0194] Furthermore, the index table IDXTBL is updated as needed by the operation of the control circuit for the index table IDXTBL. The image filter circuit 75 applies a specified filter to a predetermined reference texture and stores the filter result in a predetermined index space (see Figure 10). In addition, when a predetermined drawing command (high-speed transfer command) is received, the high-speed transfer circuit TRNS operates, enabling high-speed data transmission and reception between VRAM 53 and extended RAM 54. The high-speed transfer circuit TRNS is an internal circuit of the drawing circuit 74 and is a separate circuit from the data transfer circuit 70.
[0195] When using the data transfer circuit 70, the CPU circuit 51 needs to set the type of source medium and the start address of the transfer, the type of destination medium and the start address of the reception, and the transfer size in a predetermined performance control register RGij (data transfer register). However, the high-speed transfer circuit TRNS has the advantage of being able to be activated by an instruction command (transfer execution command) in the display list DL when needed, and moreover, it has the advantage of being able to transfer two-dimensional data at high speed using the index space as the unit. However, in a control program that is functioning on a regular basis, it is not easy from a program configuration standpoint to use the data transfer circuit 70 only when needed.
[0196] As explained earlier, the drawing pipeline operation is performed using the vertex buffer VB built into the drawing circuit 74, the frame buffer FB reserved as an index space, and the depth stencil buffer which manages the front-to-back relationships of polygons and whether or not pixels are displayed. The input assembler process (acquisition process) IA, the geometry engine process TL, the rasterizer process (primitive process) RS, the texture sampler process TX, the texture process PS, the pixel drawing process PX, and the render process (image generation process) RO are configured to be executed as needed.
[0197] In other words, the drawing pipeline process is executed from upstream to downstream, either by going through all processes or some of them, in the order of process IA → process TL (process VB) → process RS → process TX → process PS → process PX → process RO. Each process operates in parallel, but since the completion of drawing commands becomes slower as you move downstream, the number of stages in the waiting queue that accumulates drawing commands for each process is configured so that it does not fall below the number of stages in the waiting queue on the upstream side.
[0198] As illustrated in Figure 13(a), the number of stages in the standby queue corresponds to process IA → process TL → process RS → process TX → process PS → process PX → process RO, with 1 stage → 5 stages → 14 stages → 18 stages → 18 stages → 23 stages. The number of stages in each process is the same as or greater than the number of stages in the upstream standby queue.
[0199] By the way, the pipeline commands explained earlier are setting commands that define the operation of each pipeline process (IA, TL, VB, RS, TX, PS, PX, RO). The acquired pipeline commands are transferred to the parameter setting unit SET, which sets the necessary operating parameters for the required internal circuits, such as the geometry engine.
[0200] In this embodiment, as shown in Figure 13(b), the drawing pipeline consists of processes IA, TL, RS, TX, PS, PX, and RO. First, the input assembler process IA acquires the vertex stream of a three-dimensional 3D drawing object, which is usually defined in local coordinates, stores the information necessary for subsequent processing, and outputs vertex data having predetermined vertex information.
[0201] In this IA process, in addition to the setting commands for IA (pipeline commands), drawing commands such as the DRAW command and DRAWD command are used. The DRAW command specifies the starting address of the memory (external ROM 55 in this embodiment) where a series of vertex streams are stored, and the number of vertices.
[0202] On the other hand, the DRAWD command has a series of vertex streams embedded in it. The specific operation of the DRAW and DRAWD commands is defined by the embedded information of each command and the setting commands for process IA. In the vertex stream, a vertex color (RGBA color information) can be defined for each vertex, but if a vertex color is not defined, a default value is set as the vertex information in the input assembler process IA. Here, RGB means color information of R=Red, B=Blue, G=Green, and A is the alpha value α which indicates opacity and is used in the alpha blending process when compositing overlapping images.
[0203] In the subsequent geometry engine process TL, matrix operations are performed on the vertex data output from the input assembler process IA to transform the vertex coordinates of 3D rendering objects, as well as lighting processing related to light sources. The coordinate transformation process includes view matrix operations to convert local coordinates to view coordinates, and matrix operations for projection transformation (perspective projection).
[0204] Here, the view coordinate system is one in which the viewpoint is the origin and the point at infinity (0,0,-∞) is the point of line of sight. In projection transformation, to achieve perspective corresponding to the placement of the 3D rendering object, the transformation from the view coordinate system to the clip coordinate system is achieved by scaling the shape of the 3D rendering object.
[0205] The specific details of the matrix operations are defined by the setting commands for the TL process (pipeline commands), and the execution of the predetermined geometry matrix operations is instructed by the DRAW command or DRAWD command. Therefore, processes IA and TL can be executed together with a single drawing command (DRAW / DRAWD). However, in either case, the results of the geometry matrix operations performed by the drawing command (DRAW / DRAWD) are saved in the vertex buffer VB.
[0206] Note that the geometry engine process TL is not mandatory. If a vertex stream defined by clip coordinates is obtained from the external ROM 55, that information is stored directly in the vertex buffer VB via the input assembler process IA. Furthermore, the input assembler process IA and geometry engine process TL may be repeated for multiple 3D drawing objects, and the vertex buffer VB is configured to store a maximum of 256 vertices.
[0207] Next, in the rasterizer process RS, primitives are generated and drawn based on the vertex information in the vertex buffer VB. After eliminating unnecessary polygons through transformation from the clip coordinate system to the window coordinate system, clipping, culling, scissoring, etc., pixel data for the 3D drawing object is generated. In other words, the three-dimensional 3D image object is fixed in a predetermined position and orientation in the window coordinate system (world coordinates) corresponding to the virtual drawing space.
[0208] To generate primitives, you can use triangle drawing methods such as triangle lists, triangle strips, or triangle fans, and line drawing methods such as line lists, line strips, or line fans, which can be selected as appropriate.
[0209] In addition, in this rasterizer process (RS), in addition to setting commands for the RS process (pipeline commands) that specifically define the processing content, drawing commands such as DRAW, DRAWD, DRAWI, and SPRITE are used as appropriate.
[0210] Here, the DRAWI command generates and draws primitives based on vertex data obtained from the vertex buffer VB. On the other hand, the DRAW command generates and draws primitives based on a vertex stream obtained from the external ROM 55, while the DRAWD command generates and draws primitives based on a vertex stream embedded in the command.
[0211] Therefore, it is possible to perform the rasterizer process RS without going through the geometry engine process TL. For example, in the case of a two-dimensional 2D drawing object, the geometry engine process TL is not particularly necessary. In either case, each polygon generated through the rasterizer process RS has RGBA color information for each pixel based on the vertex color of each vertex.
[0212] Next, in the texture sampler process TX, the index space to be used as the texture is identified, and the texture coordinates for each pixel are also identified. Then, in the texture process PS, the pixel color obtained in the rasterizer process RS and the texture color are calculated as appropriate.
[0213] In these processes TX and PS, and in the following process PX, in addition to the setting commands (pipeline commands) for each process, the drawing commands DRAW, DRAWD, DRAWI, or SPRITE are used as appropriate. The DRAW, DRAWD, or DRAWI commands apply a texture to the area enclosed by the specified vertices, while the SPRITE command applies a texture to the specified rectangular area.
[0214] Next, in the pixel rendering process PX, the rendering color and background color are combined, tone mapping is performed to adjust the contrast, and inverse tone mapping is performed. In this PX process, pixel data containing predetermined information is input for each pixel from the texture process PS, and data (background color) stored at the rendering position of the pixel is input for each pixel from the frame buffer FB.
[0215] In the final rendering stage (RO), the depth and stencil buffers are referenced, and pixel tests are performed to determine whether or not to display a pixel based on its depth and stencil information. After alpha blending processing for overlapping rendering objects, the completed rendering object is written to the frame buffer FB. Writing to the frame buffer FB is equivalent to drawing into the virtual rendering space shown in Figure 6, and the SPRITE command is usually used for this purpose.
[0216] In addition to the DRAW, DRAWD, DRAWI, and SPRITE commands, the RO rendering process also allows the use of the CLEAR command, which fills the frame buffer (FB) with a single color, and the CLEARZ command, which fills the depth and stencil buffers with a single color. The CLEAR command is used to clear the frame buffer (FB) before the start of the rendering operation, while the CLEARZ command is used when depth information and stencil information are not needed.
[0217] Thus, in this invention, all or part of the series of drawing pipeline processes function, and two-dimensional or three-dimensional drawing objects are successively written to the frame buffer FB, ultimately completing the image data for one frame of the display device.
[0218] Figure 14 is a process diagram showing various rendering modes that utilize all or part of the rendering pipeline process. First, the rendering mode in Figure 14(a) is an operation mode that uses the CLEAR command and CLEARZ command described above, and only the render process RO is functional.
[0219] The sprite drawing mode in Figure 14(b) involves the rasterizer process RS, texture sampler process TX, texture process PS, pixel drawing process PX, and render process RO. Note that the rasterizer process RS simply adds an offset value to the X and Y coordinates of the window vertices, and this offset value is related to the paste rectangle area of the SPRITE command.
[0220] In practice, the SETTXINDEX command sets the target index space for the sprite, the LOADTX command retrieves the specified texture and loads it into the index space, and the SPRITE command reserves this loaded texture in its designated location. The information of the loaded texture is then referenced and finally written to the frame buffer FB. Video playback and playback of simple still images are, in principle, achieved using this sprite rendering mode.
[0221] The drawing mode shown in Figure 14(c) is an example of operation that uses the entire drawing pipeline to draw triangles and lines. The only difference between triangle drawing and line drawing is the method of primitive generation; in both cases, primitives are identified and drawn based on the vertex stream of the 3D drawing object supplied to the input assembler process IA.
[0222] Figure 14(d) shows a drawing operation using commands such as DRAW and DRAWD, in which pixel data of the drawing object is generated in the rasterizer process RS without performing coordinate transformation. This operation is typically used when displaying a two-dimensional 2D drawing object on a display screen, where the contour lines can be identified by the vertex stream.
[0223] Figures 14(e) and (f) show the operation modes when accumulating vertex data in the vertex buffer VB, and are divided into (e) when coordinate transformation processing is performed and (f) when coordinate transformation processing is not performed. These operations are performed by the DRAW command and the DRAWD command. Next, Figure 14(g) shows the operation mode that uses the vertex data accumulated in the vertex buffer VB, and is performed by the DRAWI command.
[0224] As described above, the drawing pipeline of this embodiment can be used in various ways, but for example, playback of 2D still images and streaming videos (S-stream, IPB-stream, IP-stream) can be achieved simply by drawing sprites, and as mentioned above, the playback operation is realized in the operating mode shown in Figure 14(b).
[0225] As explained above, the display list analyzer determines the drawing commands in the display list DL and forwards each command to the corresponding processing block in the pipeline process. The forwarded drawing commands are then first placed into the waiting queue of each pipeline process, and the processing corresponding to the drawing commands is executed in the order they were placed.
[0226] However, since the operation of the data transfer circuit 70 that transfers the display list DL is significantly faster than the progress of this rendering pipeline, if, for example, you want to display multiple 3D rendering objects on the screen, and also display other 2D rendering objects, the execution of the SPRITE command in the render process RO will be delayed for a long time.
[0227] In other words, processing the coordinate transformation matrix for 3D drawing objects takes a considerable amount of time, so a large number of SPRITE commands accumulate in the waiting queue, such as in the RO process. However, in this embodiment, as explained earlier, drawing commands are waited to be submitted until the waiting queue is empty (stall state), and furthermore, the number of stages in the waiting queue of the downstream process is the same as or greater than the number of stages in the waiting queue of the upstream process, so that the operation of the commands listed in the display list DL is smoothly realized.
[0228] Furthermore, drawing commands that have been migrated from the waiting queue will also be held in a stall state until the necessary start conditions are met, so inconsistent drawing operations such as rewriting the index space will not occur.
[0229] Since the circuit configuration has been described above, the control operation by the CPU circuit 51 will be described next. As described previously, when the power is turned on, a reset period occurs in which the system reset signal SYS maintains the L level for a predetermined time prior to the start of the control operation.
[0230] During this reset period, first, one or two oscillation circuits that control the operations of the comprehensive effect circuit 52 and the built-in CPU circuit 51 start their oscillation operations and wait for the oscillation frequencies of each system clock to stabilize. Next, the internal circuits of the composite chip 50 are initialized in synchronization with each system clock, and predetermined default values are set in the effect control register RGij and the operation control register REG. Hereinafter, in this specification, this operation is referred to as a hardware reset to distinguish it from the software reset described later.
[0231] When this hardware reset period ends, the effect control CPU 57 of the built-in CPU circuit 51 executes the boot program stored in the external ROM 55 and transfers the control program and control data from the external ROM 55 to the extended RAM 54. Then, the subsequent effect control CPU 57 continues its control operation based on the control program transferred to the extended RAM 54.
[0232] The control operation executed by the effect control CPU 57 is as shown in FIG. 15, and includes a main process (a) composed of an initial process and subsequent steady processes, a timer interrupt process (b) started every 1 mS, a VBLANK interrupt process (c) started in response to the VBLANK signal output from the comprehensive effect circuit 52 at the start timing of the vertical blanking period of the display device DS, and a reception interrupt process (not shown) for receiving the control command CMD. Note that the VBLANK signal is generated every 1 / 60 seconds.
[0233] As shown in FIG. 15(b), in the timer interrupt processing, a sensor signal for grasping the motor position or the like is acquired (ST20), and when necessary, the lamp effect or the motor effect is started or advanced (ST21). In this embodiment, the lamp effect is realized by the operations of the effect control CPU 57 and the lamp control unit L_CTL based on the lamp drive data which is control data. The motor effect is realized by the operations of the effect control CPU 57 and the motor control unit MT_CTL based on the lamp drive data which is control data. Also, in the VBLANK interrupt processing that is started upon receiving the VBLANK signal, as shown in FIG. 15(c), the interrupt counter VCNT is incremented and the processing is terminated (ST22).
[0234] First, the case where the preloader 72 is not utilized will be described for the main processing. As shown in FIG. 15(a), first, the initial setting process (ST1) is executed, and appropriate setting values are set in the effect control register RGij of the comprehensive effect circuit 52 and the operation control register REG of the CPU circuit 51.
[0235] The setting process for the effect control register RGij includes securing appropriate virtual work areas (AAC area, page area, arbitrary area) in the VRAM 53 and the extended RAM 54 (refer to FIGS. 6(a) and 6(b)), and securing an index space essential for the game control operation such as the frame buffer FB. As described above, the frame buffer FB is composed of a first buffer with index number N1 and a second buffer with index number N2.
[0236] Note that the start address of the shared area (used as the AAC area in this embodiment) secured in the VRAM 53 is set in units of 4 kilobytes (the lower 15 bits are zero), and the area size is secured as an integer multiple of 4 kilobytes. Also, the page area secured in the extended RAM 54 is set in units of 32 kilobytes (the lower 18 bits are zero), and the area size is secured as an integer multiple of 32 kilobytes.
[0237] Furthermore, the setting value in the operation control register REG includes operation parameters related to the watchdog timer WDT58, which include an operation start instruction and a counter value. In this embodiment, the WDT58 is configured to downcount from an initial value (counter value), and the WDT58 is prevented from starting by reloading the counter value before an underflow occurs where the count value becomes zero.
[0238] On the other hand, if the count value underflows, a WDT reset request is generated, and the WDT58 starts up, resulting in a software reset state. In standard operation, all internal circuits are initialized, and the values of all registers RGij and REG, except for a predetermined register, return to their initial values (default values), and the WDT58 stops operating. The only register whose value is exceptionally maintained is the register indicating the operating status of the WDT.
[0239] However, in this embodiment, operations other than the standard operation described above are also possible, and (1) whether or not to initialize the internal circuit, and (2) whether or not to initialize the system clock circuit if initialization is performed, can be arbitrarily selected by setting a corresponding value in a predetermined operation control register REG during the initial setup process after a hardware reset.Therefore, in this embodiment, based on the setting value in the predetermined operation control register REG, when a software reset occurs, the game operation is resumed from the process of step ST1 without initializing the internal circuit.
[0240] Thus, unlike the configurations in prior art documents 1 and 2, this embodiment has the advantage that even if the WDT58 underflows, it does not enter a hardware reset state, allowing for a quick resumption of gameplay. Furthermore, since the WDT stops operating after a software reset, there is no risk of the software reset operation being repeatedly triggered.
