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JP2009106439A - Game machine - Google Patents

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Publication number
JP2009106439A
JP2009106439A JP2007280478A JP2007280478A JP2009106439A JP 2009106439 A JP2009106439 A JP 2009106439A JP 2007280478 A JP2007280478 A JP 2007280478A JP 2007280478 A JP2007280478 A JP 2007280478A JP 2009106439 A JP2009106439 A JP 2009106439A
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display
game
advertisement
displayed
advertisement image
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Japanese (ja)
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Kazuya Inamasu
和哉 皲益
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Universal Entertainment Corp
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Aruze Corp
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  • Game Rules And Presentations Of Slot Machines (AREA)

Abstract

<P>PROBLEM TO BE SOLVED: To provide a game machine capable of displaying an advertisement image high in advertisement value. <P>SOLUTION: In the game machine, pseudo reels 4L, 4C and 4R are variably displayed by the start of a game, an internal winning combination is determined by drawing on the basis of the start of the game and a game state, and the variation of the pseudo reels 4L, 4C and 4R is stop-displayed on the basis of the internal winning combination. The advertisement image 101 is displayed, and the advertisement image 101 is not displayed in a predetermined period including at least a part of a period during which the pseudo reels 4L, 4C and 4R are stop-displayed. <P>COPYRIGHT: (C)2009,JPO&INPIT

Description

本発明は、䟋えば、パチスロ遊技装眮、パチンコ遊技装眮、その他の遊技機に関するものである。   The present invention relates to, for example, a pachislot gaming device, a pachinko gaming device, and other gaming machines.

埓来、この皮の遊技機には、前面に蚭けられた液晶衚瀺装眮等を甚いお広告の衚瀺に利甚するものが開瀺されおいる䟋えば、特蚱文献〜。   Conventionally, this type of gaming machine has been disclosed for use in displaying advertisements using a liquid crystal display device or the like provided on the front surface (for example, Patent Documents 1 to 19).

䟋えば、特蚱文献の遊技機は、商暙や商号やキャラクタヌ、キャッチコピヌ等の特定の広告宣䌝衚瀺がスロットの倧圓たり時の組み合わせ絵柄ずし、広告宣䌝衚瀺が心理的に奜たしいものず受け取られるずいう宣䌝効果があるように構成されおいる。   For example, in the gaming machine of Patent Document 1, a specific advertisement display such as a trademark, a trade name, a character, and a catch phrase is a combination picture at the time of jackpot of a slot, and the advertisement effect that the advertisement display is perceived as psychologically preferable. Is configured to be.

たた、䟋えば、特蚱文献の遊技機は、合せガラスからなる透芖板に、適所に広告、宣䌝等の図柄文字類を衚瀺する衚瀺甚膜を挟着し、間歇的あるいは特異時等に光照射により衚瀺できるようにし、アピヌル性、宣䌝性等を増倧できるように構成されおいる。   Further, for example, the gaming machine of Patent Document 2 has a display film for displaying design characters such as advertisements and advertisements sandwiched in place on a see-through plate made of laminated glass, and is irradiated with light intermittently or at special times. So that the appeal, the advertisement and the like can be increased.

たた、䟋えば、特蚱文献・の遊技機は、カラオケ甚モニタヌに、カラオケ曲間の曲埅ち時に衚瀺されるず共に、カラオケ甚制埡端末に連結されたスロットゲヌム機に斌いお、スロットのこたに、店名、商品名等、広告ずなる文字、絵柄等を衚瀺した広告甚キャラクタヌを蚭け、顧客にスロットゲヌムを提䟛するず共に、広告内容を無意識の内に蚘憶させるように構成されおいる。   In addition, for example, the gaming machines disclosed in Patent Documents 3 and 4 are displayed on the karaoke monitor when waiting for a song between karaoke songs, and in the slot game machine connected to the karaoke control terminal, In addition, an advertisement character that displays characters such as a store name, a product name, etc., an advertisement character, a picture, and the like is provided, and a slot game is provided to the customer and the contents of the advertisement are stored unconsciously.

たた、䟋えば、特蚱文献の遊技機は、耇数皮のシンボルを倉動させお衚瀺させた埌、各倉動衚瀺を停止させおいずれかのシンボルを衚瀺させるシンボル衚瀺郚を具備するシンボル可倉衚瀺遊技機においお、シンボル衚瀺郚を、シンボルの倉動衚瀺の停止時に、いずれかのシンボルおよび所定の広告情報を、シンボルの芖認を劚げない状態で衚瀺し、遊技者が停止衚瀺されたシンボルを泚芖する際に、広告情報が自然に目に入るようになり、各皮宣䌝を効果的に行うこずができるように構成されおいる。   In addition, for example, the gaming machine of Patent Document 5 includes a symbol variable display gaming machine that includes a symbol display unit that displays a plurality of types of symbols in a variable manner, and then stops each variable display and displays any symbol. The symbol display unit displays any symbol and predetermined advertisement information in a state that does not hinder the visual recognition of the symbol when the variable display of the symbol is stopped, and the player pays attention to the stopped symbol. The advertisement information comes to the eye naturally, and various advertisements can be effectively performed.

たた、䟋えば、特蚱文献の遊技機は、遊技者の遊技操䜜に基づいお所定の条件が成立するず、遊技者に喜躍感を䞎える珟象を所定期間だけ生起させる遊技機であっお、䞊蚘所定期間のずきだけ遊技者に広告情報を知らしめ、広告内容に぀いおのより良いむメヌゞを遊技者に印象付けるように構成されおいる。   In addition, for example, the gaming machine of Patent Document 6 is a gaming machine that causes a phenomenon that gives a player a sense of pleasure only for a predetermined period when a predetermined condition is established based on a player's gaming operation. Only during the period, the player is informed of the advertising information, and is configured to impress the player with a better image of the advertisement content.

たた、䟋えば、特蚱文献の遊技機は、遊技者等の泚目が集たる遊技機筐䜓の前面郚分に存圚するスペヌスに広告衚瀺装眮を臚たせるこずで、遊技者にある皋床の時間、広告衚瀺装眮に衚瀺される広告に泚目させ、さらに遊技機の補造コストに広告収入を算入し、遊技機のコストダりンを図るこずができるように構成されおいる。   In addition, for example, the gaming machine disclosed in Patent Document 7 has an advertising display device that faces the player for a certain amount of time by allowing the advertising display device to face a space that exists in the front portion of the gaming machine housing that attracts the attention of the player or the like. Attention is paid to the advertisement displayed in the above, and the advertising revenue is included in the manufacturing cost of the gaming machine, so that the cost of the gaming machine can be reduced.

たた、䟋えば、特蚱文献の遊技機は、衚瀺郚に第䞀動画像を衚瀺するか、遊技機の衚瀺郚に第二動画像を衚瀺するかの切り替えに加え、衚瀺郚に広告情報を衚瀺する第䞉動画像を衚瀺するかの切り替えを行うようにし、遊技者は、衚瀺郚に衚瀺される動画像の皮類が増え、飜きるこずなく遊技を行うこずができるように構成されおいる。   Further, for example, the gaming machine of Patent Document 8 displays advertisement information on the display unit in addition to switching between displaying the first moving image on the display unit or displaying the second moving image on the display unit of the gaming machine. The third moving image to be displayed is switched so that the player can play the game without getting bored by increasing the types of moving images displayed on the display unit.

たた、䟋えば、特蚱文献の遊技機は、所定の条件が満たされた状態のずきに、少なくずも遊技盀面の䞀郚に広告甚画像等の情報衚瀺甚画像を投射衚瀺させ、情報衚瀺専甚の衚瀺装眮によっお店内のスペヌスが占有されるのを回避し぀぀、䜎コストで、しかも斬新な方法で広告甚画像などの各皮情報を衚瀺するように構成されおいる。   Also, for example, the gaming machine of Patent Document 9 projects and displays an information display image such as an advertisement image on at least a part of the game board surface when a predetermined condition is satisfied, thereby displaying information dedicated to information display. The apparatus is configured to display various information such as advertisement images at a low cost and in a novel manner while avoiding the space in the store occupied by the apparatus.

たた、䟋えば、特蚱文献の遊技機は、広告衚瀺決定手段が遊技状態に基づいお広告の衚瀺を決定するず、広告衚瀺手段が広告の衚瀺を行うずずもに、遊技結果の抜遞を行う内郚圓遞圹決定手段が、特別の利益を付䞎した状態で抜遞を行い、広告の衚瀺が遊技者にずっおの奜機ずしお捉えられ、より歓迎をもっお受け入れられるように構成されおいる。   Further, for example, in the gaming machine of Patent Document 10, when the advertisement display determining unit determines the display of the advertisement based on the gaming state, the advertisement displaying unit displays the advertisement and determines the internal winning combination for drawing the game result. The means is configured so that a lottery is performed in a state in which a special profit is given, and the display of the advertisement is regarded as an opportunity for the player and is accepted with more welcome.

たた、䟋えば、特蚱文献の遊技機システムは、パチスロ遊技装眮に蚭けられた遊技甚衚瀺手段ずしおの衚瀺装眮には、挔出画像等が衚瀺され、パチンコホヌルの店頭に蚭眮された広告甚衚瀺手段ずしおの衚瀺装眮には、耇数のリヌルの挙動を瀺す画像ず挔出画像等ずからなる遊技状況画像が衚瀺され、遊技者に、遊技内容や挔出内容、珟時点での遊技状況を把握させるこずができるように構成されおいる。   In addition, for example, in the gaming machine system of Patent Document 11, a display image as a display means for games provided in a pachislot gaming apparatus displays an effect image or the like, and an advertising display means installed at a store in a pachinko hall The display device displays a game situation image composed of an image showing the behavior of a plurality of reels and an effect image, etc., and allows the player to grasp the game content, the effect content, and the current game situation. It is configured as follows.

たた、䟋えば、特蚱文献の遊技機は、未だ遊技を行っおいない遊技者が遊技機の近傍を通りかかったずき、怜出手段により非接觊で遊技者を怜出し、䟋えば、挚拶等のメッセヌゞを出力し、あたかも遊技者に話し掛けるようにしお遊技に勧誘し、未だ遊技を行っおいない遊技者に察しお積極的に遊技ぞの興味や関心を惹き付けるこずを可胜するように構成されおいる。   Further, for example, the gaming machine of Patent Document 12 detects a player in a non-contact manner by a detecting means when a player who has not yet played a game passes near the gaming machine, and outputs a message such as a greeting However, the game is solicited as if talking to the player, and the player who has not yet played the game can actively attract interest and interest in the game.

たた、䟋えば、特蚱文献の遊技機は、この遊技機は、操䜜者が操䜜手段を甚いお、衚瀺装眮に衚瀺させる広告画像を遞択するための入力操䜜を行うず、広告画像蚘憶手段に蚘憶されおいる広告画像が遞択され、遞択された広告画像が衚瀺装眮に衚瀺されるようにし、広告等の衚瀺に関する自由床を拡倧しお遊技者に察する宣䌝効果を高めるこずができるように構成されおいる。   Further, for example, in the gaming machine of Patent Document 13, when the operator performs an input operation for selecting an advertisement image to be displayed on the display device by the operator using the operation unit, the gaming machine is stored in the advertisement image storage unit. The selected advertisement image is selected, and the selected advertisement image is displayed on the display device. The degree of freedom regarding the display of advertisements and the like can be expanded to increase the advertising effect for the player. Yes.

たた、䟋えば、特蚱文献の遊技機は、遊技情報に基づいお広告時期を刀断しお、広告衚瀺芁玠をリヌルに組み蟌み、効率よくリヌルに広告を入れ替え、広告量を増やすこずができるように構成されおいる。   In addition, for example, the gaming machine of Patent Document 14 is configured to determine the advertisement time based on the game information, incorporate the advertisement display element into the reel, efficiently replace the advertisement on the reel, and increase the advertisement amount. Has been.

たた、䟋えば、特蚱文献の遊技機は、予め蚭定された又は耇数皮類の広告に関する広告宣䌝甚遊技を実行させるための情報を蚘憶する広告宣䌝甚遊技蚘憶手段ず、通垞遊技を実行する通垞遊技実行手段ず、通垞遊技の進行䞭に所定の遊技切替タむミングを怜出するず、通垞遊技を停止させお、広告宣䌝甚遊技を実行する広告宣䌝遊技実行手段ずを備え、遊技者に察しお広告宣䌝甚の遊技を行なわせ、遊技者に察しお広告に関する情報を意識させるこずができ、より匷い印象を䞎えるこずができるように構成されおいる。   Further, for example, the gaming machine disclosed in Patent Document 15 includes an advertisement game storage unit that stores information for executing an advertisement game related to one or more types of preset advertisements, and a normal game that executes a normal game. A game execution means, and an advertisement game execution means for stopping the normal game and executing the advertisement game when a predetermined game switching timing is detected during the progress of the normal game, and It is configured so that a player can play a game, make the player aware of information about the advertisement, and give a stronger impression.

たた、䟋えば、特蚱文献の遊技機は、埓来では単に遊技機の機皮名や装食甚の絵柄が描かれおいた、いわば化粧板ずしおしか機胜しおいなかった郚䜍に広告等の皮々の内容の画像を衚瀺し、遊技機に新鮮味を䞎え、遊技者およびその呚蟺にいる者の関心を集めるこずができるように構成されおいる。   Further, for example, the gaming machine disclosed in Patent Document 16 has various contents such as advertisements on a portion that has been simply functioning as a decorative board, in which a model name of a gaming machine or a decorative pattern has been drawn. It is configured to display an image, give a fresh taste to the gaming machine, and attract the interest of the player and those in the vicinity.

たた、䟋えば、特蚱文献の遊技機は、回転駆動される耇数個のリヌルのリヌル衚瀺窓の呚囲に遊技時の挔出を衚瀺する䞭郚画像衚瀺装眮の䞊郚に通垞時に少なくずも配圓衚を衚瀺する䞊郚画像衚瀺装眮を蚭けるずずもに、この䞭郚画像衚瀺装眮の䞋郚に通垞時に少なくずも機皮を識別する画像を衚瀺する䞋郚画像衚瀺装眮を蚭け、これら䞭郚画像衚瀺装眮、䞊郚画像衚瀺装眮及び䞋郚画像衚瀺装眮の衚瀺内容を制埡するこずずし、遊技店や広告䞻等が提䟛する各皮情報を遊技者が垞に泚目する挔出ずは別に䞊郚画像衚瀺装眮又は䞋郚画像衚瀺装眮に衚瀺し、もっお匵り玙や小冊子等で報知しおいた情報を遊技機䞊で効率良く報知するこずができ、これによりこれらの情報を遊技者に報知する際の遊技店偎の人的劎力及びコストを䜎枛するこずができるように構成されおいる。   Further, for example, the gaming machine disclosed in Patent Document 17 has an upper portion that displays at least a payout table at a normal time on an upper portion of a central image display device that displays an effect during gaming around the reel display windows of a plurality of rotationally driven reels. An image display device is provided, and a lower image display device that displays at least an image for identifying a model at a normal time is provided below the middle image display device, and displays of the middle image display device, the upper image display device, and the lower image display device are displayed. The contents will be controlled, and various information provided by the game shop or advertiser will be displayed on the upper image display device or lower image display device separately from the effects that the player always pays attention to, and will be notified on stickers, booklets, etc. Information can be efficiently notified on the gaming machine, thereby reducing human labor and cost on the game store side when notifying the player of this information. Bets are configured to allow.

たた、䟋えば、特蚱文献の遊技機は、䞊述した遊技機によれば、画像衚瀺装眮により画像による挔出を実行し぀぀、画面の䞀郚領域に配蚭されたタッチパネルに、遊技者などが手曞入力した軌跡が、䞊蚘画面のうちタッチパネルが配蚭された領域内に衚瀺され、遊技者によっお最埌になされた遊技操䜜から所定時間が経過しおも新たな遊技操䜜がなされなかった堎合は、挔出甚画像および軌跡の画像が、デモ画像やむベント告知などの画像に切り替わる。すなわち、継続しお遊技が行われおいるずきは、メモ機胜を実珟するずずもに、遊技が行われなくなったずきには、手曞き入力された文字、数字、たたは、蚘号等の画像が、デモ画像たたは広告などの画像に切り替るので、メモ機胜を実珟し、か぀、メモ機胜が働いおいないずきは、手曞入力領域タッチパネル郚分の領域が空癜ずなっお違和感を䞎えるこずなく、むベント告知を衚瀺するなどしお画面を有効に掻甚するこずができるように構成されおいる。   In addition, for example, according to the gaming machine described above, the gaming machine disclosed in Patent Document 18 is used by a player or the like on a touch panel disposed in a partial area of the screen while performing an effect by an image display device. If the trajectory entered in the screen is displayed in the area where the touch panel is provided in the above screen, and no new game operation is performed even after a predetermined time has elapsed since the last game operation performed by the player, The effect image and the trajectory image are switched to an image such as a demo image or an event notification. In other words, when the game is continuously performed, the memo function is realized, and when the game is not performed, an image such as a handwritten input character, number, or symbol is a demo image or an advertisement. When the memo function is realized and the memo function is not working, the handwriting input area (touch panel area) is blank and the event notification is displayed without giving a sense of incongruity. For example, the screen can be used effectively.

たた、䟋えば、特蚱文献の遊技機は、広告宣䌝䌁画業者、広告䞻業者、遊技機デザむン業者のそれぞれが、広告宣䌝付き遊技機の䌁画に係る情報を共有し、広告宣䌝の䌁画が持ち䞊がっおから、広告宣䌝内容が織り蟌たれたパチンコ機やスロットマシン等の遊技機を実際に制䜜するたでの期間を短瞮するような䌁画システムにおいお制䜜され、遊技機の䞻芁挔出郚に商品名、商品の倖芳、或いはサヌビス名を配され、広告宣䌝効果が非垞に高く構成されおいる。   In addition, for example, in the gaming machine of Patent Document 19, each of the advertisement planner, the advertiser trader, and the game machine design trader shares information related to the plan of the game machine with the advertisement, and the advertisement plan is raised. Will be produced in a planning system that shortens the period until actual production of pachinko machines, slot machines, and other pachinko machines incorporating advertising content, and the product name and appearance of the product in the main production department of the gaming machine Or, the service name is arranged, and the advertising effect is very high.

実開平−号公報Japanese Utility Model Publication No. 6-39062 特開平−号公報JP-A-7-88247 登録実甚新案第号公報Registered Utility Model No. 3021019 登録実甚新案第号公報Registered Utility Model No. 3029344 特開平−号公報Japanese Patent Laid-Open No. 11-276664 特開−号公報JP 2003-144612 A 特開−号公報JP 2004-8405 A 特開−号公報JP 2004-81495 A 特開−号公報JP 2004-121813 A 特開−号公報JP 2004-321331 A 特開−号公報JP 2005-296143 A 特開−号公報JP 2005-304847 A 特開−号公報Japanese Patent Laid-Open No. 2006-43211 特開−号公報JP 2006-333903 A 特開−号公報JP 2006-337445 A 特開−号公報JP 2006-341015 A 特開−号公報JP 2006-346113 A 特開−号公報JP 2007-29407 A 特開−号公報JP 2007-151900 A

しかしながら、特蚱文献〜に係る発明は、遊技の結果が衚瀺され、遊技者がその結果に集䞭しおいる堎合であっおも広告等が衚瀺される可胜性があった。その堎合、遊技者が広告に泚意を向けないような広告効果の薄い期間に察しおも広告䞻は広告料を提䟛する必芁があるずいう問題があった。さらに、遊技者の遊技に察する集䞭を損ね、衚瀺される広告内容に察しお悪印象を持っおしたう堎合があるずいう問題があった。   However, in the inventions according to Patent Documents 1 to 19, there is a possibility that an advertisement or the like is displayed even when a game result is displayed and the player is concentrated on the result. In that case, there is a problem that the advertiser needs to provide an advertisement fee even during a period of low advertising effectiveness where the player does not pay attention to the advertisement. Furthermore, there is a problem that the player's concentration on the game may be lost and the displayed advertisement content may have a bad impression.

本発明の目的は、広告䟡倀の高い広告画像を衚瀺する遊技機を提䟛するこずである。   An object of the present invention is to provide a gaming machine that displays an advertisement image having a high advertisement value.

課題を解決するための手段及び効果Means and effects for solving the problems

䞊蚘目的を達成するために、本発明の遊技機は、遊技を開始させる遊技開始手段ず、前蚘遊技の開始により耇数の図柄を倉動衚瀺させる図柄衚瀺手段ず、前蚘遊技の開始ず遊技状態ずに基づいお内郚圓籀圹を抜籀により決定する内郚圓籀圹決定手段ず、内郚圓籀圹に基づいお、前蚘図柄の倉動を停止衚瀺させる倉動衚瀺停止手段ず、広告画像を衚瀺する広告画像衚瀺手段ず、前蚘図柄が停止衚瀺される期間の少なくずも䞀郚を含む所定の期間においお、前蚘広告画像を非衚瀺ずする広告画像非衚瀺手段ずを備えるこずを特城ずする。   In order to achieve the above object, a gaming machine according to the present invention includes a game start means for starting a game, a symbol display means for variably displaying a plurality of symbols by the start of the game, and the start and game state of the game. An internal winning combination determining means for determining an internal winning combination based on a lottery, a variation display stopping means for stopping and displaying the variation of the symbol based on the internal winning combination, an advertisement image display means for displaying an advertisement image, And an advertisement image non-display unit that hides the advertisement image during a predetermined period including at least a part of a period in which the symbols are stopped and displayed.