[0241] Once the initial setup process (ST1), which includes the above processes, is completed, the intermittently executed steady-state processes (ST2~ST10) begin. As shown in step ST2 in Figure 15(a), the steady-state process starts when the interrupt counter VCNT becomes VCNT≧2, so the operating period (operating cycle) δ of the steady-state process is 1 / 30 seconds, corresponding to the operating period of the VBLANK signal (1 / 60 seconds).
[0242] Then, in step ST3, after resetting the interrupt counter VCNT, it is determined whether the conditions for starting steady-state operation are met. Specifically, a predetermined display control register RGij, which indicates the operating state of the drawing circuit 74, is accessed via READ, and it is determined at this timing whether the drawing circuit 74 has finished the drawing operation based on the display list DL of the previous operation cycle. In addition, it is determined whether the memory access period of the drawing circuit 74 in the drawing operation of the previous operation cycle has exceeded the timeout period set in the time setting register TO, by checking the ON / OFF state of a predetermined abnormal flag.
[0243] Then, because the memory access of the drawing circuit 74 took an abnormally long time, if the abnormal flag is ON, even if the drawing circuit 74 has finished its drawing operation, it is determined that the conditions for starting operation have not been met, and the process proceeds to the performance command analysis process in step ST9.
[0244] The reason for skipping steps ST4 to ST8 is that, given the unusually long memory access of the drawing circuit 74, there is a possibility that normal image data is not being generated, including bit corruption in the instruction commands, and this is to avoid an unreasonable screen display.
[0245] In the performance command analysis process (ST9), it is determined whether or not a control command CMD has been received from the main control board 21. If a control command CMD has been received, the control command CMD is analyzed and the necessary processing is executed. The necessary processing includes the preparation process for starting a new variation performance based on a control command CMD that instructs the start of a variation performance, and the start of error notification based on a control command CMD that indicates an error has occurred.
[0246] Next, the watchdog timer WDT58 is prevented from starting by reloading the counter value (ST10). As explained earlier, even in the event of an abnormality where the watchdog timer 58 starts, the composite chip 50 in this embodiment enters a software reset state, which is different from a hardware reset. With this, the operation of this cycle is complete, and the process moves to step ST2, waiting for the next VBLANK interrupt.
[0247] The above describes the case when the conditions for starting operation are not met. Normally, after the determination process in step ST3, the display circuit 71 identifies the image data to be read based on the setting value of a predetermined display register RGij and starts the operation of the display circuit (ST4). As explained earlier, the frame buffer FB has a double buffer structure, and the first buffer and the second buffer are controlled by the setting value of a predetermined display register RGij so that they switch in a toggle manner.
[0248] Specifically, the index numbers N1 / N2 of the first or second buffer, which were identified as the "write area" by the display list DL of the previous operation cycle, are set. When this step ST4 is executed, the "write area" of the previous operation cycle becomes the "read area" of the current operation cycle, so the display circuit 71 outputs the image data completed by the drawing circuit 74 in the previous operation cycle to the display device DS. In other words, the processing of step ST4 also includes an instruction to start the read operation of the display circuit 71.
[0249] Once the processing of step ST4, which has the significance described above, is completed, the performance control CPU 57 then completes the display list DL, which identifies the image data that the display circuit 71 should output to the display device DS in the next operation cycle (ST5). Although not particularly limited, in this embodiment, a list buffer area (DL buffer BUF) of the built-in RAM 59 is reserved in advance, and the display list DL is completed there (see Figure 8).
[0250] The display list DL is, in principle, created each time with its contents changed for each operation cycle, but the beginning area of the display list DL contains a command that defines the index number of the frame buffer FB. As explained earlier, the frame buffer FB is an index space with a double buffer structure where the index numbers are N1 and N2. And, in order to use the double buffer in a toggle manner, each display list DL alternately specifies the frame buffer FB with index number N1 and the frame buffer FB with index number N2, thereby cycling the "write area".
[0251] The performance control CPU 57 then issues the completed display list DL to the integrated performance circuit 52 (ST6). Next, the performance control CPU 57 updates the performance scenario EN, which centrally manages image performance, sound performance, lamp performance, and motor performance (ST7), and if it is the appropriate performance timing, issues the sound command list VC to the sound processing unit SND to start or advance the sound performance (ST8).
[0252] Regarding motor and lamp effects, when the start time for the effect managed by the effect scenario EN is reached, the timer interrupt processing (Figure 15(b)) executes the motor or lamp effect based on the corresponding motor drive data or lamp drive data. The processing of steps ST9 to ST10 following step ST8 is as described above.
[0253] FIG. 16(a) to FIG. 16(b) are flowcharts showing the specific content of the display list DL issuance process (ST6), and FIG. 16(c) is a schematic diagram showing the operation content of the DL issuance process (ST6). As described with reference to FIG. 9, the display list DL issuance process includes a case where the CPU register port PORT is Write-accessed in 32-bit units (FIG. 9(a)) and a case where it does not go through the CPU register port PORT (FIG. 9(b)), and the operation content of each is shown in FIG. 16.
[0254] First, regarding FIG. 16(a), the effect control CPU 57 sets in the transfer register RGij to use the data relay unit CH2 (data transfer channel CH2), and sets the total size of the transfer data in a predetermined transfer register RGij (ST30).
[0255] Here, the display list DL is issued with a predetermined end command EODL at the end of each operation cycle, although its content is different. In this embodiment, since the instruction commands used in the display list DL, including the end command EODL, are one word or multiple words (= N * 32 bits), no data amount adjustment process is required. That is, the total size of the transfer data set in the transfer register RGij is an arbitrary value that is an integer multiple of 32 bits.
[0256] Next, the effect control CPU 57 sets the number of Write times corresponding to the total size of the transfer data in the management counter CN (ST31), starts the operation of the drawing circuit 74 (ST32), and then starts the operation of the data transfer circuit 70 (ST33). Here, the instructions to start the operations of the drawing circuit 74 and the data transfer circuit 70 are realized by setting processes to predetermined drawing registers RGij and transfer registers RGij, respectively.
[0257] Next, the performance control CPU 57, while confirming that the 130-stage CPU data FIFO circuit is not full, writes the configuration data for the display list DL to the CPU register port PORT in 32-bit units (ST35). Then, it continues the writing operation while decrementing the management counter CN (ST36, ST37).
[0258] As explained earlier, the CPU data FIFO circuit receives data in 32-bit units, while the data relay units CH0 to CH4 are configured to receive data in 1024-bit units. Therefore, in principle, when 1024 bits of data have accumulated in the CPU data FIFO circuit, the accumulated data is transferred to the data relay unit CH2. However, when the value set in the transfer register RGij (total size of the data to be transferred) is reached, the accumulated data in the CPU data FIFO circuit at that point is transferred to the data relay unit CH2.
[0259] The above process completes the DL issuance process (ST6) via the CPU register port PORT. Next, Figure 16(b) shows an embodiment in which the data transfer circuit 70 reads the display list from the list buffer (DL buffer BUF) without going through the CPU register port PORT. In this case, the performance control CPU 57 sets the transfer register RGij to use the data relay unit CH2 (ST40), and sets the total size of the data to be transferred and the starting address of the list buffer BUF in a predetermined transfer register RGij (ST41).
[0260] Here, regarding the list buffer BUF set in the built-in RAM 59, its starting address must be set in 8-bit units, so as explained earlier, the starting address of the DL buffer BUF has zeros in the lower 7 bits. Note that this address condition applies not only to the starting address of the list buffer BUF that stores the display list DL, but also to the starting address of the list buffer BUF that stores the voice command list VC.
[0261] Next, the performance control CPU 57 starts the operation of the drawing circuit 74 (ST42), and then starts the operation of the data transfer circuit 70 (ST43). These operation instructions are also realized by setting predetermined drawing registers RGij and transfer registers RGij, respectively. Then, the data transfer process starts with these operation instructions, and the data transfer circuit 70 finishes its operation upon completion of the transfer of a predetermined size of data. Therefore, after the processing in step ST43, the performance control CPU 57 can immediately proceed to another process, which is the display list issuance process (ST6).
[0262] In this case as well, when the amount of data to be transferred reaches the value set in the transfer register RGij (total size of the data to be transferred), the data accumulated in the CPU data FIFO circuit at that time is transferred to the data relay unit CH2.
[0263] The process of issuing a display list DL has been explained above based on Figures 16(a) and 16(b). However, when issuing a voice command list VC to the voice processing unit SND, the processing content is essentially the same as in Figures 16(a) and 16(b) (see Figures 9(f) and 9(g)).
[0264] In other words, the voice command list VC, which lists the voice commands, is issued after being terminated with a predetermined termination command EOSC. Since each voice command, including the termination command EOSC, is one or more words (=N*32 bits), no data size adjustment processing is required.
[0265] The above describes the case where the preloader 72 is not used. The main processing when the preloader 72 is used is shown in Figure 17(a). The processing content shown in Figure 17(a) is similar to the processing content shown in Figure 15(a).
[0266] However, as shown in Figure 17(a), this differs from the process in Figure 15(a) in that (a) after creating a display list DL for the next operation cycle (ST5), the display list DL is issued to the preloader 72 instead of the drawing circuit 74 (ST60), and (b) although this display list DL is rewritten by the preloader 72 to become a rewritten list DL', the rewritten list DL' from the previous operation cycle is made to be acquired by the drawing circuit 74 prior to the processing in step ST5 (ST41).
[0267] In the process shown in Figure 17(a), the issuance process (ST60) that issues the display list DL to the preloader 72 is almost the same as in Figures 16(a) and 16(b), except that the destination is the preloader 72. The general operation is as shown in Figures 9(d) and 9(e), where the data relay unit CH2 changes to the data relay unit CH3 (data transfer channel CH3) in response to the change in the destination to the preloader 72, but otherwise it is the same as the operation in Figures 16(a) and 16(b), and the corresponding operations are shown in Figures 17(b) and 17(c).
[0268] On the other hand, the process of causing the drawing circuit 74 to acquire the rewrite list DL' (ST41 in Figure 17) is shown in Figure 17(d). As shown in Figure 9(c), in this embodiment, the rewrite list DL' is stored in the preload buffer of the VRAM 53 (see Figure 6(a)).
[0269] In step ST41 of Figure 17, the performance control CPU 57 sets the transfer register RGij to use the data relay unit CH2 (transfer channel CH2) (ST50 in Figure 17(d)). Next, it sets the total size of the rewrite list DL', which is the transfer data, and the starting address of the preload buffer in which the rewrite list DL' is stored to a predetermined transfer register RGij (ST51).
[0270] Since the starting address in VRAM53 must be set in 32-bit units, the starting address of the preload buffer that stores the rewrite list DL' must have its lower 31 bits be zero. In this embodiment, the preload buffer is allocated at a position that satisfies this condition.
[0271] Next, the performance control CPU 57 starts the operation of the drawing circuit 74 (ST52) and the data transfer circuit 70 (ST53). These operation instructions are implemented by setting predetermined drawing registers RGij and transfer registers RGij, respectively. Then, the data transfer process starts with these operation instructions, and upon completion of the data transfer, the data transfer circuit 70 terminates its operation.
[0272] Next, we will explain the effects, which primarily involve displaying images on the display device DS. The effects used in these effects include the display device DS, as well as light-emitting means (illuminated lamps) such as frame-side LED lamps (i.e., on the glass door 6 and front panel 7 side) and board-side LED lamps (i.e., on the game board 5 side), sound output means such as speakers, and movable effects units. These are controlled by the effects control board (effect execution means) 23, thereby executing various effects.
[0273] The display device DS displays various performance images, notification images, etc., and as shown in Figure 18, it consists of a decorative pattern display means 161, a mini pattern display means 162, a hold image display means 163, etc. The decorative pattern display means 161 can display decorative patterns 164, and the mini pattern display means 162 can display mini patterns 165, respectively. In addition, the hold image display means 163 can display various images such as the first and second hold images X1~X4, Y1~Y4, which indicate the number of first and second special hold items.
[0274] The decorative pattern display means 161 is configured to display decorative patterns 164 in a variable manner using the display device DS based on the entry of game balls into the first and second pattern start openings 15a and 15b (fulfillment of predetermined pattern start conditions). The decorative patterns 164 include a left decorative pattern (first decorative pattern) 164a, which is displayed in a variable manner by the special pattern display unit Da (see Figure 2), a right decorative pattern (second decorative pattern) 164b, which is displayed in a variable manner by the special pattern display unit Dc (see Figure 2), and a middle decorative pattern (third decorative pattern) 164c, which is displayed in a variable manner by the special pattern display unit Db (see Figure 2). Each of the decorative patterns 164a to 164c is composed of a pattern row in which multiple patterns are arranged endlessly. Furthermore, each decorative design 164a to 164c has a main body (number section) 166 consisting of numbers such as "1" to "8" and other elements, and a character or other decorative section 167 attached to the main body 166. It is possible to change between multiple display modes, including a non-decorative display mode in which the main body 166 is displayed and the decorative section 167 is not displayed, and a decorative display mode in which both the main body 166 and the decorative section 167 are displayed. It is also possible to enlarge, reduce, and change the display position.
[0275] When a game ball enters the first and second symbol start openings 15a and 15b (when the symbol start condition is met), the decorative symbols 164a to 164c will change and be displayed for a predetermined time according to a predetermined variation pattern. If the jackpot judgment random value included in the first special random number information (random number information) acquired when a game ball enters the first symbol start opening 15a matches a predetermined jackpot judgment value, the symbols will stop in a jackpot performance mode; otherwise, they will stop in a loss performance mode. Similarly, when a game ball enters the second symbol start opening 15b, if the jackpot judgment random value included in the second special random number information (random number information) acquired when a game ball enters the second symbol start opening 15b matches a predetermined jackpot judgment value, the symbols will stop in a jackpot performance mode; otherwise, they will stop in a loss performance mode. In decorative patterns 164a to 164c, combinations where all symbols are the same (predetermined combinations), such as "2-2-2" and "7-7-7", result in a jackpot animation, while all other combinations result in a losing animation.
[0276] In the symbol variation based on the entry of a game ball into the first symbol start opening 15a, if the decorative symbols 164a to 164c result in a jackpot presentation, a special game for the first jackpot is started, and the sliding plate of the first large prize opening 16a is opened. Also, in the symbol variation based on the entry of a game ball into the second symbol start opening 15b, if the decorative symbols 164a to 164c result in a jackpot presentation, a special game for the second jackpot is started, and the opening / closing plate of the second large prize opening 16b is opened. The decorative symbol display means 161 is not limited to arranging the decorative symbols 164a to 164c in the left-right direction and varying them by vertical scrolling, etc., but may also, for example, arrange the decorative symbols 164a to 164c in the up-down direction and vary them by horizontal scrolling, etc.
[0277] The variation patterns of the decorative symbols 164 begin with a normal variation in which each row of symbols 164a to 164c changes. If a reach state such as "2·↓·2" or "7·↓·7" is established during this normal variation, the machine is configured to proceed through one or more stages of reach effects (N reach, S reach, SP reach, etc.) before finally stopping. A reach variation pattern is when the normal variation develops into a reach effect and results in either a jackpot or a loss effect, while a normal variation pattern is when the normal variation does not develop into a reach effect and results in a loss effect.
[0278] The mini-symbol display means 162 is configured to display the mini-symbol 165 in a variable manner via the display device DS in accordance with the variable display of the decorative symbol 164 based on the entry of game balls into the first and second symbol start openings 15a and 15b. The decorative symbol 164 is not always displayed during the symbol variation (hereinafter simply referred to as "during symbol variation") from the time the symbol variation starts based on the entry of game balls into the first and second symbol start openings 15a and 15b until the variation stops, and some or all of it may disappear from the screen depending on the content of the performance such as the reach performance. In contrast, the mini-symbol 165 is always displayed on the display device DS during the symbol variation. It should be noted that the mini-symbol 165 may disappear from the screen for a period of time during the symbol variation. Also, the mini-symbol 165 may become difficult or impossible to see for a period of time when a movable performance body (not shown) is moving.