䞊蚘の構成によれば、図柄が停止衚瀺される期間の少なくずも䞀郚を含む所定の期間においお、広告画像が衚瀺されないようになっおいる。これにより、内郚圓籀圹に基づく図柄の倉動の停止結果が衚瀺され、遊技者がその図柄の停止衚瀺に泚目する期間の少なくずも䞀郚を含む所定の期間は、広告が衚瀺されない。その結果、時間埓量制で広告料が城収される堎合、広告䞻は広告画像に泚目されない期間の広告料を軜枛するこずができる堎合がある。   According to said structure, an advertisement image is not displayed in the predetermined period including at least one part of the period when a symbol is stopped and displayed. Thereby, the stop result of the change of the symbol based on the internal winning combination is displayed, and the advertisement is not displayed for a predetermined period including at least a part of the period in which the player pays attention to the stop display of the symbol. As a result, when the advertising fee is collected on a time-based basis, the advertiser may be able to reduce the advertising fee during a period in which the advertising image is not noticed.

たた、広告画像は、衚瀺非衚瀺が繰り返されるため、広告画像が垞時衚瀺される堎合よりも遊技者の泚意を匕き付ける可胜性があり、広告䟡倀を高めるこずができる堎合がある。   Further, since the display / non-display of the advertisement image is repeated, there is a possibility of attracting the player's attention as compared with the case where the advertisement image is always displayed, and the advertisement value may be increased.

たた、本発明の遊技機は、前蚘所定の期間倖で前蚘耇数の図柄の倉動衚瀺䞭においお、前蚘図柄の倉動衚瀺領域を、前蚘所定の期間内の前蚘図柄の停止衚瀺領域よりも小さく衚瀺する図柄領域制埡手段をさらに備えるこずを特城ずする。   Further, the gaming machine of the present invention displays the variable display area of the symbols smaller than the stop display area of the symbols within the predetermined period during the variable display of the plurality of symbols outside the predetermined period. It further comprises a symbol area control means.

䞊蚘の構成によれば、図柄の倉動衚瀺領域は、図柄が停止衚瀺される期間の少なくずも䞀郚を含む所定の期間内の前蚘図柄の停止衚瀺領域よりも小さく衚瀺されるようになっおいる。これにより、所定の期間倖においおは、広告画像を衚瀺するだけでなく、図柄の衚瀺領域を小さく衚瀺するため、広告画像をより目立぀ものにするこずができる堎合がある。   According to the above configuration, the symbol variation display area is displayed smaller than the symbol stop display area within a predetermined period including at least a part of the period during which the symbol is stopped. Thereby, outside the predetermined period, not only the advertisement image is displayed but also the display area of the symbol is displayed small, so that the advertisement image may be made more conspicuous.

たた、本発明の遊技機は、前蚘遊技者が䜕れを芋おいるかを瀺す芖線情報が入力される芖線情報入力手段ず、前蚘芖線情報に基づいお、前蚘遊技者が前蚘広告画像を目芖しおいるか吊かを刀定する目芖刀定手段ず、前蚘目芖刀定手段の刀定結果に基づき、前蚘遊技者が前蚘広告画像を目芖する時間、及び又は、回数をカりントする目芖カりント手段ずをさらに備えるこずを特城ずする。   In the gaming machine of the present invention, line-of-sight information input means for inputting line-of-sight information indicating which the player is looking at, and the player visually observes the advertisement image based on the line-of-sight information. Visual judgment means for judging whether or not, and a visual counting means for counting the time and / or the number of times that the player views the advertisement image based on the judgment result of the visual judgment means. Features.

䞊蚘の構成によれば、入力される芖線情報に基づき遊技者が広告画像を目芖しおいるか吊かを刀定し、刀定結果に基づき遊技者が前蚘広告画像を目芖する時間、及び又は、回数をカりントするようになっおいる。これにより、遊技者がどのような広告に興味を瀺すのかを統蚈を取るこずができ、広告内容及び広告衚瀺タむミング等に反映させるこずができる。   According to the above configuration, it is determined whether or not the player is viewing the advertisement image based on the line-of-sight information that is input, and the time and / or the number of times the player views the advertisement image based on the determination result. Is supposed to count. Thereby, it is possible to take statistics about what kind of advertisement the player is interested in, and to reflect it in the advertisement content, the advertisement display timing, and the like.

第実斜圢態
本発明の第の実斜の圢態を図乃至図に基づいお以䞋に説明する。
(First embodiment)
A first embodiment of the present invention will be described below with reference to FIGS.

本実斜の圢態にかかる遊技機は、所謂『パチスロ機』であり、耇数の図柄の倉動衚瀺を停止しお衚瀺される図柄に基づいお特定の入賞態様が成立するように、遊技者の操䜜により倉動衚瀺を停止可胜に構成されおいる。なお、遊技機は、コむンやメダル、遊技球、トヌクン等の他、遊技者に付䞎された、もしくは付䞎される遊技䟡倀の情報を蚘憶したカヌド等の遊技媒䜓を甚いお遊技するものであるが、以䞋の説明においおは、遊技媒䜓及び遊技䟡倀をメダルずしお説明する。   The gaming machine according to the present embodiment is a so-called “pachi-slot machine”, which is operated by the player's operation so that a specific winning mode is established based on the symbols displayed by stopping the variation display of a plurality of symbols. Fluctuation display can be stopped. Note that the gaming machine plays a game using a game medium such as a coin or a medal, a game ball, a token, etc., or a card or the like that stores information on the game value given to or given to the player. In the following description, the game medium and the game value will be described as medals.

遊技機の機械的構成
図は、遊技機の倖芳を瀺す斜芖図である。遊技機の党䜓を圢成しおいるキャビネットの正面には、液晶衚瀺装眮が蚭眮されおいる。液晶衚瀺装眮は、埌述する個のリヌル・・ず同期する疑䌌リヌル・・図参照や、キャラクタ等による挔出画像等を衚瀺するこずが可胜ずなっおいる。尚、液晶衚瀺装眮に぀いおは埌に詳述する。
(Mechanical configuration of the gaming machine 1)
FIG. 1 is a perspective view showing an appearance of the gaming machine 1. A liquid crystal display device 5 is installed in front of the cabinet 2 forming the entire gaming machine 1. The liquid crystal display device 5 can display pseudo reels 4L, 4C, and 4R (see FIG. 2) synchronized with three reels 3L, 3C, and 3R, which will be described later, an effect image by a character, and the like. . The liquid crystal display device 5 will be described in detail later.

液晶衚瀺装眮の䞋方には、斜め䞊方に開口したリヌル衚瀺窓が圢成されおいる。そしお、リヌル衚瀺窓の奥には、個のリヌル・・が蚭けられおいる。個のリヌル・・は、それぞれその倖呚面に耇数の図柄からなる図柄列が蚘されおいる。図柄列は、「」〜「」のコヌドナンバヌが付された耇数皮類の図柄からなっおいる。具䜓的には、「赀」、「青」、「ベル」、「スむカ」、「」及び「チェリヌ」の図柄からなっおいる。各リヌルは、定速回転䟋えば回転分で回転する。䞊蚘の図柄列䞭における「赀」、「青」は、特定の入賞態様を構成するものずしお蚭定されおいる。ここで、特定の入賞態様ずは、埌述のビッグボヌナスやレギュラヌボヌナスのボヌナスが成立する入賞態様を意味する。   A reel display window 2 a that opens obliquely upward is formed below the liquid crystal display device 5. Three reels 3L, 3C, and 3R are provided at the back of the reel display window 2a. Each of the three reels 3L, 3C, and 3R has a symbol row formed of a plurality of symbols on its outer peripheral surface. The symbol row consists of a plurality of types of symbols with code numbers “00” to “20”. Specifically, the pattern includes “red 7”, “blue 7”, “bell”, “watermelon”, “Replay”, and “cherry”. Each reel rotates at a constant speed (for example, 80 rpm). “Red 7” and “Blue 7” in the symbol sequence are set as constituting a specific winning mode. Here, the specific winning mode means a winning mode in which a bonus of BB (big bonus) or RB (regular bonus) described later is established.

リヌル・・及び疑䌌リヌル・・の各図柄は、キャビネットの正面から瞊方向に぀ず぀、合蚈぀の図柄が芖認できるようになっおいる。疑䌌リヌル・・は、リヌル・・ず同じ図柄を衚瀺しながら同期しお回転及び停止するように液晶衚瀺装眮に衚瀺される。即ち、疑䌌リヌル・・は、スタヌトレバヌが操䜜されるず、各リヌル・・ず共に回転を開始する。埓っお、遊技者が疑䌌リヌル・・を芖認しながらリヌルの停止操䜜を行った堎合であっおも、リヌル・・を芖認しながらリヌルの停止操䜜を行った堎合ず同じ遊技結果を埗るこずができる。   Each of the symbols of the reels 3L, 3C, and 3R and the pseudo reels 4L, 4C, and 4R can be visually recognized from the front of the cabinet 2 in a vertical direction, a total of nine symbols. The pseudo reels 4L, 4C, and 4R are displayed on the liquid crystal display device 5 so as to rotate and stop synchronously while displaying the same symbols as the reels 3L, 3C, and 3R. That is, when the start lever 6 is operated, the pseudo reels 4L, 4C, and 4R start rotating together with the reels 3L, 3C, and 3R. Therefore, even when the player performs the reel stop operation while visually recognizing the pseudo reels 4L, 4C, and 4R, the same game as when the player performs the reel stop operation while visually recognizing the reels 3L, 3C, and 3R. The result can be obtained.

たた、図に瀺すように、芖認可胜な぀の図柄の停止䜍眮に察応しお、本の入賞ラむンが蚭定されおいる図では疑䌌リヌル・・の䟋を瀺す。即ち、䞊䞋方向に぀䞊ぶ図柄を氎平に暪切るトップラむン、センタヌラむン及びボトムラむン、斜め方向に暪切るクロスダりンラむン、クロスアップラむンが蚭けられおいる。これら各入賞ラむンは、遊技者に芖認可胜に衚瀺しおもよいし、衚瀺しなくおもよい。   Further, as shown in FIG. 2, five pay lines are set corresponding to the stop positions of nine visually recognizable symbols (FIG. 2 shows examples of pseudo reels 4L, 4C, and 4R). That is, a top line 8b, a center line 8c, and a bottom line 8d that horizontally traverse three symbols arranged in the vertical direction are provided, and a cross down line 8a and a cross up line 8e that traverse diagonally. Each of these pay lines may be displayed so as to be visible to the player or may not be displayed.

これらの入賞ラむンは、埌述の−ボタン、最倧ボタンを操䜜するこず、或いはメダル投入口にメダルを投入するこずにより、枚賭け時は本センタヌラむンのみ、枚賭け時−ボタンを回操䜜抌圧又は、メダルを枚投入は本センタヌラむンに加え、トップラむン、ボトムラむン、最倧枚数本実斜䟋では枚賭け時は本枚賭け時の本に加え、クロスダりンラむン、クロスアップラむンが有効化される。入賞ラむン〜は、圹の入賞の成吊に関わる。具䜓的には、所定の圹に察応する図柄組み合せを構成する図柄が䜕れかの有効化された入賞ラむンに察応する所定の䜍眮に䞊んで停止衚瀺されるこずにより、所定の圹の入賞が成立するこずずなる。以䞋の説明においお、有効化された入賞ラむンを有効ラむンず蚀う堎合がある。   By operating a 1-BET button 11 and a maximum BET button 12, which will be described later, or by inserting medals into the medal insertion slot 22, one winning line is provided (only the center line 8c). When two bets are made (the 1-BET button 11 is operated twice (pressed) or two medals are inserted), three (in addition to the center line 8c, the top line 8b, the bottom line 8d), the maximum number (this embodiment) In the case of 3 bets), 5 (3 cross-line 8a and cross-up line 8e) are activated in addition to 3 (2 bets). The winning lines 8a to 8e are related to success or failure of the winning combination. Specifically, the winning combination of the predetermined combination is established by stopping and displaying the symbols constituting the symbol combination corresponding to the predetermined combination in a predetermined position corresponding to any activated winning line. Will be. In the following description, the activated winning line may be referred to as an activated line.

図に戻っお、リヌル衚瀺窓の巊偎には、払出枚数及びクレゞット数を衚瀺する衚瀺郚が蚭けられおいる。衚瀺郚は、セグメント衚瀺噚からなり、最倧桁の数倀が衚瀺される。そしお、巊偎桁郚分には、貯留されおいるメダルの枚数クレゞット数が衚瀺され、右偎桁郚分には、入賞成立時のメダルの払出枚数を衚瀺される。   Returning to FIG. 1, on the left side of the reel display window 2a, a display unit 17 for displaying the number of payouts and the number of credits is provided. The display unit 17 is a 7-segment display and displays a numerical value of up to 4 digits. The left two-digit portion displays the number of stored medals (number of credits), and the right two-digit portion displays the number of medals paid out when a winning is established.

衚瀺郚の右偎には、メダル投入ランプ、−ランプ、−ランプ及び最倧ランプが蚭けられおいる。メダル投入ランプは、メダルの投入が受け付け可胜であるずきに点滅する。−ランプ、−ランプ及び最倧ランプは、䞀のゲヌム単䜍遊技を行うために賭けられたメダルの数以䞋、数ずもいうに応じお点灯する。尚、䞀のゲヌムは、党おのリヌルが停止したずき、又は、メダルの払い出しが行われる堎合には、メダルが払い出されたずきに終了する。   On the right side of the display unit 17, a medal insertion lamp 18, a 1-BET lamp 9a, a 2-BET lamp 9b, and a maximum BET lamp 9c are provided. The medal insertion lamp 18 blinks when the medal insertion can be accepted. The 1-BET lamp 9a, the 2-BET lamp 9b, and the maximum BET lamp 9c are lit according to the number of medals (hereinafter, also referred to as BET number) bet to play one game (unit game). Note that one game ends when all reels are stopped, or when medals are paid out, when medals are paid out.

たた、衚瀺郚の巊偎には、遊技開始衚瀺ランプ及びリプレむランプが蚭けられおいる。遊技開始衚瀺ランプは、入賞ラむン〜の少なくずも本が有効化されたずきに点灯する。リプレむランプは、埌述の「リプレむ」に入賞したずきに点灯する。即ち、リプレむランプが点灯しおいる堎合は、メダルを投入するこずなく、ゲヌムを開始できる。   A game start display lamp 19 and a replay lamp 20 are provided on the left side of the display unit 17. The game start display lamp 19 is lit when at least one of the pay lines 8a to 8e is activated. The replay lamp 20 is turned on when winning a “replay” described later. That is, when the replay lamp 20 is lit, the game can be started without inserting medals.

リヌル衚瀺窓及び衚瀺郚の䞋方には、氎平面を有する台座郚が圢成されおいる。台座郚の巊偎には、−ボタン及び最倧ボタンが蚭けられおいる。−ボタンは、回の抌し操䜜により、クレゞットされおいるメダルのうちの枚をゲヌムぞの賭け枚数ずし、回の抌し操䜜により、クレゞットされおいるメダルのうちの枚をゲヌムぞの賭け枚数ずする。最倧ボタンは、回のゲヌムに賭けるこずが可胜な最倧枚数本実斜䟋では、枚をゲヌムぞの賭け枚数ずする。このボタン・を操䜜するこずで、䞊述の入賞ラむン〜が有効化されるようになっおいる。   A pedestal portion 10 having a horizontal surface is formed below the reel display window 2a and the display portion 17. On the left side of the pedestal 10, a 1-BET button 11 and a maximum BET button 12 are provided. The 1-BET button 11 makes one of the credited medals bet on the game by one pressing operation, and two of the credited medals by two pressing operations. The number of bets on the game. The maximum BET button 12 sets the maximum number of bets that can be bet on one game (three in this embodiment) to be bet on the game. By operating the BET buttons 11 and 12, the above-described pay lines 8a to 8e are activated.

たた、台座郚の前面郚の巊寄りには、遊技者が遊技で獲埗したメダルのクレゞット払い出しを抌し操䜜により切り替える貯留メダル粟算ボタン以䞋、ボタンず蚀うが蚭けられおいる。このボタンの切り替えにより「払い出し」が遞択された堎合には、正面䞋郚のメダル払出口からメダルが払い出され、払い出されたメダルはメダル受郚に溜められる。䞀方、「クレゞット」が遞択された堎合には、遊技機が備えるメモリ䟋えば、埌述する等にメダル数がクレゞットずしお蚘憶される。   Further, a stored medal settlement button 14 (hereinafter referred to as a C / P button 14) is provided on the left side of the front portion of the pedestal portion 10 to switch credit / payout of medals acquired by the player by a push operation. Yes. When “payout” is selected by switching the C / P button 14, medals are paid out from the medal payout opening 15 at the lower front, and the medals received are stored in the medal receiving unit 16. On the other hand, when “credit” is selected, the number of medals is stored as credits in a memory (for example, a RAM 33 described later) provided in the gaming machine 1.

ボタンの右偎には、遊技者の操䜜によりリヌル・・を回転させるためのスタヌトレバヌが所定の角床範囲で回動自圚に取り付けられおいる。台座郚の前面郚䞭倮には、個のリヌル・・の回転をそれぞれ停止させるための個の停止ボタン・・が蚭けられおいる。   A start lever 6 for rotating the reels 3L, 3C, and 3R by a player's operation is attached to the right side of the C / P button 14 so as to be rotatable within a predetermined angular range. Three stop buttons 7L, 7C, and 7R for stopping the rotation of the three reels 3L, 3C, and 3R are provided at the center of the front surface of the pedestal portion 10, respectively.

台座郚の右偎には、メダル投入口が蚭けられおいる。さらに、キャビネットの䞊方の巊右には、スピヌカ・が蚭けられおいる。さらに、正面䞋郚のメダル払出口の右偎にもスピヌカが蚭けられおいる。たた、スピヌカ・の間にはランプが蚭けられおおり、遊技状態に応じた挔出に䌎い、点滅等するようになっおいる。   On the right side of the pedestal portion 10, a medal slot 22 is provided. Furthermore, speakers 21 </ b> L and 21 </ b> R are provided on the left and right above the cabinet 2. Further, a speaker 21B is also provided on the right side of the medal payout opening 15 at the lower front. In addition, an LED lamp 29 is provided between the speakers 21L and 21R, and blinks or the like in accordance with an effect corresponding to the gaming state.

液晶衚瀺装眮
ここで、液晶衚瀺装眮の構造に぀いお説明する。液晶衚瀺装眮は、図に瀺すように、保護ガラスず衚瀺板ずからなる正面パネル、透明液晶パネル、導光板、反射フィルム、所謂癜色光源である蛍光ランプ・、ランプホルダ〜、及び、透明液晶パネル駆動甚のを搭茉したテヌブルキャリアパッケヌゞからなり、は、透明液晶パネルの端子郚に接続したフレキシブル基板図瀺せず等により構成される。
(Liquid crystal display device 5)
Here, the structure of the liquid crystal display device 5 will be described. As shown in FIG. 3, the liquid crystal display device 5 includes a front panel 51 including a protective glass 52 and a display plate 53, a transparent liquid crystal panel 54, a light guide plate 55, a reflective film 56, and fluorescent lamps 57a and 57b which are so-called white light sources. , Lamp holders 59a to 59d, and a table carrier package (TCP) on which an IC for driving a transparent liquid crystal panel is mounted. The TCP is formed by a flexible substrate (not shown) connected to a terminal portion of the transparent liquid crystal panel 54, etc. Composed.

保護ガラス及び衚瀺板は、透明な郚材で構成されおいる。衚瀺板の裏面偎には、各皮ランプ及び各皮衚瀺郚を動䜜させる電気回路等配眮される図瀺せず。   The protective glass 52 and the display board 53 are comprised with the transparent member. On the back side of the display plate 53, various lamps and electric circuits for operating various display units are arranged (not shown).

透明液晶パネルは、薄膜トランゞスタ局が圢成されたガラス板等の透明な基板ず、これに察向する透明な基板ずの間隙郚に液晶が封入されお圢成されおいる。この透明液晶パネルの衚瀺モヌドは、ノヌマリヌホワむトに蚭定されおいる。ノヌマリヌホワむトずは、液晶を駆動しおいない状態で癜衚瀺衚瀺面偎に透過した光が倖郚より芖認可胜であるずなる構成である。   The transparent liquid crystal panel 54 is formed by sealing liquid crystal in a gap between a transparent substrate such as a glass plate on which a thin film transistor layer is formed and a transparent substrate facing the transparent substrate. The display mode of the transparent liquid crystal panel 54 is set to normally white. The normally white is a configuration in which white display is performed (light transmitted to the display surface side is visible from the outside) in a state where the liquid crystal is not driven.

導光板は、蛍光ランプ・からの光を透明液晶パネルぞ導き出す透明液晶パネルを照明するためのものであり、透明液晶パネルの裏偎に蚭けられ、䟋えば、皋床の厚さを有するアクリル系暹脂等の透明郚材導光機胜を有するで構成されおいる。   The light guide plate 55 is used to guide the light from the fluorescent lamps 57a and 57b to the transparent liquid crystal panel 54 (illuminate the transparent liquid crystal panel 54), and is provided on the back side of the transparent liquid crystal panel 54. It is composed of a transparent member (having a light guiding function) such as an acrylic resin having a thickness.

反射フィルムは、䟋えば、癜色のポリ゚ステルフィルムやアルミ薄膜に銀蒞着膜を圢成したものが甚いられ、導光板に導入された光を導光板の正面偎ぞ向けお反射させる。   The reflective film 56 is, for example, a white polyester film or an aluminum thin film formed with a silver vapor deposition film, and reflects the light introduced into the light guide plate 55 toward the front side of the light guide plate 55.

蛍光ランプ・は、導光板の䞊端郚及び䞋端郚に沿っお配眮され、䞡端はランプホルダにより支持されおいる。この蛍光ランプ・から照射される光は、反射フィルムで反射しお透明液晶パネルを照明する。   The fluorescent lamps 57 a and 57 b are arranged along the upper end portion and the lower end portion of the light guide plate 55, and both ends are supported by the lamp holder 59. The light emitted from the fluorescent lamps 57 a and 57 b is reflected by the reflection film 56 to illuminate the transparent liquid crystal panel 54.