[0279] Miniature pattern 165 shares the same number of pattern rows (three in this case) and types of patterns that make up each pattern row (number patterns "1" to "8" in this case) as decorative pattern 164. However, it only has a main body consisting of numbers such as "1" to "8" and does not have a decorative part. As shown in Figure 18, it is smaller in size than decorative pattern 164 and is displayed near the periphery of the display screen DSa of the display device DS. Furthermore, the display state of miniature pattern 165 is limited to "stopped fluctuation state" and "high-speed fluctuation state". Unlike decorative pattern 164, there are no speed changes during fluctuation (deceleration, frame-by-frame playback, etc.). When the pattern fluctuation starts, it instantly switches from the stopped fluctuation state based on a predetermined starting pattern, or from the previous stopping pattern to a predetermined starting pattern, and then transitions to a high-speed fluctuation state where each pattern row cyclically fluctuates at a predetermined speed. When the pattern fluctuation stops, it switches from the high-speed fluctuation state to the stopped fluctuation state based on a predetermined stopping pattern. Furthermore, the fluctuation speed of the mini symbol 165 in the high-speed fluctuation state is always constant, and as shown in Figure 19, the high-speed fluctuation display of the mini symbol 165 is performed at a speed at which the symbol sequence completes one cycle every N frames in the display device DS that displays video at a predetermined frame rate (60fps, etc.).
[0280] Furthermore, while the reel stops on the decorative symbol 164 and becomes the starting reel for the next spin, the mini symbol 165 always uses a predetermined starting reel. At the start of a spin, it instantly switches from the reel stops of the previous spin to the predetermined starting reel, and then starts a high-speed spin from that starting reel. This is because if the previous spin was a miss or a big win spin, and the reel stops on that spin and the mini symbol 165 starts spinning with that reel still in place, the left and right symbols or all symbols will remain aligned during the high-speed spin, which could lead players to mistakenly believe that they are about to get another reach or a big win. Therefore, the starting reel for the mini symbol 165 needs to be set to a number unrelated to reaches or big wins, such as "1, 3, 5". Note that the reel stops on the mini symbol 165 and is the same as the reel stops on the decorative symbol 164.
[0281] The reserved image display means 163 performs a reserved display effect that displays a reserved image indicating the number of random number information stored in the reserved storage means. Here, if a game ball enters the first and second symbol start openings 15a and 15b during the special reserved period, including during the symbol variation of the decorative symbol display means 161 and during a big win (special game), the first and second special random number information acquired thereby is reserved and stored in the predetermined reserved storage means, up to a predetermined upper limit of reserved number, for example, 4 each. After the special reserved period ends, the reserved storage is consumed and a new symbol variation by the decorative symbol display means 161 begins. The reserved image display means 163 notifies the number of stored first and second special random number information (first and second special reserved number) by the number of reserved images displayed.
[0282] As shown in Figure 18, the display device DS is configured to display first and second reserved images X1~X4, Y1~Y4, etc., indicating the first and second special reserved numbers, superimposed on the front of a predetermined reserved base image 168. The reserved image display means 163 adds one first and second reserved image X1~, Y1~ to the reserved base image 168 when the number of first and second special reserved numbers increases based on game balls entering the first and second symbol start openings 15a, 15b, and shifts the first and second reserved images X1~, Y1~ one by one toward the front of the queue (for example, the right side of the screen) when the number of first and second special reserved numbers decreases based on the start of a new variation of the decorative symbol 164 by the decorative symbol display means 161. The reserved base image 168 is displayed in the periphery or vicinity of the display screen DSa, and in this embodiment, it is displayed horizontally along the lower edge of the display screen DSa.
[0283] Next, we will explain specific examples of effects during the variation of the decorative pattern 164 (there may be periods during which at least a portion of the decorative pattern 164 is not displayed), focusing on the content of image effects by the display device DS, light effects by light-emitting means (decorative lamps) such as frame-side LED lamps and panel-side LED lamps, and sound output effects by sound output means. In the following explanation, regarding the light-emitting means that perform light effects, the frame-side LED lamp will be referred to as "frame-side lamp La," the panel-side LED lamp as "panel-side lamp Lb," and together they will be referred to as "effect lamp L." In the diagrams used in the following explanation, as shown in Figure 18, the panel-side lamp Lb and frame-side lamp La will be represented by a schematic diagram showing the former arranged on the upper side and left and right sides of the display device DS, and the latter arranged on the left and right sides of those. Of course, the arrangement of these panel-side lamp Lb and frame-side lamp La is not limited to this.
[0284] The following will sequentially explain 12 types of pre-announcement effects that are performed during symbol changes: step-up pre-announcement effect, reach pre-announcement effect, button pre-announcement effect 1, dialogue pre-announcement effect 1, pseudo-consecutive pre-announcement effect, button pre-announcement effect 2, dialogue pre-announcement effect 2, dialogue pre-announcement effect 3, dialogue pre-announcement effect 4, notification pre-announcement effect, and level-up pre-announcement effect. These 12 types of pre-announcement effects are selected and performed based on the setting of the jackpot reliability level as shown in Figure 20. Here, "jackpot reliability level" is an example of the reliability level regarding the appearance of a predetermined event, and in this case it refers to the reliability level that the decorative symbol 164 will result in a jackpot effect. After explaining these 12 types of pre-announcement effects, several examples of various effects (hereinafter referred to as partial effects) that can be adopted in part of these various pre-announcement effects, etc., will be explained (reliability suggestion effect, reach title display effect, operation effect, reach development effect).
[0285] In addition, in each of the following effects, a plurality of variations having reliability suggestion information indicating jackpot reliability are prepared, and the jackpot reliability and the like are different for each of the plurality of variations. As the reliability suggestion information, there are various types such as character information and color information of images. In each of the following effects, when color information of an image is adopted as the reliability suggestion information, it is assumed that the jackpot reliability increases in the order of "white", "green", "blue", "red", "gold", "danger color", and "rainbow (rainbow)", but it is not necessary to adopt all of these colors, and a plurality of these colors may be adopted. Further, these color information suggest the high and low relationship of the jackpot reliability in a plurality of variations that can appear in one effect, and between different effects, even for variations using the same color information, the jackpot reliability is not necessarily the same.
[0286] In addition, the content described for each effect below is not limited to each effect, and may be adopted in other effects. For example, the configuration of the high-brightness effect that appears in the step-up preview effect may be adopted in other preview effects such as the reach preview effect and the line preview effect, or in partial effects such as the reliability suggestion effect.
[0287] [Step-up preview effect] Figs. 21 to 26 show an example of a step-up preview effect executed during normal variation in a reach variation pattern or a normal variation pattern. The step-up preview effect (specific preview effect) is an effect that is executed up to a predetermined stage among a plurality of stages (here, five stages) of effect steps according to the jackpot reliability, and is set such that the jackpot reliability increases as the stage of the effect step progresses.
[0288] As shown in FIG. 21, this step-up preview effect involves five types of characters, namely an elephant, a lion, a fox, a squirrel, and a bear, corresponding to the first to fifth five-step effect steps, each aiming at a balloon and firing arrows in sequence. The effect steps proceed until an arrow fired by one of the characters hits the balloon and the balloon bursts. First, a step-up introduction effect ST0 is performed to indicate the start of the step-up preview effect (FIG. 21(a)). In this step-up introduction effect ST0, the five types of characters aiming at the balloons appear simultaneously, thus suggesting the content of the step-up preview effect. Of course, each character may appear in the order of elephant → lion → fox → squirrel → bear according to the order of the corresponding effect steps, or they may appear in any other arbitrary order.
[0289] Following the step-up introduction effect ST0 (FIG. 21(a)), the first step effect ST1 is started as the first stage. The first step effect ST1 is composed of a first first-half effect ST1A and a first second-half effect ST1B. First, the first first-half effect ST1A is executed. In this first first-half effect ST1A, a scene where the first character, the elephant, fires an arrow is shown (FIG. 21(b1)). If the arrow hits the balloon (FIG. 21(d1)), it is determined that the effect step ends at that first stage, and the first second-half effect ST1B is performed. The second-half effect including this first second-half effect ST1B will be described later.
[0290] On the other hand, if the arrow shot by the elephant does not hit the balloon (Fig. 21(c1)), the latter half of the first stage performance ST1B is not executed, and subsequently, as the second step, the first half of the second step performance ST2, the second half of the second step performance ST2A, is started. In this first half of the second step performance ST2A, a scene where the second character, the lion, shoots an arrow is shown (Fig. 21(b2)). If the arrow hits the balloon (Fig. 21(d2)), it is determined that the performance step ends at this second step, and the second half of the second step performance ST2B is performed. Thus, until the arrow shot by any character hits the balloon, the elephant, the lion, the fox, the squirrel, and the bear shoot arrows in this order (Fig. 21(b1) to (b5)). When the arrow hits the balloon (Fig. 21(d1) to (d5)), it is determined that the performance step ends at that stage, and the latter half of the performance ST1B to ST5B corresponding to that stage is executed. Since the step-up preview performance of this embodiment only exists up to the fifth stage, the arrow shot by the bear in at least the first half of the fifth stage performance ST5A will surely hit the balloon (Fig. 21(d5)).
[0291] Also, in the step-up preview performance of this embodiment, there are multiple types (here, five types each) of the latter half of the first to fifth stage performances ST1B to ST5B, and any one of these multiple types is selected according to the reliability (here, the jackpot reliability) regarding the occurrence of a predetermined event.
[0292] Figure 22 illustrates five types of aspects (variations) each for the third second-half performance ST3B and the fifth second-half performance ST5B among the first to fifth second-half performances ST1B to ST5B. Of course, similar variations using their respective characters are also prepared for the other first, second, and fourth second-half performances ST1B, ST2B, and ST4B, but are omitted here. In the first to fifth second-half performances ST1B to ST5B, a hold base image 168 is displayed on the lower side of the display screen DSa, and a mini symbol 165 is displayed on the upper side of the display screen DSa. First and second hold images X1 to X4, Y1 to Y4, etc. are displayed in front of the hold base image 168, and a step-up preview performance image 169 is displayed behind the hold base image 168 and the mini symbol 165. However, in the first half performance, the hold base image 168 may be displayed, and in the second half performance, the hold base image 168 may not be displayed. Thereby, the display area of the second half performance for displaying the jackpot reliability can be enlarged, and a more impactful display performance can be executed. In the first to fifth second-half performances ST1B to ST5B, the changing decorative symbol 164 is not displayed.
[0293] The five types of third second-half performances ST3Ba to ST3Be shown in FIGS. 22(a1) to (e1) are common in that regarding the step-up preview performance image 169, the fox, which is the character of the third step performance ST3, appears, and the basic screen layout centered on the fox and a predetermined character image. However, the content of the displayed character image, the display aspect (here, the display color) of the character image, and at least a part of the display color (base color) of the step-up preview performance image 169 are different.
[0294] That is, the step-up preview production images 169 of the third second-half productions ST3Ba to ST3Be shown in FIGS. 22(a1) to (e1) are displayed large in such a positional relationship that the character image of the fox bisects its background image into a left background image and a right background image, and a character image consisting of a predetermined dialogue string (which may be composed of only one character) is displayed horizontally in front of them so as to straddle the character image (fox) and its background image. On the other hand, the content of the dialogue string is different for all five types, and the content of the dialogue string corresponding to the third second-half productions ST3Ba to ST3Be is "Something good seems to happen", "Alright, let's do our best", "Even more good things seem to happen", "Surely it'll be okay", "You're in the best mood, aren't you", respectively. Also, the display color (display mode) of the dialogue string is different for all five types, and the display color (inner color of the character) of the dialogue string corresponding to the third second-half productions ST3Ba to ST3Be is "blue", "red", "gold", "danger color", "rainbow", respectively. Here, the "danger color" is a striped color scheme with multiple colors different from the rainbow color. In this embodiment, it is a color scheme with three colors, yellow, black, and red, arranged diagonally in stripes.
[0295] Furthermore, for the step-up preview performance images 169 of the third half performances ST3Ba to ST3Bd (Figs. 22(a1) to (d1)) other than the third half performance ST3Be (Fig. 22(e1)), the base color corresponds to the display color of the caption string, and each character color, namely "blue", "red", "gold", and "danger color", corresponds to each of the colors "blue", "red", "gold", and "danger color" which are used for at least a part (such as the right background image, etc.) of the step-up preview performance image 169. Here, the "danger color" as the base color is the same as the "danger color" as the character color in that it is composed of three colors, yellow, black, and red. However, the striped color scheme consists of only yellow and black, and the character string "DANGER" is continuously arranged in red on the black line, which is different from the "danger color" as the character color, and it is closer to the entity to be described as "danger pattern". Note that for this "danger pattern", a unique pattern is used for each manufacturer, and the pattern used in this embodiment is only an example. Of course, the composition of the danger color is not limited to this, as long as it is different from other character colors / base colors.
[0296] Also, the five types of third half performances ST5Ba to ST5Be shown in Figs. 22(a2) to (e2) are common in that for the step-up preview performance image 169, the bear, which is the character of the fifth step performance ST5, appears, and the basic screen layout centered around the bear and a predetermined character image is the same. However, the content of the character image displayed on the screen, the display mode of the character image (here, the display color), the display color (base color) of at least a part of the step-up preview performance image 169, etc. are different.
[0297] That is, the step-up preview images 169 of the fifth second-half performances ST5Ba to ST5Be shown in FIGS. 22(a2) to (e2) are displayed large in a positional relationship where the bear character image bisects its background image into a left background image and a right background image. Also, a character image consisting of a predetermined caption string (which may consist of only one character) is displayed horizontally in a position straddling the character image (bear) and its background image. In this regard, they are common. On the other hand, the contents of the caption strings are all different for the five types, and the contents of the caption strings corresponding to the fifth second-half performances ST5Ba to ST5Be are "Maybe it's okay", "Just a little more", "Feeling refreshed", "Getting excited", and "Great satisfaction!" respectively. Also, the display colors of the caption strings are all different for the five types, and the display colors (inner colors of the characters) of the caption strings corresponding to the fifth second-half performances ST5Ba to ST5Be are "blue", "red", "gold", "danger color", and "rainbow color" respectively. As described above, the contents of the caption strings of the fifth second-half performances ST5Ba to ST5Be are all different from the contents of the caption strings of the third second-half performances ST3Ba to ST3Be, but it is also possible to make at least some of the contents of the caption strings common.
[0298] Furthermore, for the step-up preview images 169 of the fifth second-half performances ST5Ba to ST5Bd (FIGS. 22(a2) to (d2)) other than the fifth second-half performance ST5Be (FIG. 22(e2)), the base color of the screen corresponds to the display color of the caption string, and the colors "blue", "red", "gold", and "danger color" corresponding to the respective character colors are used for at least a part (such as a part of the background image) of the screen.
[0299] Here, the jackpot reliability is set to gradually increase from the latter half of the third performance ST3Ba to ST3Be and also from the latter half of the fifth performance ST5Ba to ST5Be. That is, the relationship between the display color of the dialogue text string and the jackpot reliability is such that the jackpot reliability increases in the order of "blue", "red", "gold", "danger color", and "rainbow color". Note that the "rainbow color" indicates a jackpot reliability of 100%, that is, a confirmed jackpot. Thus, since the latter half of the third performance ST3Ba~ST3Be and the latter half of the fifth performance ST5Ba~ST5Be have different jackpot reliabilities depending on the display color of the dialogue text string, etc., it can be said that the character image (specific character information) or the step-up preview performance image 169 having that character image is a specific image having reliability information regarding the jackpot. The same applies to the other first, second, and latter half of the fourth performances.
[0300] Thus, for example, the latter half of the third performance ST3Ba (Fig. 22(a1)) and the latter half of the fifth performance ST5Ba (Fig. 22(a2)) are examples of the first-class first reliability specific images corresponding to the first-class first reliability, and the latter half of the third performance ST3Bb (Fig. 22(b1)) and the latter half of the fifth performance ST5Bb (Fig. 22(b2)) are examples of the first-class second reliability specific images corresponding to the first-class second reliability. In this embodiment, the five display colors of "blue", "red", "gold", "danger color", and "rainbow color" adopted in this step-up preview performance are a full lineup of reliability information regarding the jackpot (reliability information regarding the occurrence of a predetermined event), and they are set so that the jackpot reliability increases in that order. However, in other preview performances, etc., it is not necessary to adopt all of those five display colors as reliability information, and only some such as "red", "gold", etc. may be adopted. However, even in that case, it is assumed that the high-low relationship of the jackpot reliability (for example, "gold" is higher than "red") does not change.
[0301] Note that the base color of the step-up preview effect image 169 does not have to be exactly the same as the character color, and it may be a similar color. Also, for the latter half of the 3rd performance ST3Be, the latter half of the 5th performance ST5Be, etc., where the character color is "rainbow", at least some of the display colors other than the caption string may be set to "rainbow" to make the base color of the screen correspond to the character color. Also, in this embodiment, for display modes other than the display color related to the caption string, such as the font (typeface) and size of the caption string, etc., they are substantially common in the five types of latter half of the 3rd performance ST3Ba to ST3Be, the latter half of the 5th performance ST5Ba to ST5Be, etc. However, other display modes (such as fonts) may be made different together with the character color, or the character color may be made substantially the same and other specific display modes (such as fonts) may be made different, so that the specific display mode may be used as reliability information.