遊技機では、液晶衚瀺装眮の衚瀺画面の党領域が、非透明の領域であるが、本発明の遊技機においお、液晶衚瀺装眮の衚瀺画面は、その䞀郚の領域のみが透明非透明の状態に切り替わる領域であっおもよいし、党領域が透明非透明の状態に切り替わる領域であっおもよい。この堎合、遊技機においお、液晶衚瀺装眮の透過状態又は非透過状態に切り替わる領域を非反射領域ずするか、反射フィルムを省略すればよい。   In the gaming machine 1, the entire area of the display screen of the liquid crystal display device 5 is a non-transparent area. However, in the gaming machine of the present invention, only a part of the display screen of the liquid crystal display apparatus is transparent / non- It may be a region that switches to a transparent state, or may be a region that switches to the transparent / non-transparent state of the entire region. In this case, in the gaming machine 1, a region where the liquid crystal display device 5 is switched to the transmission state or the non-transmission state may be a non-reflection region, or the reflection film 56 may be omitted.

本実斜の圢態においお、広告画像衚瀺手段ずしおの液晶衚瀺装眮は、広告画像が衚瀺するようになっおいる。具䜓的に、図に瀺すように、広告画像は、疑䌌リヌル・・が衚瀺される領域䞊郚の広告画像領域内に衚瀺されるようになっおいる。   In the present embodiment, the advertisement image 101 is displayed on the liquid crystal display device 5 as the advertisement image display means. Specifically, as shown in FIG. 4A, the advertisement image 101 is displayed in an advertisement image area 102 at the upper part of the area where the pseudo reels 4L, 4C, and 4R are displayed.

広告画像は、単䜍遊技においお、疑䌌リヌル・・の倉動衚瀺が開始されるタむミングで衚瀺が開始され、図に瀺すように、疑䌌リヌル・・のいずれかが停止衚瀺されるタむミングで非衚瀺ずなる。   The advertisement image 101 starts to be displayed at the timing when the variable reels 4L, 4C, and 4R are started to be displayed in the unit game. As shown in FIG. 4B, any one of the pseudo reels 4L, 4C, and 4R is displayed. Disappears at the timing when is stopped.

具䜓的には、図に瀺すように、メダルの埌、スタヌトレバヌが操䜜されるこずにより、疑䌌リヌル・・が倉動衚瀺される。この間、広告画像は衚瀺されおいる。次に、遊技者により停止ボタン・・のいずれかが操䜜されるこずにより、操䜜された停止ボタンに察応する疑䌌リヌルが停止される。疑䌌リヌル・・のいずれかが停止衚瀺されたタむミングで広告画像が非衚瀺ずなる。その埌、残りの停止ボタンが操䜜され、党おの疑䌌リヌル・・が停止衚瀺された埌、所定の時間経過するたで広告画像は非衚瀺状態が継続される。   Specifically, as shown in FIG. 5, the pseudo reels 4 </ b> L, 4 </ b> C, and 4 </ b> R are variably displayed by operating the start lever 6 after betting a medal. During this time, the advertisement image 101 is displayed. Next, when one of the stop buttons 7L, 7C, and 7R is operated by the player, the pseudo reel corresponding to the operated stop button is stopped. The advertisement image 101 is not displayed at the timing when any one of the pseudo reels 4L, 4C, and 4R is stopped and displayed. Thereafter, after the remaining stop buttons are operated and all the pseudo reels 4L, 4C, and 4R are stopped and displayed, the advertisement image 101 is not displayed until a predetermined time has elapsed.

即ち、疑䌌リヌル・・が停止衚瀺される期間リヌル停止衚瀺期間の少なくずも䞀郚を含む所定の期間においお、広告画像は非衚瀺ずされるようになっおいる。以䞋、広告画像は非衚瀺ずされる期間を広告画像非衚瀺期間ず称す。   That is, the advertisement image 101 is not displayed in a predetermined period including at least a part of a period (reel stop display period) in which the pseudo reels 4L, 4C, and 4R are stopped and displayed. Hereinafter, a period during which the advertisement image 101 is not displayed is referred to as an advertisement image non-display period.

尚、広告画像の非衚瀺期間はこれに限定されず、リヌル停止衚瀺期間の少なくずも䞀郚を含んでいるこずを条件に予め定められた所定の期間であればよい。   The non-display period of the advertisement image 101 is not limited to this, and may be a predetermined period that is determined in advance on the condition that at least a part of the reel stop display period is included.

リヌル停止衚瀺期間においお疑䌌リヌル・・の停止衚瀺盎埌、遊技者は、遊技の結果ずしおの疑䌌リヌル・・の停止衚瀺に泚目目芖するこずが考えられる。即ち、疑䌌リヌル・・の停止衚瀺期間においお広告画像を衚瀺したずしおも広告画像が泚目されない可胜性がある。このように、広告画像が泚目され難いず考えられるリヌル停止衚瀺期間の少なくずも䞀郚を含む所定の期間においお広告画像を非衚瀺ずするこずで、広告の効果を䞋げずに、広告画像の衚瀺期間を少なくするこずができる。これにより、䟋えば、時間埓量制で広告料が城収される堎合、広告䞻は広告画像に泚目されない期間の広告料を軜枛するこずができる堎合がある。   Immediately after the stop display of the pseudo reels 4L, 4C, and 4R in the reel stop display period, it is conceivable that the player pays attention (visually) to the stop display of the pseudo reels 4L, 4C, and 4R as a result of the game. That is, even if the advertisement image 101 is displayed during the stop display period of the pseudo reels 4L, 4C, and 4R, the advertisement image 101 may not be noticed. As described above, the advertisement image 101 is not displayed in a predetermined period including at least a part of the reel stop display period in which the advertisement image 101 is considered not to be noticed. The display period of can be reduced. Thereby, for example, when the advertising fee is collected on a time-based basis, the advertiser may be able to reduce the advertising fee during a period in which the advertising image 101 is not noticed.

たた、広告画像は、衚瀺非衚瀺が繰り返されるため、䟋えば広告画像が垞時衚瀺される堎合よりも、遊技者の泚意を匕き付ける可胜性があり、さらに広告䟡倀を高めるこずができる堎合がある。   Further, since the display / non-display of the advertisement image 101 is repeated, for example, there is a possibility that the player's attention may be attracted and the advertisement value may be further increased as compared with the case where the advertisement image 101 is always displayed. is there.

たた、広告画像非衚瀺期間倖で疑䌌リヌル・・の倉動衚瀺䞭においおは、図・に瀺すように、疑䌌リヌル・・の倉動衚瀺される領域であるリヌル倉動衚瀺領域は、疑䌌リヌル・・の停止衚瀺される領域であるリヌル停止衚瀺領域よりも小さく衚瀺されるようになっおいる。これにより、広告画像非衚瀺期間倖で疑䌌リヌル・・の倉動衚瀺䞭においおは、広告画像を衚瀺するだけでなく、図柄の衚瀺領域を小さく衚瀺するため、広告画像をより目立぀ものにしおいる。   When the pseudo reels 4L, 4C, and 4R are displayed in a variable manner outside the advertisement image non-display period, as shown in FIGS. 4A and 4B, the pseudo reels 4L, 4C, and 4R are displayed in a variable manner. The reel fluctuation display area 103a is displayed smaller than the reel stop display area 103b which is an area where the pseudo reels 4L, 4C, and 4R are stopped and displayed. As a result, when the pseudo reels 4L, 4C, and 4R are displayed in a variable manner outside the advertisement image non-display period, not only the advertisement image 101 but also the display area of the symbol is displayed in a small size, so that the advertisement image 101 is more conspicuous. I'm making things.

尚、疑䌌リヌル・・の衚瀺領域は、リヌル倉動衚瀺領域をリヌル停止衚瀺領域よりも小さく衚瀺させるだけでなく、䟋えば、衚瀺したリヌル倉動衚瀺領域を時間経過ずずもに倧きくさせるずいった衚瀺圢態や、広告画像領域を時間経過ずずもに小さくさせるずいった衚瀺圢態であっおも良い。これにより、広告効果を向䞊させるだけでなく挔出を倚圩にし、遊技の興趣を向䞊させるこずができる。   The display areas of the pseudo reels 4L, 4C, and 4R not only display the reel fluctuation display area 103a smaller than the reel stop display area 103b, but also increase the displayed reel fluctuation display area 103b over time, for example. It may be a display form or a display form in which the advertisement image area 102 is made smaller with time. As a result, not only the advertising effect can be improved, but also the production can be varied and the interest of the game can be improved.

遊技機の電気的構成䞻制埡回路
䞊蚘の遊技機は、図に瀺すように、䞻基板に蚭けられた䞻制埡回路ず、副基板に蚭けられた副制埡回路ずで動䜜が制埡されおいる。䞻制埡回路は、回路基板䞊に配眮されたマむクロコンピュヌタを䞻たる構成芁玠ずし、これに乱数サンプリングのための回路を加えお構成されおいる。マむクロコンピュヌタは、予め蚭定されたプログラムに埓っお制埡動䜜を行うず、䞻基板偎蚘憶手段である及びを有しおいる。
(Electric configuration of gaming machine: main control circuit)
As shown in FIG. 6, the operation of the gaming machine 1 is controlled by a main control circuit 71 provided on the main board and a sub control circuit 72 provided on the sub board. The main control circuit 71 includes a microcomputer 30 disposed on a circuit board as a main component, and is added with a circuit for random number sampling. The microcomputer 30 includes a CPU 31 that performs a control operation according to a preset program, and a ROM 32 and a RAM 33 that are main board side storage means.

䞊蚘のには、基準クロックパルスを発生するクロックパルス発生回路及び分呚噚ず、サンプリングされる乱数を発生する乱数発生噚及びサンプリング回路ずが接続されおいる。乱数発生噚は、䞀定の数倀範囲に属する乱数を発生する。サンプリング回路は、スタヌトレバヌが操䜜された埌の適宜のタむミングで個の乱数をサンプリングする。そしお、は、これらの乱数発生噚及びサンプリング回路でサンプリングされた乱数及び内に栌玍されおいる確率抜籀テヌブルに基づいお、内郚圓籀圹を決定するようになっおいる。   Connected to the CPU 31 are a clock pulse generation circuit 34 and a frequency divider 35 for generating a reference clock pulse, and a random number generator 36 and a sampling circuit 37 for generating a random number to be sampled. The random number generator 36 generates random numbers belonging to a certain numerical range. The sampling circuit 37 samples one random number at an appropriate timing after the start lever 6 is operated. The CPU 31 determines an internal winning combination based on the random numbers sampled by the random number generator 36 and the sampling circuit 37 and the probability lottery table stored in the ROM 32.

尚、乱数サンプリングのための手段ずしお、マむクロコンピュヌタ内で、即ち、の動䜜プログラム䞊で乱数サンプリングを実行するように構成しおもよい。その堎合、乱数発生噚及びサンプリング回路は省略可胜であり、或いは、乱数サンプリング動䜜のバックアップ甚ずしお残しおおくこずも可胜である。   As a means for random number sampling, random number sampling may be executed in the microcomputer 30, that is, on the operation program of the CPU 31. In that case, the random number generator 36 and the sampling circuit 37 can be omitted, or can be left as a backup for the random number sampling operation.

䞊蚘のマむクロコンピュヌタからの制埡信号により動䜜が制埡される䞻芁なアクチュ゚ヌタずしおは、各皮ランプ−ランプ、−ランプ、最倧ランプ、メダル投入ランプ、遊技開始衚瀺ランプ、リプレむランプず、払出枚数及びクレゞット数を衚瀺する衚瀺郚ず、メダルを収玍し、ホッパヌ駆動回路の呜什により所定枚数のメダルを払出す䞊述のホッパヌ払出しのための駆動郚を含むず、リヌル・・を回転駆動するステッピングモヌタ・・ずがある。   The main actuators whose operation is controlled by the control signal from the microcomputer 30 include various lamps (1-BET lamp 9a, 2-BET lamp 9b, maximum BET lamp 9c, medal insertion lamp 18, game start display lamp. 19, the replay lamp 20), the display unit 17 for displaying the number of payouts and the number of credits, and the above-mentioned hopper (drive unit for payout) that stores medals and pays out a predetermined number of medals according to the command of the hopper drive circuit 41 40) and stepping motors 49L, 49C, and 49R that rotationally drive the reels 3L, 3C, and 3R.

さらに、ステッピングモヌタ・・を駆動制埡するモヌタ駆動回路、ホッパヌを駆動制埡するホッパヌ駆動回路、各皮ランプを駆動制埡するランプ駆動回路、及び衚瀺郚を駆動制埡する衚瀺郚駆動回路がポヌトを介しおの出力郚に接続されおいる。これらの駆動回路は、それぞれから出力される駆動指什等の制埡信号を受けお、各アクチュ゚ヌタの動䜜を制埡する。   Furthermore, a motor drive circuit 39 that drives and controls the stepping motors 49L, 49C, and 49R, a hopper drive circuit 41 that drives and controls the hopper 40, a lamp drive circuit 45 that drives and controls various lamps, and a display unit that drives and controls the display unit 17. A drive circuit 48 is connected to the output unit of the CPU 31 via the I / O port 38. Each of these drive circuits receives a control signal such as a drive command output from the CPU 31, and controls the operation of each actuator.

たた、䞻制埡回路は、制埡指什を発生するために必芁な入力信号を発生する入力信号発生手段に接続されおいる。䞻な入力信号発生手段ずしおは、スタヌトスむッチ、−スむッチ、最倧スむッチ、スむッチ、投入メダルセンサ、リヌル停止信号回路、リヌル䜍眮怜出回路、払出完了信号回路がある。これらもポヌトを介しおに接続されおいる。   The main control circuit 71 is connected to input signal generating means for generating an input signal necessary for generating a control command. Main input signal generating means include a start switch 6S, a 1-BET switch 11S, a maximum BET switch 12S, a C / P switch 14S, a inserted medal sensor 22S, a reel stop signal circuit 46, a reel position detection circuit 47, and a payout completion signal. There is a circuit 44. These are also connected to the CPU 31 via the I / O port 38.

スタヌトスむッチは、スタヌトレバヌの操䜜を怜出する。リヌル停止信号回路は、各停止ボタン・・の操䜜に応じお停止信号を発生する。払出完了信号回路は、メダル怜出郚の蚈数倀ホッパヌから払出されたメダルの枚数が指定された枚数デヌタに達した時、メダル払出完了を怜知するための信号を発生する。   The start switch 6S detects the operation of the start lever 6. The reel stop signal circuit 46 generates a stop signal in accordance with the operation of each stop button 7L, 7C, 7R. The payout completion signal circuit 44 generates a signal for detecting completion of the medal payout when the count value of the medal detection unit 40S (the number of medals paid out from the hopper 40) reaches the designated number data.

リヌル䜍眮怜出回路は、リヌル回転センサからのパルス信号を受けお各リヌル・・の䜍眮を怜出するためのリヌル䜍眮怜出信号をぞ䟛絊する。は、受信したリヌル䜍眮怜出信号に基づいお珟圚のリヌルの䜍眮を把握するずずもに、副制埡回路にリヌル䜍眮怜出信号を送信する。   The reel position detection circuit 47 receives the pulse signal from the reel rotation sensor and supplies a reel position detection signal for detecting the position of each reel 3L, 3C, 3R to the CPU 31. The CPU 31 grasps the current reel position based on the received reel position detection signal and transmits the reel position detection signal to the sub-control circuit 72.

たた、䞻制埡回路のには、皮々の情報が䞀時的に栌玍される。䟋えば、実行䞭の遊技状態や、投入されたメダルの枚数等が栌玍される。䞀方、䞻制埡回路のには、スタヌトレバヌを操䜜スタヌト操䜜する毎に行われる乱数サンプリングの刀定に甚いられる確率抜籀テヌブル、停止ボタンの操䜜に応じおリヌルの停止態様を決定するための停止テヌブル矀等の各皮のデヌタテヌブルや、副制埡回路ぞ送信するための各皮制埡指什コマンド等が栌玍されおいる。   Various information is temporarily stored in the RAM 33 of the main control circuit 71. For example, the game state being executed, the number of inserted medals, and the like are stored. On the other hand, in the ROM 32 of the main control circuit 71, a probability lottery table used for determination of random number sampling performed every time the start lever 6 is operated (start operation), and the reel stop mode are determined according to the operation of the stop button. Various data tables such as a stop table group for the purpose, various control commands (commands) to be transmitted to the sub-control circuit 72, and the like are stored.

遊技機の電気的構成副制埡回路
䞊蚘の䞻制埡回路は、副制埡回路にコマンドや情報等を䞀方向に出力可胜に接続されおいる。副制埡回路は、図に瀺すように、䞻制埡回路からの制埡指什コマンドに基づいお液晶衚瀺装眮の衚瀺制埡、スピヌカ・・からの音の出力制埡、及び、ランプからの光の出力制埡を行う。
(Electric configuration of the gaming machine 1: sub-control circuit 72)
The main control circuit 71 is connected to the sub control circuit 72 so that commands and information can be output in one direction. As shown in FIG. 7, the sub control circuit 72 performs display control of the liquid crystal display device 5 based on a control command (command) from the main control circuit 71, sound output control from the speakers 21 </ b> L, 21 </ b> R, 21 </ b> B, The light output from the LED lamp 29 is controlled.

副制埡回路は、䞻制埡回路を構成する䞻基板ずは別の副基板䞊に構成され、マむクロコンピュヌタ以䞋『サブマむクロコンピュヌタ』ずいうを䞻たる構成芁玠ずし、液晶衚瀺装眮の衚瀺を制埡する画像制埡回路、スピヌカ・・から出力させる音声を制埡する音源、及び増幅噚ずしおのパワヌアンプ、ランプを駆動する駆動回路を備えおいる。   The sub control circuit 72 is configured on a sub board different from the main board constituting the main control circuit 71, and includes a microcomputer (hereinafter referred to as “sub microcomputer”) 73 as a main component, An image control circuit 81 that controls the sound, a sound source IC 78 that controls sound output from the speakers 21L, 21R, and 21B, a power amplifier 79 as an amplifier, and an LED drive circuit 77 that drives the LED lamp 29.

サブマむクロコンピュヌタは、䞻制埡回路から送信された制埡指什に埓っお制埡動䜜を行うサブず、副基板偎蚘憶手段ずしおのプログラムず、ワヌクずを含む。尚、副制埡回路は、クロックパルス発生回路、分呚噚、乱数発生噚及びサンプリング回路を備えおいないが、サブの動䜜プログラム䞊で乱数サンプリングを実行するように構成されおいる。   The sub microcomputer 73 includes a sub CPU 74 that performs a control operation in accordance with a control command transmitted from the main control circuit 71, a program ROM 75 serving as a sub board-side storage unit, and a work RAM 76. The sub control circuit 72 does not include a clock pulse generation circuit, a frequency divider, a random number generator, and a sampling circuit, but is configured to execute random number sampling on the operation program of the sub CPU 74.

プログラムは、サブで実行する埌述の図、、及び、に瀺す各皮ルヌチン等の制埡プログラム、及び、各皮テヌブル等を栌玍しおいる。たた、ワヌクは、䞊蚘制埡プログラムをサブで実行するずきの䞀時蚘憶手段ずしお構成される。たた、ワヌクには、䞻制埡回路から受け取った内郚圓籀圹や、内郚圓籀圹に察応する停止テヌブルの皮類等の各皮のデヌタが蚘憶される。   The program ROM 75 stores control programs such as various routines shown in FIGS. 10, 11, and 12 to be executed by the sub CPU 74, various tables, and the like. The work RAM 76 is configured as a temporary storage unit when the control program is executed by the sub CPU 74. The work RAM 76 stores various data such as the internal winning combination received from the main control circuit 71 and the type of stop table corresponding to the internal winning combination.

画像制埡回路は、画像制埡、画像制埡ワヌク、画像、及びビデオで構成される。画像制埡は、サブマむクロコンピュヌタで蚭定されたパラメヌタに基づき、画像制埡プログラムに埓っお液晶衚瀺装眮での衚瀺内容を決定する。   The image control circuit 81 includes an image control IC 82, an image control work RAM 83, an image ROM 86, and a video RAM 87. The image control IC 82 determines the display contents on the liquid crystal display device 5 according to the image control program based on the parameters set by the sub microcomputer 73.

画像制埡ワヌクは、画像制埡プログラムを画像制埡で実行するずきの䞀時蚘憶手段バッファずしお構成される。画像は、画像を圢成するためのドットデヌタを栌玍する。   The image control work RAM 83 is configured as temporary storage means (buffer) when the image control program is executed by the image control IC 82. The image ROM 86 stores dot data for forming an image.

ビデオは、画像制埡で画像を圢成するずきの䞀時蚘憶手段ずしお構成される。駆動回路は、サブからの制埡指什に基づいお、ランプを制埡する。音源は、パワヌアンプを制埡し、スピヌカ・・の音量を調節するこずができる。   The video RAM 87 is configured as a temporary storage unit when the image control IC 82 forms an image. The LED drive circuit 77 controls the LED lamp 29 based on a control command from the sub CPU 74. The sound source IC 78 can control the power amplifier 79 and adjust the volume of the speakers 21L, 21R, and 21B.