[0302] Subsequently, a specific example of the step-up preview effect will be described by taking the case where the effect steps proceed up to the third stage and ST3Bc (Fig. 22(c1)) is selected as the latter half of the 3rd performance. First, the outline will be described while referring to Fig. 23. When the step-up preview effect is started during the normal variation in the reach variation pattern, the output of BGM1 related to this step-up preview effect starts as BGM from the speaker, and on the display screen DSa, the decorative pattern 164 during high-speed variation becomes non-displayed, and in a state where the holding pedestal image 168 is displayed on the lower end side and the mini pattern 165 is displayed on the upper end side, an effect image related to the step-up introduction effect ST0 is displayed behind them (Fig. 23(a)).
[0303] In this step-up introduction effect ST0, a step-up preview effect image 169 is displayed in which five types of characters, an elephant, a lion, a fox, a squirrel, and a bear, corresponding to five stages of the effect steps, gather together and each is preparing to fire an arrow at a balloon. A player who sees this can recognize that this is a step-up preview effect in which the effect steps progress until one of the characters pops the balloon. Also, in this step-up introduction effect ST0 (Fig. 23(a)), for example, at the start, a predetermined introduction sound is output from the speaker as a sound effect. Further, during this step-up introduction effect ST0 (Fig. 23(a)), at least a part of the effect lamp L (here, both the frame-side lamp La and the board-side lamp Lb) emits light in an introduction light emission mode corresponding to this step-up introduction effect ST0, for example, emits orange light. Note that "at least a part of the effect lamp L" may be only one of the frame-side lamp La and the board-side lamp Lb, both of them, or at least one of a part of the frame-side lamp La and a part of the board-side lamp Lb. This is the same in all the following explanations.
[0304] Following the step-up introduction effect ST0 (Fig. 23(a)), one or a plurality of steps of effect from the first step to a predetermined step, here, the first step effect ST1 to the third step effect ST3 are sequentially executed. That is, first, as the first step, the first first-half effect ST1A of the first step effect ST1 is started (Fig. 23(b)). In this first first-half effect ST1A, the elephant, which is the first character, aims at the balloon and fires an arrow, but here it cannot hit the balloon.
[0305] Furthermore, during this first half-performance ST1A (Figure 23(b)), for example, at its start, a predetermined first start sound is output from the speaker as a sound effect, and following that first start sound, a first half-voice such as "Let's go" is output as a line of dialogue. Note that the output of the first half-voice may start after the output of the first start sound has finished, or it may start during the output of the first start sound. Furthermore, during this first half-performance ST1A (Figure 23(b)), at least a portion of the performance lamp L (here, both the frame-side lamp La and the panel-side lamp Lb) emits light in a first half-light emission mode corresponding to the first half-performance (a first light emission mode corresponding to the first half-performance), for example, in green.
[0306] When the arrow shot by the elephant misses the balloon, the first half of the performance ST1A ends, and the second half of the second step performance ST2A begins (Figure 23(c)). In this second half of the performance ST2A, the second character, the lion, shoots an arrow at the balloon, but just like in the first step performance ST1, it is not possible to hit the balloon here.
[0307] Furthermore, during this second first half performance ST2A (Figure 23(c)), for example, at its start, a predetermined second start sound is output from the speaker as a sound effect, and following this second start sound, a second first half voice such as "This time for sure" is output as a line of dialogue. The second start sound may be the same as or different from the first start sound. Also, the output of the second first half voice may start after the output of the second start sound has finished, or it may start during the output of the second start sound. Furthermore, during this second first half performance ST2A (Figure 23(c)), at least a portion of the performance lamp L (here, both the frame-side lamp La and the panel-side lamp Lb) continue to light up in the first half lighting mode corresponding to the first half performance, for example, in green.
[0308] When the arrow shot by the lion misses the balloon, the second first half of the performance ST2A ends, and the third step of the performance ST3, the third first half of the performance ST3A, begins (Figure 23(d)). In this third first half of the performance ST3A, the third character, the fox, shoots an arrow at the balloon, and in the example in Figure 23, the arrow hits the balloon perfectly (Figure 23(d)).
[0309] Furthermore, during this third first half performance ST3A (Figure 23(d)), for example, at its start, a predetermined third start sound is output from the speaker as a sound effect, and following that third start sound, a third first half voice such as "How's that?" is output as a line of dialogue. The third start sound may be the same as or different from the first and second start sounds. Also, the output of the third first half voice may start after the output of the third start sound has finished, or it may start during the output of the third start sound. Furthermore, during this third first half performance ST2A (Figure 23(d)), at least a portion of the performance lamp L (here, both the frame-side lamp La and the panel-side lamp Lb) continues to light up in the first half illumination mode corresponding to the first half performance, for example, in green, until just before the arrow hits the balloon, and then when the arrow hits the balloon or just before, it transitions to the first half ending illumination mode, for example, a short period of blackout.
[0310] Furthermore, the illumination pattern in the first half may differ for each of the first half sequences, ST1A to ST5A. In this case, the illumination pattern may be configured to change when, for example, the second start sound, the third start sound, etc. is triggered. By configuring it in this way, the player can easily perceive the step-up stages. Alternatively, the illumination pattern may be temporarily changed when, for example, the second start sound, the third start sound, etc. is triggered. In this case, the illumination pattern will not change for the first to fifth first half sequences, ST1A to ST5A, but at least before and after the timing when the second start sound, the third start sound, etc. is output, the illumination pattern will be different (e.g., white). By configuring it in this way, the player can easily perceive that the step-up stage has changed.
[0311] When an arrow hits the balloon (Fig. 23(d)), it is determined that the production step ends at its third stage, and a high-brightness production WO11 (the first high-brightness production of Class A) (Fig. 23(e)) is performed at that timing (the first timing). During (or after) the execution of the high-brightness production WO11, one of a plurality of types (here, five types) of the latter-half-of-third productions ST3Ba to ST3Be, here the latter-half-of-third production ST3Bc, is executed (Fig. 23(f)). That is, the high-brightness production WO11 is executed at the timing (the first timing) when switching from the first scene image related to the first-half production to the second scene image related to the second-half production.
[0312] Here, the high-brightness production is a production that reduces the visibility of the image behind the high-brightness image 170 (here, the step-up preview production image 169) by displaying the high-brightness image 170. All the high-brightness productions in this embodiment are those called so-called whiteouts, and a white high-brightness image 170 is used. However, the color of the high-brightness image may be any color other than white, such as gray, yellow, blue, red, etc., or may be composed of multiple colors. Also, there may be a case where no image is displayed behind the high-brightness image 170.
[0313] In the high-brightness production WO11, since the high-brightness image 170a is displayed in front of the step-up preview production image (specific image) 169 and behind the mini symbol 165, the reserved pedestal image 168, and the reserved images X1 to X4, Y1 to Y4 in front of it, the visibility of the step-up preview production image (specific image) 169 can be changed without changing the visibility of the reserved images X1 to X4, Y1 to Y4 and the mini symbol 165. This is the same for other high-brightness productions described later. In the high-brightness production WO11, the common high-brightness image 170a is displayed regardless of which of the latter-half-of-third productions ST3Ba to ST3Be is selected. The same applies to the cases of the other first, second, fourth, and fifth latter-half productions.
[0314] However, the system is not limited to this, and the high-brightness image 170 may be displayed in front of at least one of the mini symbols 165, the hold images X1~, Y1~, and the hold base image 168, thereby reducing their visibility. In this case, the high-brightness image 170 may be displayed in front of the hold base image 168 and behind the hold images X1~, Y1~. This makes it possible to perform a wider-ranging and more impactful high-brightness effect without reducing the visibility of at least the hold images X1~, Y1~. Furthermore, it is desirable that the display area that does not overlap with the high-brightness image 170 be smaller than the area where the high-brightness image 170 is displayed. This makes it possible to create a stronger impression that the image behind the high-brightness image 170 is obscured. Furthermore, it is desirable that the display area that does not overlap with the high-brightness image 170 be an area in the images of the third second half effect ST3B that will be displayed afterward that does not contain information that suggests reliability (text information, character images, and other images displayed in reliability colors). This makes it possible to achieve the occlusion effect of the high-brightness image 170 without obscuring the entire area of the display screen with the high-brightness image 170.
[0315] The high-brightness image 170 is displayed in white within a predetermined area on the screen, and its transmittance is set to an arbitrary level within that area. The transmittance of the high-brightness image 170 may be uniform or non-uniform within its display area. If the transmittance of the high-brightness image 170 is non-uniform, the transmittance and / or rate of change of the transmittance of the high-brightness image 170 may be configured to differ between the area where information suggesting reliability (text information, character images, and other images displayed in reliability colors) is located and the other areas. In this case, it is desirable to configure the area where information suggesting reliability (text information, character images, and other images displayed in reliability colors) is located to have a lower transmittance and / or rate of change of transmittance. Furthermore, the area where particularly important text information and other images displayed in reliability colors are located may have a lower transmittance and / or rate of change of transmittance than the area where character images are located, or vice versa. In this way, by varying the transmittance and the rate of change of transmittance of high-brightness images according to the display position, it is possible to prevent high-brightness effects from becoming monotonous. Furthermore, by determining the level of transmittance and the rate of change of transmittance, it becomes possible to understand the content of the image displayed in, for example, the second half of the third effect ST3B, making high-brightness effects more complex and interesting.
[0316] Furthermore, the size (display range) of the high-brightness image can be changed over time, and the transmittance value and transmittance distribution can also be changed over time. If the transmittance of high-brightness image 170 is 0%, the image behind high-brightness image 170 becomes completely invisible, and if the transmittance of high-brightness image 170 is 100%, high-brightness image 170 itself becomes completely invisible. Therefore, if the transmittance of a predetermined part of high-brightness image 170 is 100%, it can be considered that that predetermined part is not part of high-brightness image 170 in the first place. Also, if the transmittance of a predetermined part of high-brightness image 170 changes from a value of less than 100% to 100%, it can be considered that the predetermined part was removed from the range of high-brightness image 170 at the point when it reached 100%.
[0317] In the high-brightness performance WO11 (Fig. 23(e)), the output of the BGM1 related to the step-up preview performance continues. Also, in the high-brightness performance WO11, a predetermined emphasized sound is output as an effect sound, and this predetermined emphasized sound is selected from any of the first to fifth predetermined emphasized sounds according to the reliability information regarding the jackpot in the latter half of the performance (for example, depending on which of ST3Ba to ST3Be is selected in the case of the third latter half performance). That is, when displaying an image (the first reliability specific image of the first category) related to the third latter half performance ST3Ba (Fig. 22(a1)) during the display of the high-brightness image 170a, it is possible to output the first predetermined emphasized sound corresponding to the image (the first reliability specific image of the first category) related to the third latter half performance ST3Ba during the display of the high-brightness image 170a (the first sound performance). When displaying an image (the second reliability specific image of the first category) related to the third latter half performance ST3Bc (Fig. 22(c1)) during the display of the high-brightness image 170a, it is possible to output the third predetermined emphasized sound corresponding to the image (the second reliability specific image of the first category) related to the third latter half performance ST3Bc during the display of the high-brightness image 170a (the second sound performance). Thus, during the high-brightness performance WO11 where the dialogue string (character information) is still unrecognizable or difficult to recognize, it is possible to notify the player of the reliability information in advance by voice, which has the advantage of improving the performance effect.
[0318] Also, it may be configured to be able to output a common predetermined emphasized sound for each jackpot reliability in the latter half of the performance. For example, when displaying an image (the first reliability specific image of the first category) related to the third latter half performance ST3Ba (Fig. 22(a1)), an image (the first reliability specific image of the second category) related to the third latter half performance ST3Bb (Fig. 22(b1)), and an image (the second reliability specific image of the second category) related to the third latter half performance ST3Bc (Fig. 22(c1)), a common first predetermined emphasized sound is output. When displaying an image (the first reliability specific image of the first category) related to the third latter half performance ST3Bd (Fig. 22(d1)) and an image (the second reliability specific image of the second category) related to the third latter half performance ST3Be (Fig. 22(e1)), it may be configured to output a common second emphasized sound. Thus, it is possible to notify the player of the expected degree of the reliability information in advance according to the content of the predetermined emphasized sound, which results in the advantage of improving the performance effect.
[0319] Furthermore, the first to fifth predetermined emphasis sounds may be configured such that the output volume and / or output time increases as the reliability information regarding the jackpot in the second half of the performance increases. In this case, the output volume and / or output time of the third predetermined emphasis sound (first specific sound) output when the high-brightness performance WO11 is executed during the third second half of the performance ST3Bc (Figure 22(c1)) (first high-brightness performance) will be greater than the output volume and / or output time of the first predetermined emphasis sound (second specific sound) output when the high-brightness performance WO11 is executed during the third second half of the performance ST3Ba (Figure 22(a1)) (second high-brightness performance).
[0320] Furthermore, the first to fifth predetermined emphasis sounds may be configured to be accompanied by a vibration effect by activating a vibration mechanism, based on the reliability information regarding the jackpot in the latter half of the performance, with the higher the jackpot reliability. For example, the first to third predetermined emphasis sounds may be configured not to be accompanied by a vibration effect, while the fourth to fifth predetermined emphasis sounds may be configured to be accompanied by a vibration effect. Alternatively, only the fifth predetermined emphasis sound may be configured to be accompanied by a vibration effect. Here, the vibration mechanism can be configured to vibrate a predetermined part such as the chance button 11. Also, when using the two predetermined emphasis sounds described above, the first predetermined emphasis sound and the second predetermined emphasis sound, only the second predetermined emphasis sound may be configured to be accompanied by a vibration effect. Furthermore, it is not always necessary to be accompanied by a vibration effect; there may be cases where a vibration effect is performed along with the execution of the predetermined emphasis sound, and cases where it is not. More preferably, it is desirable to configure the system so that a vibration effect is performed only when the expectation of a jackpot is high.
[0321] In the high - brightness effect WO11 (the first high - brightness effect), at least a part of the effect lamp L (here, both the frame - side lamp La and the board - side lamp Lb) emits light in the first high - brightness emission mode (the first emission mode corresponding to the high - brightness effect) (the first light - emission effect of causing the light - emission means to emit light in the first emission mode, the first light - emission effect). In this embodiment, the first high - brightness emission mode in the high - brightness effect WO11 is a cyclic change mode that cyclically changes to a plurality of colors (for example, three colors of gold, green, and white) including the character color (for example, gold) of the third - half - stage effect ST3B. Note that the first high - brightness emission mode only needs to include a color corresponding to the character color (for example, gold) of the third - half - stage effect ST3B, and it may be a single color such as gold. Thereby, in the high - brightness effect WO11 where the caption string (character information) is still unrecognizable or difficult to recognize, the reliability information can be notified to the player by light emission in advance, and there is an advantage that the effect of the effect is improved. When the effect lamp L emits light in a color corresponding to the image, the emission color does not have to be exactly the same as the color of the image, but may be a similar color (for example, the emission color for a gold - colored image is yellow).
[0322] In the third - half - stage effect ST3Bc (Fig. 23(f)) after the high - brightness effect WO11 ends, as described above, as the step - up preview effect image 169, a fox character image is displayed large in a positional relationship that bisects its background image into a left background image and a right background image, and a caption string with the content "There seems to be something better" is displayed in "gold" in front of them so as to straddle the character image (fox) and its background image.
[0323] Also, in this third - half - stage effect ST3Bc (Fig. 23(f)), the output of BGM1 related to the step - up preview effect continues, and a predetermined third - half voice is output as a caption sound. This third - half voice corresponds to the caption string (character information) displayed on the screen, and here, "There seems to be something better" is output. When outputting this caption sound, it is desirable to make the character image perform a so - called lip - sync operation (uttering motion).
[0324] Furthermore, during the third second half performance ST3Bc (Figure 23(f)), at least a portion of the performance lamp L (here, both the frame-side lamp La and the panel-side lamp Lb) emits light in a cyclical change pattern that cyclically changes to multiple colors (here, gold, green, and white) including the text color of the third second half performance ST3Bc (here, gold, green, and white), which corresponds to the second half illumination pattern (third illumination pattern corresponding to a specific image) of the third second half performance ST3Bc. Thus, the second half illumination pattern may be the same as or different from the preceding first high-brightness illumination pattern, but it is desirable to configure it to include the text color of the third second half performance ST3Bc (here, gold). This makes it possible to perform an illumination pattern corresponding to the text color (here, gold) indicating the level of expectation even after the display of the image performance of the third second half performance ST3Bc has finished, and to provide notification using the text color (here, gold) indicating the probability of a big win to players who have missed the image performance as much as possible. Furthermore, it is desirable that the light color of this second-half illumination mode does not include the colors corresponding to other second-half effects (in this case, blue, red, danger color, rainbow). Alternatively, the second-half illumination mode may consist only of the light color corresponding to the text color (for example, gold). It may also be configured not to include the text color of the third second-half effect ST3Bc (in this case, gold), which makes it possible to visually perceive that the effect period of the third second-half effect ST3Bc has ended.
[0325] After the execution of the latter half third performance ST3Bc, a high brightness performance WO12 (first high brightness performance) is carried out at that timing (second timing) (Fig. 23(g)). During the execution of the high brightness performance WO12, the step-up preview performance image 169 related to the latter half third performance ST3Bc is switched to the variation screen of the decorative design 164 (specific image end performance) (Fig. 23(h)). Here, the high brightness performance WO12 has different display areas of the high brightness image and the change rate of the transmittance from those of the high brightness performance WO11. Thereby, it becomes possible to clearly express the start and end of the latter half performance. Note that the minimum value of the transmittance of the high brightness image in the high brightness performance WO12 is the same (0%) as that in the high brightness performance WO11, but this may also be made different. Also, the high brightness performance WO12 may have the same display area of the high brightness image as that of the high brightness performance WO11. Further, the transmittance (minimum value) and / or the change rate of the transmittance may be the same. Thereby, it becomes possible to give the player a sense of expectation that the latter half performance may still continue. Also, it is desirable that the high brightness performance WO12 is displayed so as to conceal at least the area where the information (character information, character image, other images displayed in the reliability color) suggesting the reliability in the latter half performance is located with the high brightness image. Thereby, it becomes possible to end the latter half performance without a sense of discomfort and to transition to the symbol variation screen. Also, at least one of the areas where the information (character information, character image, other images displayed in the reliability color) suggesting the reliability in the latter half performance is located may be configured to be concealed with the high brightness image.
[0326] During the high-brightness effect WO12 (Figure 23(g)), for example, the BGM output is stopped. Also during the high-brightness effect WO12, a specific emphasized sound is output as a sound effect, and this specific emphasized sound is selected from the 1st to 5th specific emphasized sounds depending on the reliability information regarding the jackpot in the second half of the effect (for example, depending on whether ST3Ba to ST3Be is selected in the third second half of the effect). Alternatively, the high-brightness effect WO12 may be configured to output a common specific emphasized sound as a sound effect. That is, it may be configured to output a common specific emphasized sound regardless of the content of the reliability information regarding the jackpot in the second half of the effect. This allows, for example, the high-brightness effect WO11 to output different predetermined emphasized sounds depending on the reliability information regarding the jackpot in the second half of the effect, while the high-brightness effect WO12 can output a common specific emphasized sound regardless of the reliability information regarding the jackpot, making it possible to express different effects in the high-brightness effect WO11 and the high-brightness effect WO12, respectively. Furthermore, the predetermined emphasis sound during the high-brightness effect WO11 may be the same regardless of the reliability information regarding the jackpot, while the specific emphasis sound during the high-brightness effect WO12 may be configured to differ depending on the reliability information regarding the jackpot.
[0327] Furthermore, the first to fifth specific emphasis sounds may be configured such that the output volume and / or output time increases as the reliability information regarding the jackpot in the second half of the performance increases. In this case, the output volume and / or output time of the third specific emphasis sound (first specific sound) output when the high-brightness performance WO12 is executed during the third second half of the performance ST3Bc (Figure 22(c1)) (first high-brightness performance) will be greater than the output volume and / or output time of the first specific emphasis sound (second specific sound) output when the high-brightness performance WO12 is executed during the third second half of the performance ST3Ba (Figure 22(a1)) (second high-brightness performance). Also, the first to fifth specific emphasis sounds in the high-brightness performance WO12 may be different from or the same as the first to fifth predetermined emphasis sounds in the high-brightness performance WO11.
[0328] Furthermore, during the high-brightness effect WO12 (second high-brightness effect), at least a portion of the effect lamp L (here, both the frame-side lamp La and the panel-side lamp Lb) emits light in a cyclical change pattern that cyclically changes to multiple colors (here, gold, green, and white) including the text color (here, gold) of the third second-half effect ST3Bc (a specific light emission effect that causes the light emission means to emit light in a specific light emission pattern corresponding to a specific image). Thus, the second-half light emission pattern may be the same as or different from the first high-brightness medium-brightness light emission pattern and the second-half light emission pattern, but it is desirable to configure it to include the text color (here, gold) of the third second-half effect ST3Bc. Alternatively, the second-half light emission pattern may be configured not to include the text color (here, gold). Furthermore, by configuring the first high-brightness medium-brightness light emission pattern to include the text color and the second-half light emission pattern not to include the text color, it is possible to avoid monotonous effect expression and prevent a decrease in the effect.
[0329] After the high-brightness effect WO12, when the symbol variation screen begins, a symbol stop sound is output as a sound effect in conjunction with the stopping of decorative symbols 164a to 164c.
[0330] Next, regarding the step-up preview effect shown in FIG. 23 as described above, the effect period centered on the high-brightness effects WO11 and WO12 will be described in more detail. FIGS. 24 to 26 show the changes in the display screen and the light-emitting means at a finer time interval than FIG. 23 for the period from FIG. 23(e) to (h), that is, from the start of the high-brightness effect WO11 to the transition to the changing screen of the decorative pattern 164 after the high-brightness effect WO12 ends. The 22-frame (picture) display images shown in FIGS. 24 to 26 do not show all the frames in the period from FIGS. 23(e) to (h), but are extracted from all those frames at a certain pitch. Therefore, in FIGS. 24 to 26, the time intervals between adjacent frames are all the same (here, A milliseconds). Thus, in FIGS. 24 to 26, the relationship is such that when the number of frames doubles, the time also doubles. For example, the elapsed time between FIGS. 24(a) to (c) and FIGS. 24(d) to (f) is the same, and the elapsed time between FIGS. 24(a) to (c) and FIGS. 24(d) to (g) is longer for the latter than the former.
[0331] First, the details of the high-brightness effect WO11 will be described. In the high-brightness effect WO11 shown in FIGS. 24(a) to 25(j), at the start, a high-brightness image 170a is displayed behind the step-up preview effect image (specific image) 169 and in front of the mini pattern 165, the holding pedestal image 168, and the holding images X1 to X4, Y1 to Y4 in front of it (FIG. 24(a)) (high-brightness image display process), and the size (range) and transmittance of the high-brightness image 170a gradually change and finally disappear (FIG. 24(j)).
[0332] Regarding the high - brightness image 170a, its size (range) is configured to be the largest at the start of display (Fig. 24(a)) and gradually become smaller as time elapses. That is, the high - brightness effect WO11 is composed of an enlargement - change effect that changes the size (range) of the high - brightness image 170a in the enlargement direction and a reduction - change effect that changes it in the reduction direction. Also, the execution time of the latter (Fig. 24(a) - Fig. 25(j)) is longer than that of the former (Fig. 24(a)). In the high - brightness effect WO11, the coverage rate of the high - brightness image 170a with respect to the entire step - up preview effect image 169 is less than 100%. Even when the size (range) of the high - brightness image 170a is the largest (Fig. 24(a)), a part of the step - up preview effect image 169 is visible from the front side. Of course, the coverage rate of the high - brightness image 170a with respect to the entire step - up preview effect image 169 may be set to 100% when the size (range) of the high - brightness image 170a is the largest. Also, in the step - up preview effect image, if a part of the predetermined information (character information, character image, reliability color display image, etc.) is concealed by the high - brightness image 170a and thus becomes difficult to perceive and / or difficult to visually recognize, it is sufficient, and it is not necessary for all of the predetermined information to be concealed.
[0333] Also, the high - brightness image 170a is set so that the transmittance is substantially uniform within its range. Also, the high - brightness image 170a changes not only in its size (range) but also in transmittance over time (transmittance - change processing, transmittance - change effect). The transmittance at the start of display (Fig. 24(a)) is the minimum (e.g., 0%), and it is configured to gradually increase (rise) at a certain rate of change over time. That is, the high - brightness effect WO11 is composed of a low - transmittance - change effect that changes the transmittance of the high - brightness image 170a in the downward direction and a high - transmittance - change effect that changes the transmittance of the high - brightness image 170a in the upward direction. Also, the execution time of the latter (Fig. 24(a) - Fig. 25(j)) is longer than that of the former (Fig. 24(a)).
[0334] Note that the minimum transmittance of the high-brightness image 170a may be greater than 0%. Also, the transmittance of the high-brightness image 170a may not have a constant rate of change (the amount of change per unit time). Further, the transmittance of the high-brightness image 170a may be made non-uniform and configured to change with the passage of time. Also, the size (range) may be changed without changing the transmittance of the high-brightness image 170a, or the transmittance may be changed without changing the size (range) of the high-brightness image 170a. However, when the size (range) of the high-brightness image 170a becomes smaller, it can be considered that a part of the high-brightness image 170a has disappeared substantially because the transmittance of a part of the high-brightness image 170a has increased to reach 100%. Therefore, it can be said that changing the size (range) of the high-brightness image 170a is substantially changing the transmittance of the high-brightness image 170a.
[0335] In the high-brightness effect WO11, for the step-up preview effect image 169 displayed behind the high-brightness image 170a, for example, at the start of the display of the high-brightness image 170a (Fig. 24(a)), it is switched from the image of the first half of the third previous effect ST3A (see Fig. 23(d)) to the image of the second half of the third effect ST3Bc (see Fig. 22(c1)). As a result, after the start of the high-brightness effect WO11, as the size (range) of the high-brightness image 170a gradually becomes smaller and the transmittance also gradually increases, the visibility of the step-up preview effect image 169 improves. Eventually, when the high-brightness image 170a disappears (Fig. 25(j)), the entire step-up preview effect image 169 (excluding the part hidden behind the mini-symbol 165 etc.) becomes completely visible.
[0336] Furthermore, during the high-brightness effect WO11, the effect lamp L emits light in a first high-brightness medium emission mode. The first high-brightness medium emission mode is a cyclical change mode that cyclically changes through multiple colors (for example, gold, green, and white) including the text color (for example, gold) of the third second half effect ST3Bc. For example, the emission color changes in the order of green (Figures 24(a)~(c)), white (Figures 24(d)~(f)), and gold (Figures 24(g)~(i)), so that the gold emission corresponding to the text color appears in the latter half or at the end of the high-brightness effect WO11. However, the configuration is not limited to this, and the emission mode of the effect lamp L, for example, the brightness and / or emission color may be changed in accordance with the change in the transmittance of the high-brightness image 170a. This allows for a better correlation between the change in the transmittance of the high-brightness image 170a and the change in the emission mode, thereby enhancing the effect. Furthermore, the lighting mode (e.g., brightness and color) of the lighting lamp L may be configured to change in stages according to the change in transmittance of the high-brightness image 170a. For example, the first lighting mode may be used when the transmittance of the high-brightness image 170a is 0% to 30%, the second lighting mode when it is 31% to 70%, and the third lighting mode when it is 71% to 99%.
[0337] As described above, during the high-brightness effect WO11, the visibility of the subsequent step-up preview effect image 169 changes over time due to changes in the size (range) and / or transmittance of the high-brightness image 170a, and the character information constituting the step-up preview effect image 169 transitions from an invisible (or difficult to see) state to an visible (or easily visible) state at a predetermined point in time (for example, Figure 24(d)). That is, during the high-brightness effect WO11, it is possible to perform a first transmittance change process that changes the transmittance of the high-brightness image 170a while the character information is invisible (or difficult to see), and a second transmittance change process that changes the transmittance of the high-brightness image 170a while all of the character information is visible (or easily visible). The execution time of the former (for example, Figures 24(a) to (d)) and the latter (for example, Figures 24(d) to 25(j)) differs, with the latter taking longer than the former. In this way, by making the execution time of the latter longer than that of the former, the text information that players are most interested in can be revealed to them earlier, and sufficient time can be provided for displaying high-brightness images, thereby enhancing the effect of the high-brightness effects themselves.
[0338] Furthermore, the execution time for the first transparency change process may be longer than that for the second transparency change process, or the execution times for the former and the latter may be made approximately the same. By making the execution time for the first transparency change process longer than that for the second transparency change process, the disclosure of text information can be delayed, thereby heightening the player's sense of anticipation and tension. Also, once the text information has been disclosed, it is desirable to disclose the entire information as soon as possible (to improve visibility in order to make the text information easier to see earlier), so if the execution time for the first transparency change process is set to be longer, it is desirable to make the execution time for the second transparency change process shorter.
[0339] Regarding the boundary between a state where character information is unrecognizable (or difficult to recognize) and a state where it is recognizable (or easy to recognize), for example, at the timing when at least a part of the character information no longer overlaps with the high-brightness image, it may be defined that the character information becomes recognizable (or easy to recognize). Also, at the timing when all of the character information (the whole) no longer overlaps with the high-brightness image, it may be defined that the character information becomes recognizable (or easy to recognize).
[0340] Also, in the high-brightness effect WO11, it is possible to execute a first range change process of changing the size (range) of the high-brightness image 170a in a state where the character information is unrecognizable (or difficult to recognize), and a second range change process of changing the size (range) of the high-brightness image 170a in a state where all of the character information is recognizable (or easy to recognize). The execution times are different between the former (for example, FIGS. 24(a) to (d)) and the latter (for example, FIGS. 24(d) to FIGS. 25(j)), and the execution time of the latter is longer than that of the former. Note that the execution time of the first range change process may be made longer than that of the second range change process, or the execution times of the former and the latter may be made substantially the same.
[0341] When the high-brightness effect WO11 ends and the entire step-up preview effect image 169 related to the third second-half effect ST3Bc becomes recognizable (FIG. 25(j)), the voice of the phrase "There seems to be something better" (the third second-half voice) corresponding to the dialogue string (character information) displayed on the screen is output. For the step-up preview effect image 169, the following dynamic display is performed in correspondence with the output of the voice (post-execution dynamic display process, post-execution change process). That is, as shown in FIGS. 25(j) to (o), during the output of the voice (the third second-half voice), the character image of the fox performs a so-called lip sync operation in accordance with the voice, and the dialogue string performs a predetermined operation (here, the swaying of each character). Also, the display color of the characters corresponding to the voice being output temporarily changes (for example, from gold to white). As a result, it is recognized that the white part moves from left to right, for example, over the string "There seems to be something better" displayed in gold. Note that the voice may be output without the lip sync operation of the character.
[0342] When the post-execution dynamic display process in the third half performance ST3Bc (Figs. 25(j) to (o)) ends, subsequently, the high brightness performance WO12 is started. In the high brightness performance WO12 shown in Figs. 25(o) to 26(v), similar to the high brightness performance WO11, the high brightness image 170b appears in front of the step-up preview performance image 169 and behind the mini symbol 165, the hold pedestal image 168, and the hold images X1 to X4, Y1 to Y4 in front of it, and then disappears. However, the display pattern of the high brightness image 170b in this high brightness performance WO12 (the second high brightness performance) is different from the display pattern of the high brightness image 170a in the high brightness performance WO11 (the first high brightness performance), and the length of its execution time is also different. Regarding the high brightness performance WO12 (the second high brightness performance), similar to the high brightness performance WO11 (the first high brightness performance), a high brightness image with a low transmittance (e.g., 0%) can be displayed for a short time, and then the transmittance of the high brightness image can be increased over a longer time than that to transition to the symbol change screen.
[0343] That is, the high brightness image 170b is configured such that its size (range) gradually increases with the passage of time and reaches the maximum at a predetermined time point (Figs. 25(o) to 26(s)), and then gradually decreases with the passage of time and finally disappears (Figs. 26(s) to (v)). Thus, the high brightness performance WO12 is composed of an enlargement change performance that changes the size (range) of the high brightness image 170b in the enlargement direction and a reduction change performance that also changes in the reduction direction, and the execution time of the latter (Figs. 26(s) to (v)) is shorter than that of the former (Figs. 25(o) to 26(s)). In the high brightness performance WO12, the coverage rate of the high brightness image 170b with respect to the entire step-up preview performance image 169 is less than 100%, and even when the size (range) of the high brightness image 170b is the largest (Fig. 26(s)), a part of the step-up preview performance image 169 is outside the range of the high brightness image 170b. Of course, when the size (range) of the high brightness image 170b is the largest, the coverage rate of the high brightness image 170 with respect to the entire step-up preview performance image 169 may be set to 100%.