副制埡回路は、画像制埡回路に、リヌル停止衚瀺期間の少なくずも䞀郚を含む所定の期間においお広告画像を非衚瀺ずさせる広告画像非衚瀺手段ずしお機胜するようになっおいる。たた、副制埡回路は、画像制埡回路に、広告画像非衚瀺期間倖で疑䌌リヌル・・の倉動衚瀺䞭においお、リヌル倉動衚瀺領域をリヌル停止衚瀺領域よりも小さく衚瀺させる図柄領域制埡手段ずしお機胜するようになっおいる。   The sub control circuit 72 functions as an advertisement image non-display unit that causes the image control circuit 81 to hide the advertisement image 101 during a predetermined period including at least a part of the reel stop display period. Further, the sub control circuit 72 causes the image control circuit 81 to display the reel fluctuation display area 103a smaller than the reel stop display area 103b during the fluctuation display of the pseudo reels 4L, 4C, and 4R outside the advertisement image non-display period. It functions as a symbol area control means.

たた、副制埡回路は、蚘憶手段の䞀぀ずしおのHard Disk Driveを備えおいる。は、液晶衚瀺装眮に各皮の広告画像を衚瀺するための耇数の広告画像デヌタ、広告画像毎に予め蚭定された回数又は時間等が栌玍しおおり、埌述の各皮ルヌチンから適宜アクセスされるようになっおいる。   The sub-control circuit 72 includes an HDD (Hard Disk Drive) 104 as one of storage means. The HDD 104 stores a plurality of advertisement image data for displaying various advertisement images 101 on the liquid crystal display device 5, the number of times or the time set in advance for each advertisement image 101, and is accessed as appropriate from various routines described later. It has come to be.

広告デヌタテヌブル
次に、図を参照しお、広告デヌタテヌブルに぀いお説明する。広告デヌタテヌブルは、䞊述のに栌玍されおおり、栌玍されおいる広告デヌタの入れ替え等を行う際に曎新され、広告デヌタを衚瀺する際に参照される。
(Ad data table)
Next, the advertisement data table will be described with reference to FIG. The advertisement data table is stored in the above-described HDD 104, is updated when the stored advertisement data is replaced, and is referred to when the advertisement data is displayed.

広告デヌタテヌブルは、広告デヌタ欄ず、衚瀺時間欄ず、䞊限時間欄ずを有しおいる。広告デヌタ欄には、耇数の広告画像にそれぞれ察応した耇数のデヌタ広告デヌタが栌玍される。衚瀺時間欄には、耇数の広告画像のそれぞれを衚瀺した時間が栌玍され、察応する広告画像の衚瀺時間に応じお時間が加算されるようになっおいる。䞊限時間欄には、耇数の広告画像のそれぞれを衚瀺する䞊限時間が栌玍されおおり、衚瀺時間欄に栌玍される衚瀺時間はこの䞊限時間を越えないようになっおいる。぀たり、蚭定された䞊限時間以䞊、察応する広告画像が衚瀺されないようになっおいる。䞊限時間は、予め蚭定されるものであり、䟋えば、広告䞻から支払われる広告料に応じた倀ずなる。   The advertisement data table has an advertisement data field, a display time field, and an upper limit time field. In the advertisement data column, a plurality of data (advertisement data) respectively corresponding to the plurality of advertisement images 101 are stored. In the display time column, the time when each of the plurality of advertisement images 101 is displayed is stored, and the time is added according to the display time of the corresponding advertisement image 101. The upper limit time column stores an upper limit time for displaying each of the plurality of advertisement images 101, and the display time stored in the display time column does not exceed the upper limit time. In other words, the corresponding advertisement image is not displayed for the set upper limit time or longer. The upper limit time is set in advance, and is, for example, a value corresponding to the advertisement fee paid from the advertiser.

尚、本実斜の圢態では、䞊限時間を定めるものであるが、これに限定されるこずはない。䟋えば、広告画像のそれぞれに衚瀺する䞊限回数を予め定め、広告画像が衚瀺された回数が䞊限回数に達した堎合、該圓の広告画像が以降衚瀺されなくなるものであっおもよい。たた、䟋えば、䞊限時間及び䞊限回数の䞡方を予め定め、広告料ず広告衚瀺ずの関係をより明確にするものであっおもよい。さらに広告衚瀺の䞊限時間たたは䞊限回数を定めないものであっおもよい。   In the present embodiment, the upper limit time is determined, but the present invention is not limited to this. For example, the upper limit number of times displayed on each advertisement image 101 may be determined in advance, and when the number of times the advertisement image 101 is displayed reaches the upper limit number, the corresponding advertisement image 101 may not be displayed thereafter. Further, for example, both the upper limit time and the upper limit number of times may be determined in advance, and the relationship between the advertisement fee and the advertisement display may be made clearer. Further, the upper limit time or the upper limit number of advertisement display may not be determined.

広告デヌタテヌブルは、図瀺しない通信回線網を介しお曎新するこずができるようになっおいる。具䜓的には、ホヌルに蚭眮された耇数の遊技機が、通信回線網を介しおホヌルサヌバず接続されおいる。たた、広告デヌタテヌブルは、䟋えば営業時間倖に、ホヌルサヌバから各遊技機に広告デヌタ、及び䞊限時間が配信されるこずで、広告デヌタが曎新されるか、新芏の広告デヌタが远加されるようになっおいる。このずき、曎新された広告デヌタに関しお衚瀺時間欄の衚瀺時間はリセットされるようになっおいる。   The advertisement data table can be updated via a communication network (not shown). Specifically, a plurality of gaming machines 1 installed in the hall are connected to the hall server via a communication line network. In addition, the advertisement data table is updated or new advertisement data is added by distributing the advertisement data and the upper limit time from the hall server to each gaming machine 1, for example, outside business hours. It is like that. At this time, the display time in the display time column for the updated advertisement data is reset.

衚瀺される広告画像は、広告デヌタ欄に栌玍される広告デヌタのいずれが遞択されるかで決定されるようになっおいる。広告デヌタはランダムで遞択される。具䜓的には、サブの動䜜プログラム䞊で実行される乱数サンプリングにより、ランダムな乱数倀が決定され、その乱数倀を広告衚瀺可胜な広告デヌタ数で割った䜙りから、決定される。本実斜の圢態においおは、䟋えば、乱数サンプリングによる乱数倀が「」で、広告衚瀺可胜衚瀺時間が䞊限時間に達しおいないな広告デヌタ数が、図に瀺すように、「」広告デヌタを陀いた広告デヌタ数である堎合、をで割った䜙りは「」であり、広告衚瀺可胜な広告デヌタから番目「」を番目ずするの「広告デヌタ」が遞択される。   The displayed advertisement image 101 is determined depending on which advertisement data stored in the advertisement data column is selected. Advertising data is selected at random. Specifically, a random random value is determined by random number sampling executed on the operation program of the sub CPU 74, and is determined from the remainder obtained by dividing the random value by the number of advertisement data that can be displayed in an advertisement. In this embodiment, for example, the random number value obtained by random number sampling is “21”, and the number of advertisement data that can be displayed (the display time has not reached the upper limit time) is “6” as shown in FIG. (The number of advertisement data excluding the advertisement data C), the remainder of dividing 21 by 6 is “3”, and “4” (“0” is the first) from the advertisement displayable advertisement data “ Advertisement data D "is selected.

尚、広告デヌタの遞択は、これに限定されるこずはない。䟋えば、予め蚭定された順番で衚瀺されるものであっおもよいし、広告デヌタ数毎に蚭定された乱数テヌブルをプログラム等に予め栌玍し、広告デヌタ数に応じお切り替えられる乱数テヌブルに基づいお広告デヌタを遞択するものであっおもよい。   The selection of advertisement data is not limited to this. For example, it may be displayed in a preset order, or a random number table set for each number of advertisement data is stored in advance in the program ROM 75 or the like, and is switched based on a random number table that is switched according to the number of advertisement data. The advertisement data may be selected.

遊技状態
以䞊のように構成された遊技機は、『䞀般遊技状態』、『遊技状態』、『遊技状態』及び『遊技状態』からなる皮類の遊技状態の䞋で遊技を実行する。これら「皮類」の各遊技状態は、基本的に、内郚圓籀する可胜性のある圹の皮類、再遊技に内郚圓籀する確率及び入賞成立を実珟するこずが可胜なボヌナスの皮別、内郚圓籀ず入賞成立ずの関係により区別される。
(Game state)
The gaming machine 1 configured as described above executes a game under four types of gaming states including “general gaming state”, “RT gaming state”, “RB gaming state”, and “BB gaming state”. Each of these “four types” of game states basically includes the types of roles that may be won internally, the probability of internally winning replays, the types of bonuses that can be established, and internal winnings. It is distinguished by the relationship with winning a prize.

『䞀般遊技状態』は、所謂「出球率」遊技に賭けられた単䜍遊技䟡倀に察しお遊技者に付䞎される遊技䟡倀の期埅倀が「」よりも小さい遊技状態であり、他の遊技状態ず比べお遊技者にずっお最も䞍利な遊技状態である。   The “general gaming state” is a gaming state in which an expected value of a so-called “participation rate” (a gaming value given to a player with respect to a unit gaming value bet on a game) is smaller than “1”. This is the most unfavorable gaming state for the player compared to the gaming state.

『䞀般遊技状態』においお又はに内郚圓籀し、又はに入賞しおいない堎合には、䞀又は耇数のゲヌムにわたり、又はに察応する図柄組み合わせが入賞ラむン䞊に沿っお䞊ぶこずが蚱容される。぀たり、『䞀般遊技状態』においお又はに内郚圓籀するず、その内郚圓籀圹が持越圹ずしおセットされ、以降のゲヌムに持ち越されるようになる。ここで、内郚圓籀圹の持ち越しずは、次以降のゲヌムにおいお、に内郚圓籀しなくおも、、に入賞できるようにするこずである。本実斜の圢態においお、、が持ち越されおいる状態で、、に内郚圓籀するこずはなく、『なしハズレ』に内郚圓籀した堎合に、の入賞が成立するようになっおいる。   In the “general gaming state”, when BB or RB is won internally and BB or RB is not won, the symbol combinations corresponding to BB or RB are arranged along the winning line over one or more games. Is acceptable. That is, when an internal winning is made to BB or RB in the “general gaming state”, the internal winning combination is set as a carryover combination and is carried over to a subsequent game. Here, the carry-over of the internal winning combination means that the BB and RB can be won even if the BB and RB are not internally won in the next and subsequent games. In the present embodiment, when BB and RB are carried over, BB and RB are not won internally, and when BB and RB are won internally, winning of BB and RB is established. It has become.

『遊技状態』は、『䞀般遊技状態』又は『リプレむタむム遊技状態』においお、に内郚圓籀し、に入賞した堎合に発生する。の入賞は、『䞀般遊技状態』においお「赀−赀−赀」又は「青−青−青」が有効ラむンに沿っお䞊ぶこずにより成立する。『遊技状態』は、所定枚数のメダルの払い出しが完了すれば終了する。たた、本実斜の圢態においお、「赀−赀−赀」、及び、「青−青−青」の内郚圓籀圹はそれぞれ別であり、同時に内郚圓籀する可胜性がある。   The “BB gaming state” is generated when the BB is won internally and the BB is won in the “general gaming state” or the “replay time (RT) gaming state”. The BB winning is established by arranging “red 7-red 7-red 7” or “blue 7-blue 7-blue 7” along the active line in the “general gaming state”. The “BB gaming state” ends when the payout of a predetermined number of medals is completed. Further, in the present embodiment, “Red 7-Red 7-Red 7” and “Blue 7-Blue 7-Blue 7” have different internal winning combinations, and there is a possibility that they will be internally won at the same time.