[0344] Note that the high-brightness effect WO12 (the second high-brightness effect) and the high-brightness effect WO11 (the first high-brightness effect) may be configured to vary the coverage rate of the high-brightness image with respect to the entire stepped-up preview effect image. In this case, for at least the information suggesting reliability (character information, character information, display suggesting reliability color), it is desirable that both the high-brightness effect WO12 (the second high-brightness effect) and the high-brightness effect WO11 (the first high-brightness effect) cover it with the high-brightness image. Also, at the timing of executing the high-brightness effect WO12 (the second high-brightness effect), since the information suggesting reliability has already been disclosed, there may be areas / ranges where these information are not hidden by the high-brightness image.
[0345] Also, the high-brightness image 170b is set so that the transmittance is substantially uniform within its range. Also, the high-brightness image 170b not only changes in size (range) but also in transmittance (transmittance change processing, transmittance change effect), and over time, the transmittance gradually decreases at a certain change rate, for example, and becomes minimum (here 0%) at a predetermined time point (Figs. 25(o) to Fig. 26(s)), and then gradually increases at a certain change rate, for example, over time (Figs. 26(s) to (v)). That is, the high-brightness effect WO12 is composed of a low transmittance change effect that changes the transmittance of the high-brightness image 170b in the decreasing direction and a high transmittance change effect that changes the transmittance of the high-brightness image 170b in the increasing direction, and the latter (Figs. 26(s) to (v)) has a shorter execution time than the former (Figs. 25(o) to Fig. 26(s)). Note that the minimum transmittance of the high-brightness image 170b is set to 0% (Fig. 26(s)), but it may be greater than 0%. Of course, the transmittance of the high-brightness image 170b may be made non-uniform and the non-uniform transmittance may be configured to change over time. Also, the execution time of the high transmittance change effect may be made longer than that of the low transmittance change effect, or the execution times of both may be made substantially the same.
[0346] Also, the size (range) may be changed without changing the transmittance of the high-brightness image 170b, or the transmittance may be changed without changing the size (range) of the high-brightness image 170b. However, when the size (range) of the high-brightness image 170b becomes smaller, it can be considered that a part of the high-brightness image 170b has disappeared substantially because the transmittance of a part of the high-brightness image 170b has increased to reach 100%. Therefore, it can be said that changing the size (range) of the high-brightness image 170b is substantially changing the transmittance of the high-brightness image 170b.
[0347] Also, in the high-brightness effect WO12, for the step-up preview effect image 169 displayed behind the high-brightness image 170b, for example, when the size (range) of the high-brightness image 170b is the largest and the transmittance is the smallest (Fig. 26(s)), or at a timing in the vicinity thereof, it is switched to the variable screen of the decorative pattern 164 (see Fig. 23(h)). Thereby, after the start of the high-brightness effect WO12, as the size (range) of the high-brightness image 170b gradually increases and the transmittance also gradually decreases, the visibility of the step-up preview effect image 169 regarding the latter half of the third effect ST3B decreases, and at the time when the visibility of the step-up preview effect image 169 is the lowest (Fig. 26(s)), or at a timing in the vicinity thereof, it is switched to the variable screen of the decorative pattern 164. Then, thereafter, as the size (range) of the high-brightness image 170b gradually becomes smaller and the transmittance also gradually increases, the visibility of the variable screen of the decorative pattern 164 improves, and eventually when the high-brightness image 170b disappears (Fig. 26(v)), the entire variable screen of the decorative pattern 164 (excluding the part hidden behind the mini pattern 165 etc.) becomes completely visible. Thus, during the execution of the high-brightness effect WO12, a specific image end effect for ending the display of the step-up preview effect image (specific image) 169 is executed.
[0348] After the high-brightness effect WO11 ends and during the second half of the third effect ST3Bc (during the dynamic display process after execution), the effect lamp L emits light in the second half emission mode. During the subsequent high-brightness effect WO12, the effect lamp L emits light in the second high-brightness emission mode. In this embodiment, both the second half emission mode and the second high-brightness emission mode are common to the first high-brightness emission mode, and they have a cyclic change mode that cyclically changes to a plurality of colors (for example, three colors of gold, green, and white) including the character color (for example, gold) of the second half of the third effect ST3Bc. The emission color changes in the order of green (Figs. 25(j)-(l)), white (Figs. 25(m)-(o)), gold (Figs. 25(p)-(r)), and green (Figs. 26(s)-(u)). Note that at least one of the second half emission mode and the second high-brightness emission mode may be made different from the first high-brightness emission mode. However, even in that case, it is desirable that each emission mode includes a color corresponding to the character color (for example, gold).
[0349] As described above, the step-up preview effect has a first half effect before displaying the step-up preview effect image 169 (specific image) having reliability information regarding the jackpot (that is, character information with different display colors and contents according to the jackpot reliability), and a second half effect after displaying the step-up preview effect image 169 (specific image) having the reliability information regarding the jackpot. After the execution of the first half effect and before or at the start of the second half effect, the high-brightness effect WO11 is executed in front of the specific image. Also, the effect lamp (light emission means) L emits light in the first half emission mode (first emission mode) corresponding to the first half effect during the first half effect, and emits light in the first high-brightness emission mode (second emission mode) corresponding to the high-brightness effect WO11 during the high-brightness effect WO11.
[0350] Also, in the high-brightness effect WO11 of the step-up preview effect, the high-brightness images 170a and 170b are displayed in front of the step-up preview effect image 169 (specific image) and on the front side of the first and second hold images (hold images) X1~ and Y1~, and behind the mini symbol 165, thereby changing the visibility of the step-up preview effect image 169 while not changing the visibility of the first and second hold images X1~ and Y1~ and the mini symbol 165. And the high-brightness effect WO11 is composed of a low transmittance change effect that changes the transmittance of the high-brightness image 170a in the decreasing direction and a high transmittance change effect that changes the transmittance of the high-brightness image 170a in the increasing direction, and the latter (Figs. 24(a)~Figs. 25(j)) has a longer execution time than the former (Fig. 24(a)). On the other hand, in the high-brightness effect WO12, the high transmittance change effect (Figs. 26(s)~(v)) has a shorter execution time than the low transmittance change effect (Figs. 25(o)~Figs. 26(s)).
[0351] Also, in the high-brightness effect WO11 of the step-up preview effect, it is possible to execute a high-brightness image display process (Fig. 24(a)) for displaying the high-brightness image 170a and a transmittance change process (Figs. 24(a)~Figs. 25(j)) for changing the transmittance of the high-brightness image 170a displayed by the high-brightness image display process. By increasing the transmittance of the high-brightness image 170a by the transmittance change process, the visibility of the step-up preview effect image 169 behind it is gradually improved. Also, the step-up preview effect image 169 includes a character image (specific character information) having reliability information. During the high-brightness effect WO11, it is possible to execute a first transmittance change process for changing the transmittance of the high-brightness image 170a in a state where the character information is invisible (or difficult to view) and a second transmittance change process for changing the transmittance of the high-brightness image 170a in a state where all of the character information is visible (or easy to view). The execution times of the former (for example, Figs. 24(a)~(d)) and the latter (for example, Figs. 24(d)~Figs. 25(j)) are different, and the execution time of the latter is longer than that of the former.
[0352] In the step-up preview effect, any of a plurality of types of specific images including the step-up preview effect image (the first-class first reliability specific image having the first-class first reliability information corresponding to the first-class first reliability) displayed in the latter half of the third effect ST3Ba (FIG. 22(a1)) and the step-up preview effect image (the second-class second reliability specific image having the second-class second reliability information corresponding to a second-class second reliability higher than the first-class first reliability) displayed in the latter half of the third effect ST3Bc (FIG. 22(c1)) can be displayed. During the display of the high-brightness image 170a in the high-brightness effect WO11, the high-brightness image 170a is common between the case of the latter half of the third effect ST3Ba and the case of the latter half of the third effect ST3Bb. In the case of the latter half of the third effect ST3Ba, a first predetermined emphasis sound corresponding to the image (the first-class first reliability specific image) related to the latter half of the third effect ST3Ba can be output during the display of the high-brightness image 170a (the first sound effect). In the case of the latter half of the third effect ST3Bc, a third predetermined emphasis sound corresponding to the image (the second-class second reliability specific image) related to the latter half of the third effect ST3Bc can be output during the display of the high-brightness image 170a (the second sound effect).
[0353] Also, in the step-up preview effect, during the execution of the high-brightness effect WO12, the step-up preview effect image 169 related to the latter half of the third effect ST3Bc is switched to the variation screen of the decorative pattern 164, so that a specific image end effect for ending the display of the step-up preview effect image 169 including the character image can be executed. Also, when executing the specific image end effect during the execution of the high-brightness effect WO12, the effect lamp (light-emitting means) L emits light in a second high-brightness light-emitting mode (specific light-emitting mode corresponding to the specific image) including the character color of the latter half of the effect (specific light-emitting mode).
[0354] Also, in the step-up preview effect, after displaying the step-up preview effect image (specific image) 169 having the reliability information regarding the big win during the execution of the high-brightness effect WO11 (the first high-brightness effect), the display is terminated during the execution of the high-brightness effect WO12 (the second high-brightness effect) (the effect at the end of the specific image). And the high-brightness effect WO11 and the high-brightness effect WO12 have different execution time lengths. In the examples of FIGS. 24 to 26, the execution time of the high-brightness effect WO11 is longer than that of the high-brightness effect WO12.
[0355] In the step-up preview effect, during the execution of the high-brightness effect WO11, a step-up preview effect image 169 having jackpot reliability information is displayed. After the completion of the high-brightness effect WO11, a post-execution dynamic display process for dynamically displaying at least a part of the step-up preview effect image 169, and a post-execution change process (FIGS. 25(j) to (o)) for causing a predetermined change (color change) to at least a part of the step-up preview effect image 169 are executed.
[0356] In the step-up preview effect, it is possible to execute a high-brightness effect (first high-brightness effect) WO11 for displaying a high-brightness image (first high-brightness image) 170a and a high-brightness effect (second high-brightness effect) WO12 for displaying a high-brightness image (second high-brightness image) 170b. The high-brightness effect (first high-brightness effect) WO11 is executed at a first timing when switching from a first scene image related to the first half of the effect to a second scene image related to the second half of the effect, and then the high-brightness effect (second high-brightness effect) WO12 is executed at a second timing thereafter.
[0357] In the step-up preview effect, during the high-brightness effect WO11, the display of a character image having jackpot reliability information is started, and the high-brightness effect WO12 (effect at the end of a specific image) can be executed when the display of the character image is terminated. Also, during the high-brightness effect WO11, a first light emission effect for emitting an effect lamp (light emission means) L in a first high-brightness light emission mode (first light emission mode) corresponding to the reliability information (for example, display color) in the character image is executed, and during the high-brightness effect WO12 (effect at the end of a specific image), a second light emission effect for emitting the effect lamp (light emission means) L in a second high-brightness light emission mode (second light emission mode) is executed. Note that the second high-brightness light emission mode (second light emission mode) may be different from the first high-brightness light emission mode (first light emission mode).
[0358] Also, in the step-up preview effect, the output volume and / or output time of the third predetermined emphasized sound (the first specific sound) output when performing the high-brightness effect WO11 during the latter half of the third effect ST3Bc (Fig. 22(c1)) (the first high-brightness effect) is greater than that of the first predetermined emphasized sound (the second specific sound) output when performing the high-brightness effect WO11 during the latter half of the third effect ST3Ba (Fig. 22(a1)) (the second high-brightness effect). A vibration effect may be configured to be executed substantially simultaneously with the third predetermined emphasized sound. Also, a vibration effect may be configured to be executed instead of the third predetermined emphasized sound.
[0359] Also, the step-up preview effect is an example of a character information display effect for displaying character information, and is capable of executing the high-brightness effect WO11 as a character information display start effect (the first specific effect) performed when starting the display of character information, and the high-brightness effect WO12 as a character information display end effect (the second specific effect) performed when ending the display of character information. After the execution of the high-brightness effect WO11 (character information display start effect), a display mode change process (a specific display process for displaying character information in a specific display mode) (Figs. 25(j) to (o)) for changing the display mode of the character information is executed, and the display mode change process (specific display process) is configured not to be executed during the execution of the high-brightness effect WO12 (character information display end effect).
[0360] In the above step-up preview effects, the number of variations of the reliability display that can be executed in the first to the second half of the fifth effects ST1B to ST5B is uniformly set to five types (Fig. 22). However, depending on the content of the first to the first half of the fifth effects ST1A to ST5A, the number of variations of the reliability suggestion that can be executed in the first to the second half of the fifth effects ST1B to ST5B to be executed thereafter may be made different. Specifically, in the case of the first to the second half of the third effects ST1B to ST3B, three types from the lower reliability, and in the case of the fourth and fifth second half effects ST4B to ST5B, five types of reliability suggestions may be made executable. Also, in the case of the fourth and fifth second half effects ST4B to ST5B, reliability suggestions (two types with high reliability) that are not executed in the first to the second half of the third effects ST1B to ST3B may be made executable. Also, like the first second half effect ST1B being three types, the second second half effect ST2B being three types, the third second half effect ST3B being three types, the fourth second half effect ST4B being five types, and the fifth second half effect ST5B being four types, the number of variations of the reliability suggestions that can be executed may be made different according to the character and stage.
[0361] Also, according to the selection rate of each character, the number of variations of the reliability suggestion of the character with a high selection rate may be increased, and the number of variations of the reliability suggestion of the character with a low selection rate may be decreased. By configuring in this way, more effect variations can be shown to the player, and an effect configuration that does not bore the player can be achieved. Also, the number of variations of the reliability suggestion of the character with a lower selection rate may be made larger than that of the character with a higher selection rate. Also, when the elephant, lion, fox, squirrel, and bear are set in order of the highest selection rate, the number of variations of the reliability suggestion of the fox and squirrel may be made larger than that of the elephant and lion. Further in this case, the number of variations of the reliability suggestion of the bear may be made smaller than that of the fox and squirrel. In this case, as the variation of the reliability suggestion executed when the bear is selected, it is desirable to configure so that only those with high reliability are prepared and those with low reliability are not prepared.
[0362] The various components in the above step-up preview effect are not limited to this step-up preview effect and can also be similarly adopted in other various effects (preview effects and partial effects). For example, various components such as the high-brightness effects WO11, WO12, etc. in the step-up preview effect may be adopted in the reach preview effect, the dialogue preview effect, etc. described later.
[0363] [Reach preview effect] Figs. 27 to 31 show an example of the reach preview effect executed during normal variation in the reach variation pattern or the normal variation pattern. This reach preview effect (specific preview effect) gives a preview regarding the establishment of the reach state and is composed of a first half reach preview effect RC1 and a second half reach preview effect RC2. Depending on the type of selected variation pattern, the presentation mode of the second half reach preview effect RC2 is set to be selected from multiple types (here, 4 types shown in Fig. 27). The jackpot reliability is set to gradually increase from the first presentation mode RC2a (Fig. 27(a)) to the fourth presentation mode RC2d (Fig. 27(d)). Thus, for example, the presentation image by the first presentation mode RC2a (Fig. 27(a)) is an example of a first trust degree specific image corresponding to the first trust degree, and the presentation image by the second presentation mode RC2b (Fig. 27(b)) is an example of a second trust degree specific image corresponding to the second trust degree.
[0364] The multiple types (4 types) of presentation modes RC2a to RC2d of this second half reach preview effect RC2 are substantially common in terms of the characters appearing in the presentation image and their actions. The dialogue strings displayed in front of the character image, etc. and the corresponding dialogue sounds, and the base color of the presentation image are different. That is, as shown in Fig. 27, the same kappa character image is displayed in the first to fourth presentation modes RC2a to RC2d, but the dialogue strings displayed in front of the character image and the contents of the corresponding dialogue sounds are all different in all 4 types, being "Reach!", "SP Reach!", "Great chance!!", and "Super exciting!!" respectively.
[0365] Also, the display colors of the dialogue strings and the base colors of the production images are all different for the four types. The display colors (internal colors) and base colors of the dialogue strings corresponding to the first to fourth production modes RC2a to RC2d are "blue", "red", "gold", and "danger color", respectively. Regarding the danger color, it is as described above. Thus, since the first to fourth production modes RC2a to RC2d have different jackpot reliability levels depending on the display color of the string, etc., it can be said that the character image (specific character information), or the reach preview production image having that character image, has reliability information regarding the jackpot. Note that multiple display modes (here, display colors) may be provided for a common string. When the string itself, such as "激アツ", indicates a reliability level, it is desirable to enable production expressions using multiple display modes (display colors) with different reliability levels, such as configuring the "激アツ" in danger color to indicate a higher reliability level than the "激アツ" in gold color. Also, in this case, multiple types of display modes other than the display color (character color), such as the size of the outline of the character, may be provided.
[0366] Subsequently, a specific example of the reach preview production will be described by taking the case where the first production mode RC2a (FIG. 27(a)) among the first to fourth production modes RC2a to RC2d is selected. First, the outline will be described while referring to FIG. 28. When the reach preview production is started during normal variation in the reach variation pattern, the output of BGM2 related to this reach preview production starts from the speaker as BGM, and on the display screen DSa, the decorative pattern 164 during high-speed variation becomes non-displayed, and the holding pedestal image 168 is displayed on the lower end side, and the mini pattern 165 is displayed on the upper end side. In this state, the reach preview production image 171 related to the first half of the reach preview production RC1 is displayed behind them (FIG. 28(a)). The reach preview production image 171 related to the first half of the reach preview production RC1 is composed of a scene where a kappa character flies in the air.
[0367] Also, during the first half of the reach preview performance RC1 (Fig. 28(a)), at least a part of the performance lamp L (here both the frame-side lamp La and the board-side lamp Lb) emits light in the first half light emission mode corresponding to the first half of the reach preview performance, for example, emits light in orange. Note that at the start of the reach preview performance, a predetermined start sound may be output as a sound effect.
[0368] Thereafter, it transitions from the first half of the reach preview performance RC1 to the second half of the reach preview performance RC2 (here the first performance mode RC2a), and the reach preview performance image 171 switches to a scene where the upper body of the character Kappa is up (Fig. 28(b)~). Also, at the time of the scene change (switching from the first scene image to the second scene image) accompanying the transition from the first half of the reach preview performance RC1 to the second half of the reach preview performance RC2 (the first timing), a high-brightness performance (the first high-brightness performance) WO21 that reduces the visibility of the image (here the reach preview performance image 171) behind the high-brightness image 170c is executed by displaying the high-brightness image 170c (Fig. 28(b)). Thus, at the first timing when the high-brightness performance WO21 is performed, the caption string (character image) having reliability information regarding the big win is not yet displayed on the screen. Note that in this high-brightness performance WO21, the minimum transmittance of the high-brightness image is set to be greater than 0%, but the minimum transmittance of the high-brightness image may be set to 0% so that the character image behind it becomes completely invisible.
[0369] During the high-brightness performance WO21 (Fig. 28(b)), the output of the BGM2 related to the reach preview performance continues. Also, at the start of the high-brightness performance WO21, a predetermined first emphasized sound is output as a sound effect. Also, during the high-brightness performance WO21, at least a part of the performance lamp L (here both the frame-side lamp La and the board-side lamp Lb) emits light in the high-brightness light emission mode. This high-brightness light emission mode includes a specific color (for example, blue) corresponding to the character color of the second half of the reach preview performance RC2, and is configured to change from a predetermined color (here white) to the specific color (here blue), for example. Note that this high-brightness light emission mode may be configured not to include the specific color corresponding to the character color. Thereby, it is possible to prevent the content of the character information to be displayed later from being prematurely revealed.
[0370] When the high-brightness performance WO21 ends and the reach preview performance image 171 becomes completely visible (Fig. 28(c)), the display of the dialogue string (character information) "Reach!" starts in front of the character image (character information display start performance). At this time, the dialogue string appears with the first dynamic display performance (Fig. 28(c) → (d)). That is, during the first dynamic display period when the first dynamic display performance is executed, the character information display start performance (the first specific performance) performed when starting the display of character information is executed. In this first dynamic display performance, the dialogue string moves at the first change speed toward a predetermined display position (here, the movement involves rotation).
[0371] During the start-up effect for text information display, the output of BGM2 related to the reach preview effect continues. Also, when the caption string starts to be displayed (at the start of the start-up effect for text information display), a predetermined character appearance sound is output as an effect sound. Further, during the start-up effect for text information display, at least a part of the effect lamp L (here, both the frame-side lamp La and the board-side lamp Lb) emits light in a character appearance light emission mode. This character appearance light emission mode is a cyclic change mode that cyclically changes to a plurality of colors (for example, blue and white) including the character color (here, blue) of the caption string displayed on the screen. Note that it is desirable not to use a color (here, red, gold, etc.) that shows a higher reliability than the character color of the caption string (here, blue) for the light emission color used in this cyclic change mode. In this case, it is desirable to use a color that shows a lower reliability than the character color of the caption string or a light emission color that is not used for suggesting reliability (here, white, etc.). Also, a light emission mode corresponding only to the character color of the caption string may be adopted, or it may be, for example, blinking light emission other than continuous lighting. Also, only a specific light emission location may be set to have a light emission color corresponding to the character color of the caption string, and the other light emission locations may be configured to emit light in other light emission modes (for example, white or turned off). Also, at this time, for the other light emission modes, it is desirable not to use a color (here, red, gold, etc.) that shows a higher reliability than the light emission color corresponding to the character color of the caption string (here, blue), and it is desirable to use a color that shows a lower reliability than the character color of the caption string or a light emission color that is not used for suggesting reliability (here, white, etc.).
[0372] When the caption string is displayed at a predetermined display position after going through the first dynamic display effect (second timing), a high-brightness image 170d is displayed, and a high-brightness effect (the first high-brightness effect) WO22 is executed to reduce the visibility of the image on the rear side of the high-brightness image 170d (here, the reach preview effect image 171) (Fig. 28(d)). Thus, at the second timing when the high-brightness effect WO22 is performed, the caption string (character image) having reliability information regarding a big win is already displayed on the screen. During this high-brightness effect WO22, the output of BGM2 related to the reach preview effect continues, and a predetermined second emphasized sound is output as an effect sound. Also, during the high-brightness effect WO22, at least a part of the effect lamp L (here, both the frame-side lamp La and the board-side lamp Lb) continues to emit light in the character appearance light-emitting mode.
[0373] When the high-brightness effect WO22 ends and the reach preview effect image 171 including the caption string becomes completely visible (Fig. 28(e)), a predetermined reach preview voice is output as a caption voice (caption output effect). This reach preview voice corresponds to the caption string displayed on the screen, and here, "Reach!" is output. However, it is not limited to this, and it may be configured to execute the caption output effect of "Reach!" from during the execution of the high-brightness effect WO22, or it may be configured to execute the caption output effect from the timing when the caption string appears before the execution of the high-brightness effect WO22. Also, during the caption output effect, the output of BGM2 related to the reach preview effect continues, and at least a part of the effect lamp L (here, both the frame-side lamp La and the board-side lamp Lb) emits light in a caption output light-emitting mode (here, blue) corresponding to the character color of the caption string (i.e., reliability information).
[0374] When the caption output effect ends, an end effect (specific image end effect) for ending the display of the reach preview image 171 related to the reach preview effect and switching to the symbol variation screen is executed (FIG. 28(f)). During this end effect, at least a part of the effect lamp L (here, both the frame side lamp La and the board side lamp Lb) emits light in an end light emission mode (for example, orange color) different from the previous caption output light emission mode (here, blue color) and the character appearance light emission mode (here, the circulation change mode of blue and white colors). However, this end light emission mode may be configured to be the same as any one of the caption output light emission mode and the character appearance light emission mode. When the symbol variation screen is started after the end effect (FIG. 28(g)), as an effect sound, a symbol stop sound is output in accordance with the stop of the decorative symbols 164a to 164c. Note that the reach preview effect shown in FIG. 28 has a different big win reliability from the step-up preview effect shown in FIG. 23, and here the latter has a higher big win reliability than the former (FIG. 20).
[0375] Furthermore, the high-brightness effect (High-Brightness Effect A, Part 2) WO22 may be configured to have a different execution time than the high-brightness effect (High-Brightness Effect A, Part 1) WO21, or it may be configured to have the same execution time. Also, the transparency of the high-brightness image may be different for the two, or it may be configured to have the same transparency. Also, the display range of the high-brightness image may be different for the two, or it may be the same. In addition, since there is no display of text when the high-brightness effect (High-Brightness Effect A, Part 1) WO21 is running, and there is a display of text when the high-brightness effect (High-Brightness Effect A, Part 2) WO22 is running, it is sufficient for the high-brightness image to be displayed in such a way that the text is at least difficult to see. For example, the transparency of the high-brightness image may be different for the character (kappa) part and the text part. Furthermore, the high-brightness image may be executed so that it does not overlap or only partially overlaps the character (kappa) portion, while it may be executed so that it overlaps the text portion. Also, when the character (kappa) and / or text are displayed dynamically, it is desirable that they are always displayed dynamically within the display range of the high-brightness image. However, this is not limited to this, and the dynamic display of the character (kappa) and / or text may be configured so that there are times when they overlap and times when they do not overlap the display range of the high-brightness image. This makes it possible to change the visibility of the character (kappa) and / or text during dynamic display and improve the effect of the performance. In addition, the dynamic pattern when dynamically displaying the character (kappa) and / or text during the execution of the high-brightness effect may be configured to be different from the dynamic pattern when dynamically displaying the character (kappa) and / or text after the execution of the high-brightness effect has ended.
[0376] Next, regarding the reach preview effect shown in Fig. 28 as described above, the effect period centered on the high-brightness effects WO21 and WO22 will be described in more detail. Figs. 29 to 31 show the changes in the display screen and the light-emitting means at a finer time interval than in Fig. 28 for the period from the start of the high-brightness effect WO21 in Figs. 28(b) to (g) until the reach preview effect ends and the screen changes to the moving image of the decorative pattern 164. The 20-frame display images shown in Figs. 29 to 31 are extracted from all the frames in the period of Figs. 28(b) to (g) at a certain pitch. Therefore, in Figs. 29 to 31, the time intervals between adjacent frames are all the same and are set to the same A milliseconds as in Figs. 24 to 26 in the step-up preview effect.
[0377] First, the details of the high-brightness effect WO21 will be described. In the high-brightness effect WO21 shown in Figs. 29(a) to (f), at the start, a high-brightness image 170c is displayed in front of the reach preview effect image 171 and behind the mini-pattern 165, the holding pedestal image 168, and the holding images X1 to X4 and Y1 to Y4 in front of it (Fig. 29(a)), and the transmittance of the high-brightness image 170c gradually changes and finally disappears (Fig. 29(f)).
[0378] Here, the high-brightness image 170c is displayed within a range (size) that covers the entire reach preview effect image 171, and the transmittance is uniform within the display range. The display range does not change over time, and the transmittance changes over time (transmittance change processing, transmittance change effect). The transmittance of the high-brightness image 170c is configured to be minimum (here, 25%) at the start of display (Fig. 29(a)) and gradually increase (rise) at a certain change rate, for example, over time (first display pattern). That is, in the high-brightness effect WO21, it is composed of a low transmittance change effect that changes the transmittance of the high-brightness image 170c in the downward direction and a high transmittance change effect that changes the transmittance of the high-brightness image 170c in the upward direction. The execution time of the latter (Figs. 29(a)-(f)) is longer than that of the former (Fig. 29(a)). Note that in the high-brightness image 170c, the minimum transmittance is greater than 0% (here, 25%), and the reach preview effect image 171 is still slightly visible at the start of display (Fig. 29(a)) when the minimum transmittance is reached. The transmittance at the start of display of the high-brightness image 170c may be set to 0%, and the display content on the rear side at the start of display of the high-brightness image 170c may be configured to be invisible.
[0379] Of course, the high-brightness image 170c may be set within a display range (size) where the coverage rate of the reach preview effect image 171 is less than 100%, or the transmittance within the display range may be non-uniform. Also, while changing the transmittance or without changing the transmittance, the display range (size) may be changed over time. Further, the minimum transmittance of the high-brightness image 170c may be set to 0%. Also, the execution time of the high transmittance change effect may be made shorter than that of the low transmittance change effect, or the execution times of both may be made substantially the same.
[0380] Also, at a predetermined time during the high-brightness effect WO21, for example, at the start thereof (Fig. 29(a)), the effect scenario is switched, so that the reach preview effect image 171 behind the high-brightness image 170c is switched from the image of the first half of the reach preview effect RC1 to the image of the second half of the reach preview effect RC2. That is, the high-brightness effect WO21 is an example of a high-brightness effect at the time of image change that can be executed when performing an image change process of changing from a first image to a second image, and is an example of a high-brightness effect at the time of scenario switching that is executed at the timing of switching the effect scenario. Thereby, after the start of the high-brightness effect WO21, as the transmittance of the high-brightness image 170c gradually increases, the visibility of the reach preview effect image 171 is improved, and eventually when the high-brightness image 170c disappears (Fig. 29(f)), the entire reach preview effect image 171 (excluding the portion hidden behind the mini symbol 165 etc.) becomes completely visible.
[0381] During the execution of the high-brightness effect WO21, the mini symbol 165 has reached "8·2·4" (Fig. 29(f)) after making a full circle from between "3·5·7" and "4·6·8" (Fig. 29(a)). That is, the execution time of the high-brightness effect WO21 (Fig. 29(a) to (f)) is longer than the period during which the mini symbol 165 makes a full circle.
[0382] Also, during the high-brightness effect WO21, the effect lamp L emits light in a high-brightness light-emitting mode. The high-brightness light-emitting mode is configured to change to a specific color (here, blue) after a predetermined time during the high-brightness effect WO21 (Fig. 29(a) to (b)) with a predetermined color (here, white).
[0383] When the high-brightness performance WO21 ends and the reach preview performance image 171 becomes completely visible (Fig. 29(f)), at the same time or at a predetermined timing thereafter, a character information display start performance (Figs. 29(f) to (h)) is performed. In this character information display start performance, the dialogue string (character information) of "Reach!" appears with a first dynamic display performance in front of the character image or the like (first dynamic display period). In this first dynamic display performance, the dialogue string operates at a first change speed toward a predetermined display position (here, an operation involving rotation and reduction changes). With this first dynamic display performance involving rotation and reduction changes, the player recognizes that the dialogue string is moving toward the back of the screen while rotating, for example, clockwise. Note that this dialogue string of "Reach!" is displayed in "blue" (Fig. 27(a)), but during the first dynamic display performance, the display mode (display color and shape) of the dialogue string does not change (a specific display process for displaying character information in a specific display mode is not executed).
[0384] When the dialogue string reaches a predetermined display position after the first dynamic display performance (Fig. 29(h)), a high-brightness performance WO22 (Figs. 29(h) to Fig. 30(l)) is executed by displaying the high-brightness image 170d, which reduces the visibility of the image behind the high-brightness image 170d (here, the reach preview performance image 171). Note that this high-brightness performance WO22, unlike the high-brightness performance WO21, is executed when the performance scenario is not switched, that is, at a timing when the reach preview performance image 171 is not changed. Thus, the high-brightness performance WO22 is an example of a high-brightness performance when the image is not changed that can be executed when the change of a predetermined image (image change) is not performed, and is an example of a high-brightness performance when the scenario is not switched that is executed at a timing when the performance scenario is not switched.
[0385] In this high-brightness effect WO22, similar to the high-brightness effect WO21, the high-brightness image 170d appears and then disappears in front of the reach preview effect image 171 and behind the mini symbol 165, the hold pedestal image 168, and the hold images X1 to X4, Y1 to Y4 in front of it. However, the change (display pattern) of the high-brightness image 170d is different from the high-brightness image 170b in the high-brightness effect WO21. Note that the high-brightness image may be configured to appear in front of the hold pedestal image 168 and the hold images X1 to X4, Y1 to Y4 in front of it, and the same applies to other effects.
[0386] That is, the high-brightness image 170d is displayed within a range (size) that covers the entire reach preview effect image 171, and the transmittance is uniform within the display range. The display range does not change over time, and the transmittance changes over time (transmittance change process, transmittance change effect), which is common to the high-brightness image 170c. However, the transmittance gradually decreases over time and reaches a minimum (here 40%) at a predetermined time point (Figs. 29(h) to 30(j)), and then gradually increases over time (Figs. 30(j) to (l)) (second display pattern). Thus, in the high-brightness effect WO22, it is composed of a low transmittance change effect that changes the transmittance of the high-brightness image 170d in the downward direction and a high transmittance change effect that changes the transmittance of the high-brightness image 170d in the upward direction, and the execution times of the former (Figs. 29(h) to 30(j)) and the latter (Figs. 30(j) to (l)) are approximately the same. Of course, the execution time of the high transmittance change effect may be made longer than that of the low transmittance change effect, or vice versa. Note that for the high-brightness image 170d, the minimum transmittance is greater than 0% (here 40%), and the reach preview effect image 171 is also visible at the predetermined time point (Fig. 30(j)) when this minimum transmittance is reached.
[0387] During the execution of the high-brightness effect WO22, the mini symbol 165 cycles from "5-7-1" (Figure 29(h)) to "7-1-3" (Figure 30(l)). In other words, the execution time of the high-brightness effect WO22 (Figure 29(h) to Figure 30(l)) is longer than the time it takes for the mini symbol 165 to cycle. Furthermore, the execution time of the high-transparency change effect may be longer than that of the low-transparency change effect, or vice versa.
[0388] Furthermore, during this high-brightness effect WO22, an arrival emphasis operation is performed to highlight that the dialogue string has reached a predetermined display position; in this case, the dialogue string expands and contracts (enlarges and shrinks) (Figures 29(h) to 30(l)). The type of this arrival emphasis operation is arbitrary and can be anything, such as a bouncing motion of the dialogue string or a deformation operation other than enlargement and shrinking. Also, the high-brightness effect WO22 may be configured to be executed when the arrival emphasis operation of the dialogue string is completed. In other words, the high-brightness effect WO22 may be configured not to perform any deformation operations on the dialogue string. Alternatively, the high-brightness effect WO22 may be configured to perform only minor deformation operations on the dialogue string that are smaller than the arrival emphasis operation performed before the execution of the high-brightness effect WO22.
[0389] Furthermore, during the period from the start of the text information display animation to the high-brightness animation WO22, the animation lamp L illuminates in the text appearance illumination pattern. The text appearance illumination pattern is a cyclical change pattern that changes cyclically through multiple colors (for example, blue and white), including the color of the text string of dialogue displayed on the screen (in this case, blue). The illumination color changes as follows: white (Figure 29(f)~(g)) → blue (Figure 29(h)~(i)) → white (Figure 30(j)~(k)).
[0390] When the high-brightness performance WO22 ends and the entire reach preview performance image 171 including the dialogue text becomes visible (Fig. 30(l)), the dialogue output performance is carried out, and a "Reach!" dialogue sound (reach preview voice) corresponding to the dialogue text string (character information) displayed on the screen is output. During this dialogue output performance (the second dynamic display period), a second dynamic display performance is carried out for the dialogue text string (Fig. 30(l) to (p)). In this second dynamic display performance, the dialogue text string is displayed at a second change speed (here, slower than the first change speed) different from the change speed (the first change speed) during the first dynamic display performance, for example, it is slowly reduced in size. Due to this reduced display, the player recognizes that the dialogue text string is moving towards the back of the screen.
[0391] During the second dynamic display period in which the second dynamic display performance is carried out for the dialogue text string, the mini symbol 165 has completed one cycle from "7·1·3" (Fig. 30(l)) and reached "1·3·5" (Fig. 30(p)). That is, the second dynamic display period (Fig. 30(l) to (p)) is longer than the period in which the mini symbol 165 completes one cycle, and is also longer than the first dynamic display period (Fig. 29(f) to (h)). In the example of Fig. 29, the first dynamic display period (Fig. 29(f) to (h)) is shorter than the period in which the mini symbol completes one cycle.
[0392] Furthermore, during this second dynamic display effect (Figures 30(l)~(p)), a display mode change process (a specific display process that displays text information in a specific display mode) is performed to change the display mode (in this case, the display color) of the dialogue string. This display mode change process is performed within the outline of the dialogue string (text information), and for example, the display color of the text corresponding to the dialogue sound being output temporarily changes (for example, from blue to white). As a result, the white portion is perceived as moving, for example, from left to right, over the blue-displayed string "Reach!". When performing a predetermined change effect within the outline of the dialogue string in this way, the dialogue string may be configured to be displayed dynamically, or the effect image may be configured to be displayed while the string is stationary. When outputting this dialogue sound, it is desirable to have the character image perform a so-called lip-syncing action (speaking action). In addition, it is desirable that the display mode change process (a specific display process that displays text information in a specific display mode) that moves the white portion over the dialogue string be performed in response to the output of the dialogue sound. By synchronizing the timing of the dialogue sound output with the change (movement) of the display color on the dialogue string in this way, it becomes possible to more clearly express the relationship between the dialogue sound output and the dialogue text being output, even if there is no lip-syncing action (speech action). The lip-syncing action may be performed while the high-brightness image is being displayed, or it may be configured to be performed after the display of the high-brightness image has finished. When the lip-syncing action is performed while the high-brightness image is being displayed, it is desirable to configure it so that the lip-syncing action is performed at least while the dialogue string is being displayed or after the first dynamic display of the dialogue string has finished, but it is not limited to this, and it may also be configured to perform the lip-syncing action from the first dynamic display.
[0393] Furthermore, during the dialogue output animation, the animation lamp L illuminates in a way that corresponds to the color of the dialogue string (blue in this case), i.e., it illuminates in blue (Figure 30(l)~(p)).
[0394] When the dialogue output effect (Figs. 30(l) to (p)) ends (i.e., after the second dynamic display period), an end effect (specific image end effect, character information display end effect) for ending the display of the reach preview image 171 related to the reach preview effect and switching to the symbol variation screen is performed (Figs. 30(q) to Fig. 31(t)). In this end effect, a concealment image 172 that conceals the reach preview image 171 is displayed in front of the reach preview image 171, and the symbol variation screen appears when the display of the concealment image 172 ends. In the end effect of this embodiment, the concealment image 172 is composed of a curtain and a character that pulls it. The character closes the curtain to conceal the reach preview image 171 (Figs. 30(q) to (r)), and then the character opens the curtain, making the variation screen of the decorative symbol 164 (excluding the part hidden behind the mini symbol 165, etc.) gradually visible (Fig. 30(r) → Fig. 31(t)). During the execution of this end effect, the display mode (display color and shape) of the dialogue string does not change (the specific display process for displaying character information in a specific display mode is not executed). Also, here, a white image is adopted as the concealment image 172, but it is not limited to this. For example, a display color suggesting reliability may be used, or other colors may be used. Also, the transmittance of the concealment image 172 may be greater than 0%. Also, when the concealment image 172 is of other colors, it is desirable to adopt an image with a color or pattern different from at least the high-brightness image. Also, the concealment image 172 may be configured to be displayed in a region including the front side thereof so as to overlap the hold pedestal image 168 and the hold images X1 to X4, Y1 to Y4. Also, the display period of the concealment image 172 may be configured to be different from the display period of the high-brightness image, or may be the same period. When they are different, the display period of the concealment image 172 may be configured to be longer than the display period of the high-brightness image, or conversely, shorter.
[0395] Also, during the end effect, the effect lamp L emits light in an end-time light emission mode, for example, in orange (Figs. 30(q) to Fig. 31(s)).
[0396] In the reach preview effect, when comparing the execution times of the high-brightness effects WO21, WO22, and the end effect, the high-brightness effect WO21 (Figs. 29(a) to (f)) is about 5A milliseconds, the high-brightness effect WO22 (Figs. 29(h) to Fig. 30(l)) is about 4A milliseconds, and the end effect is about 4A milliseconds. However, the execution time of the end effect may be shorter or longer than the execution time of the high-brightness effect WO22.
[0397] As described above, in the reach preview effect, it is possible to execute the high-brightness effect (first high-brightness effect) WO21 that displays the high-brightness image (first high-brightness image) 170c and the high-brightness effect (second high-brightness effect) WO22 that displays the high-brightness image (second high-brightness image) 170d. At the first timing when a scene change (switching from the first scene image to the second scene image) occurs along with the transition from the first half of the reach preview effect RC1 to the second half of the reach preview effect RC2, the high-brightness effect WO21 is executed, and then the high-brightness effect WO22 is executed at the subsequent second timing. Note that at the first timing when the high-brightness effect WO21 is performed, the caption string (character image) having reliability information regarding the big win is not yet displayed on the screen, and it is displayed at the subsequent second timing.
[0398] Also, in the reach preview effect, before the high-brightness effect WO22, it is possible to start displaying the character image having the big win reliability information and execute the end effect (specific image end effect) when ending the display of the character image (Figs. 30(q) to Fig. 31(t)). Also, during the high-brightness effect WO22, the first light emission effect is executed to emit light from the effect lamp (light emission means) L in the character appearance light emission mode (first light emission mode) corresponding to the reliability information (for example, display color) in the character image. During the end effect (specific image end effect), the second light emission effect is executed to emit light from the effect lamp (light emission means) L in the end light emission mode (second light emission mode) different from the character appearance light emission mode (first light emission mode).
[0399] In the reach preview effect, a high-brightness effect (high-brightness effect during image change) WO21 that can be executed when performing an image change process of switching from the image (first image) of the first half of the reach preview effect RC1 to the image (second image) of the second half of the reach preview effect RC2, and a high-brightness effect (high-brightness effect when image is not changed) WO22 that can be executed when not performing the image change process are executable, and the minimum transmittance (transmittance performance) of the high-brightness image is made different between the high-brightness effect WO21 and the high-brightness effect WO22. Here, as an example of the transmittance performance of the high-brightness image, the minimum transmittance is made different, but other transmittance performances, such as the range (size) of the high-brightness image or the distribution of the transmittance, may be made different. Further, the image change process is not limited to switching from the image (first image) of the first half of the reach preview effect RC1 to the image (second image) of the second half of the reach preview effect RC2, and may be any process of switching from a predetermined first image to a predetermined second image. That is, an image that is displayed before the execution of the high-brightness effect but not displayed after the execution corresponds to the first image, and an image that is not displayed before the execution of the high-brightness effect but is displayed after the execution corresponds to the second image. Thus, if there are images (first image and second image) whose display is switched before and after the high-brightness effect, it may be regarded that the image change process is executed.
[0400] The reach preview effect is an example of a character information display effect that displays (here, dynamically displays) character information, and can execute a character information display start effect (a first specific effect performed when starting the display of character information) that starts the display of character information and an end effect (a second specific effect performed when ending the display of character information) that ends the display of character information. After the execution of the character information display start effect (during the first specific effect), a display mode change process (a specific display process that displays character information in a specific display mode) (Figs. 30(l) to (p)) that changes the display mode of the character information is executed, and the display mode change process (specific display process) is not executed during the execution of the end effect (second specific effect). However, it is not limited to this, and it may be configured to execute the display mode change process (specific display process) even during the execution of the end effect (second specific effect). In this case, the display mode change effect started after the execution of the character information display start effect (during the first specific effect) will be continuously executed even during the execution of the end effect (second specific effect). Also, it may be configured to execute a different display mode change effect during the execution of the end effect (second specific effect) from the display mode change effect started after the execution of the character information display start effect (during the first specific effect).
[0401] In addition, in the reach preview effect, there are a high-brightness effect (high-brightness effect at scenario switching) WO21 that is executed at the timing of switching the effect scenario, and a high-brightness effect (high-brightness effect without scenario switching) WO22 that is executed at a timing when the effect scenario is not switched. In the high-brightness effect WO21, a high-brightness image 170c is displayed in the first display pattern, and in the high-brightness effect WO22, a high-brightness image 170d is displayed in a second display pattern different from the first display pattern. The execution time of the high-brightness effect WO21 (Figs. 29(a) to (f)) is longer than that of the high-brightness effect WO22 (Figs. 29(h) to 30(l)). Also, as described above, the minimum transmittance (transmission performance) of the high-brightness image is different between the high-brightness effect WO21 and the high-brightness effect WO22, and the minimum transmittance of the high-brightness image 170d in the high-brightness effect WO22 is greater than that of the high-brightness image 170c in the high-brightness effect WO21. Note that the minimum transmittance of the high-brightness image 170d in the high-brightness effect WO22 may be made smaller than that of the high-brightness image 170c in the high-brightness effect WO21, or may be substantially the same. Also, other transmission performances, such as the maximum range (size) and transmittance distribution of the high-brightness image, may be made different between the high-brightness effect WO21 and the high-brightness effect WO22. In this case, the high-brightness effect WO21 may be large and the high-brightness effect WO22 may be small, or the high-brightness effect WO21 may be small and the high-brightness effect WO22 may be large.
[0402] In the reach preview effect, there is a first dynamic display effect in which the caption string moves at a first change speed (here, the movement involves rotation and reduction) toward a predetermined display position, and a second dynamic display effect in which the caption string moves at a second change speed (here, slower than the first change speed), for example, is slowly reduced and displayed. During the second dynamic display effect, a display mode change process (a specific display process for displaying character information in a specific display mode) for changing the display mode (here, the display color) of the caption string (character information) is executed, and the display mode change process (specific display process) is not executed during the first dynamic display effect. Note that the display mode change process (specific display process) is executed within the outline of the caption string (character information). Also, during the first dynamic display effect, a character information display start effect (a first specific effect performed when starting the display of character information) for starting the display of the caption string (character information) is performed. During the execution of the end effect (a second specific effect performed when ending the display of character information) for ending the display of the caption string, the display mode (display color and shape) of the caption string does not change (the specific display process is not executed).
[0403] Also, in the reach preview effect, there is a first dynamic display period in which the caption string is dynamically displayed at a first change speed toward a predetermined display position, and a second dynamic display period in which the caption string is dynamically displayed at a second change speed slower than the first change speed. The second dynamic display period (FIGS. 30(l) to (p)) is longer than the first dynamic display period (FIGS. 29(f) to (h)). Also, during the first dynamic display period, a character information display start effect (a first specific effect) performed when starting the display of the caption string (character information) is executed, and after the second dynamic display period, an end effect (a second specific effect) performed when ending the display of the caption string (character information) is executed. Note that the second dynamic display period is longer than one cycle of the fluctuation of the mini symbol 165. Also, the first dynamic display period is longer than one cycle of the fluctuation of the mini symbol 165.
[0404] The reach preview effect is an example of a character information display effect that displays character information, and is capable of executing a character information display start effect (first specific effect) performed when starting the display of character information and an end effect (second specific effect) performed when ending the display of character information. After the execution of the character information display start effect, a display mode change process (specific display process for displaying character information in a specific display mode) (Figs. 30(l) to (p)) for changing the display mode of the character information is executed, and the display mode change process (specific display process) is not executed during the execution of the end effect.
[0405] Also, in the reach preview effect, there is a high brightness effect (high brightness effect at the time of image change) WO21 that can be executed when performing an image change process for changing the reach preview effect image 171 from the first image to the second image, and a high brightness effect (high brightness effect when the image is not changed) WO22 that can be executed when the reach preview effect image (predetermined image) 171 is not changed (when the image change process is not performed). The execution times of the high brightness effect WO22 and the high brightness effect WO21 are substantially the same, and the execution times of the high brightness effects WO21 and WO22 are longer than the time it takes for the mini symbol 165 to make one full cycle. Note that the execution time of the high brightness effect (high brightness effect at the time of image change) WO21 may be made longer than the execution time of the high brightness effect (high brightness effect when the image is not changed) WO22, or vice versa.
[0406] Also, the minimum transmittance of the high brightness images is different between the high brightness effect (high brightness effect at the time of image change) WO21 and the high brightness effect (high brightness effect when the image is not changed) WO22. That is, the high brightness image 170c of the high brightness effect WO21 has a minimum transmittance of 25%, while the high brightness image 170d of the high brightness effect WO22 has a minimum transmittance of 40%, and the minimum transmittance of the high brightness image 170d of the high brightness effect WO22 is greater than that of the high brightness image 170c of the high brightness effect WO21.
[0407] The various components in the above reach preview effect are not limited to this reach preview effect and can be similarly adopted in other various effects (preview effects and partial effects). For example, various components such as the high-brightness effects WO21 and WO22 and the end effect in the reach previe...
Claims
**Claim 1** In a gaming machine capable of executing a presentation including image display on an image display means, the presentation includes: a first specific preview presentation for displaying a first specific image having first character information; a second specific preview presentation for displaying a second specific image having second character information; a high-brightness presentation for reducing the visibility of an image on the rear side thereof by displaying a high-brightness image, wherein in the first specific preview presentation, voice output corresponding to the first character information is executed, but in the second specific preview presentation, voice output corresponding to the second character information is not executed, in the first specific preview presentation for executing the voice output corresponding to the first character information, display of the first character information is started after execution of the high-brightness presentation, in the second specific preview presentation for not executing the voice output corresponding to the second character information, the high-brightness presentation is executed after display of the second character information, and display of the second character information is continued even after the visibility is improved after execution of the high-brightness presentation. A gaming machine characterized by the above.