『遊技状態』は、『䞀般遊技状態』よりも出玉率の期埅倀が高く、他の遊技状態ず比べお遊技者にずっお最も有利な遊技状態である。本実斜の圢態においお、『遊技状態』は、『䞀般遊技状態』又は『遊技状態』においおレギュラヌボヌナスに入賞した堎合に発生する。すわなち、の入賞は、『䞀般遊技状態』又は『遊技状態』においお「赀−赀−青」が有効ラむンに沿っお䞊ぶこずにより成立する。なお、各遊技状態間の移行は、ボヌナス図柄の組み合せが入賞ラむン䞊に衚瀺されたずき等により移行する。   The “RB gaming state” has a higher expected value of the payout rate than the “general gaming state”, and is the most advantageous gaming state for the player as compared to other gaming states. In the present embodiment, the “RB gaming state” occurs when an RB (regular bonus) is won in the “general gaming state” or the “RT gaming state”. In other words, the RB winning is established by arranging “red 7-red 7-blue 7” along the active line in the “general gaming state” or the “RT gaming state”. The transition between the game states is performed when a combination of bonus symbols is displayed on the winning line.

本実斜の圢態においお、『遊技状態』は、『遊技状態』又は『遊技状態』の埌に発生する遊技状態である。『遊技状態』は、メダルを投入しなくおも次ゲヌムが行える再遊技に入賞する確率が『䞀般遊技状態』よりも高くなっおいる。即ち、『遊技状態』では、『䞀般遊技状態』よりもメダルを枛らすこずなく遊技が行える可胜性が高くなっおいるため、少しず぀メダルを増やしおいくこずが可胜ずなる。たた、『遊技状態』は、「チェリヌの小圹」に入賞するず終了し、『䞀般遊技状態』に移行する。   In the present embodiment, the “RT gaming state” is a gaming state that occurs after the “BB gaming state” or the “RB gaming state”. In the “RT gaming state”, the probability of winning a replay where the next game can be performed without inserting a medal is higher than in the “general gaming state”. That is, in the “RT gaming state”, there is a higher possibility that a game can be performed without reducing the number of medals than in the “general gaming state”, so that the number of medals can be increased little by little. Further, the “RT gaming state” is terminated when winning the “cherry small role” and shifts to the “general gaming state”.

なお、『遊技状態』では、遊技者に、「チェリヌの小圹」に入賞しないようにナビゲヌトする報知挔出が実行されおもよい。たた、遊技状態の開始条件は、『遊技状態』又は『遊技状態』の埌に限定されず、又はに内郚圓籀したずき、又はの図柄が揃ったずき、『䞀般遊技状態』においお特定の図柄が揃ったずき、『遊技状態』又は『遊技状態』が終了したずきから若しくは『䞀般遊技状態』においお特定の図柄が揃ったずきから所定の遊技数が経過したずき、ずしおもよい。   In the “RT gaming state”, a notification effect for navigating the player so as not to win the “cherry small role” may be executed. In addition, the start condition of the RT gaming state is not limited to after the “BB gaming state” or “RB gaming state”, and when the BB or RB is won internally, when the symbols of BB or RB are aligned, ”When a specific symbol is aligned, when“ BB gaming state ”or“ RB gaming state ”is completed, or when a predetermined number of games has elapsed since the specific symbol is aligned in“ general gaming state ”, It is good.

図柄組み合わせず払い出し枚数
次に、遊技状態ず入賞成立を瀺す図柄組み合わせずメダルの払い出し枚数ずの関係を説明する。䞀般遊技状態においおは、『』、『』ず『再遊技リプレむ』ず『スむカの小圹』ず『ベルの小圹』ず『チェリヌの小圹』ずに入賞する可胜性がある。『』は、「青−青−青」及び「赀−赀−赀」が有効ラむンに沿っお䞊ぶこずにより成立する。又はが成立したずきのメダルの払い出し枚数は「枚」である。たた、『再遊技リプレむ』は、「−−」が䞊ぶこずにより成立する。再遊技の入賞が成立するず、投入したメダルの枚数ず同数のメダルが自動投入されるので、遊技者はメダルを消費するこずなく次回のゲヌムを行うこずができる。たた、スむカの小圹、ベルの小圹、チェリヌの小圹の堎合、それぞれ枚、枚、枚のメダルが払い出される。
(Pattern combination and number of payouts)
Next, a description will be given of the relationship between the gaming state, the symbol combination indicating the winning, and the number of medals paid out. In the general gaming state, there is a possibility of winning “BB”, “RB”, “Replay”, “Watermelon Minor”, “Bell Minor” and “Cherry Minor” . “BB” is established by arranging “blue 7-blue 7-blue 7” and “red 7-red 7-red 7” along the active line. The number of medals to be paid out when BB or RB is established is “0”. Further, “replay” is established by arranging “Replay-Replay-Replay”. When a re-game winning is established, the same number of medals as the number of inserted medals are automatically inserted, so that the player can play the next game without consuming the medals. In the case of a watermelon small part, a bell small part, and a cherry small part, six, ten, and six medals are paid out, respectively.

遊技状態では、再遊技リプレむ、スむカの小圹、ベルの小圹、チェリヌの小圹に入賞する可胜性がある。、本実斜の圢態においお、遊技状態では、及びに入賞する堎合はない。   In the BB game state, there is a possibility of winning a replay (replay), a watermelon small part, a bell small part, or a cherry small part. In this embodiment, BB and RB are not won in the BB gaming state.

遊技状態においおは、再遊技リプレむ、スむカの小圹、ベルの小圹、チェリヌの小圹に入賞する可胜性がある。スむカの小圹、ベルの小圹、チェリヌの小圹の堎合、それぞれ枚、枚、枚のメダルが払い出される。なお、本実斜の圢態においお、遊技状態においおは、『』及び『』に入賞する堎合はない。   In the RB game state, there is a possibility of winning a replay (replay), a watermelon small part, a bell small part, and a cherry small part. In the case of a watermelon small part, a bell small part, and a cherry small part, six, ten, and six medals are paid out, respectively. In the present embodiment, in the RB gaming state, “BB” and “RB” are not won.

遊技機の動䜜
先ず、電源が投入されるず、遊技機は、䞻制埡回路においお図のメむンルヌチンを実行するこずにより遊技を実斜可胜な状態になるず共に、副制埡回路においお図瀺しない挔出凊理ルヌチンを実行するこずにより液晶衚瀺装眮においお挔出画像等の衚瀺等を実斜したり、スピヌカ・・からの音の出力を実斜したり、これらを実斜可胜な状態になる。
(Operation of the gaming machine 1)
First, when the power is turned on, the gaming machine 1 is in a state where a game can be executed by executing the main routine of FIG. 9 in the main control circuit 71, and an effect processing routine (not shown) is executed in the sub-control circuit 72. By executing this, the liquid crystal display device 5 displays an effect image or the like, outputs sound from the speakers 21L, 21R, and 21B, or enters a state where these can be performed.

䞻制埡回路の動䜜
䞊蚘の構成においお、遊技機の動䜜に぀いお説明する。
(Operation of the main control circuit 71)
In the above configuration, the operation of the gaming machine 1 will be described.

先ず、電源が投入されるず、遊技機は、䞻制埡回路においお図のメむンルヌチン等を実行するこずにより遊技を行うず共に、副制埡回路においお図のミニゲヌムルヌチンや図瀺しないリセットルヌチン等をそれぞれ独立しお実行するこずにより液晶衚瀺装眮の挔出画像の衚瀺等を実斜可胜な状態になる。   First, when the power is turned on, the gaming machine 1 plays a game by executing the main routine and the like of FIG. 9 in the main control circuit 71, and at the sub-control circuit 72, the mini game routine of FIG. By executing the routines and the like independently, the liquid crystal display device 5 can display the effect image.

メむンルヌチン
具䜓的には、䞻制埡回路によりメむンルヌチン等が実行されるず、図に瀺すように、ゲヌム開始時の初期化が行われた埌、ゲヌム終了時のの所定の蚘憶内容が消去される。
(Main routine)
Specifically, when a main routine or the like is executed by the main control circuit 71, as shown in FIG. 8, after the initialization at the start of the game is performed (S1), a predetermined storage in the RAM 33 at the end of the game is performed. The contents are erased (S2).

次に、投入メダルセンサやボタン・からの入力があるたで埅機状態ずなる。そしお、入力があるず、メダル投入信号を副制埡回路に送信する。この埌、スタヌトレバヌの操䜜によりスタヌトスむッチがオンされたか吊かを刀定する。スタヌトスむッチがオンされなければ、を再実行し、スタヌトレバヌが操䜜されるたで埅機する。䞀方、スタヌトスむッチがオンされるず、リヌル回転凊理に実行を移行し、続いお抜籀甚の乱数を抜出する。そしお、遊技状態監芖凊理を実行するこずによっお、今回のゲヌムにおける遊技状態・遊技状態等のボヌナス遊技状態、䞀般遊技状態及びリプレむタむム遊技状態等の遊技状態を確認しセットする。即ち、今回のゲヌムの遊技状態を遊技状態・遊技状態等のボヌナス遊技状態、䞀般遊技状態及びリプレむタむム遊技状態の䜕れかにセットする。   Next, a standby state is entered until there is an input from the inserted medal sensor 22S or the BET buttons 11 and 12. If there is an input, a medal insertion signal is transmitted to the sub-control circuit 72 (S3). Thereafter, it is determined whether or not the start switch 6S is turned on by operating the start lever 6 (S4). If the start switch 6S is not turned on (S4: NO), S4 is re-executed and waits until the start lever 6 is operated. On the other hand, when the start switch 6S is turned on (S4: YES), execution is shifted to reel rotation processing (S5), and then random numbers for lottery are extracted (S6). Then, by executing the game state monitoring process, the game state such as the bonus game state such as the BB game state / RB game state, the general game state, and the replay time (RT) game state in the current game is confirmed and set ( S7). That is, the game state of the current game is set to any one of the bonus game state such as the BB game state and the RB game state, the general game state, and the replay time (RT) game state.

今回のゲヌムの遊技状態が確認されるず、図瀺しない確率抜籀テヌブルに基づく確率抜籀凊理においお遊技状態に察応した内郚圓籀圹が抜籀され、遞択された内郚圓籀圹の情報が副制埡回路に栌玍される。尚、本実斜圢態においおは、小圹、ボヌナスの同時抜籀が可胜であり、遊技状態においおは、リプレむ圹の圓籀確率が増倧した倀に蚭定される。   When the game state of the current game is confirmed (S7), in the probability lottery process based on the probability lottery table (not shown), an internal winning combination corresponding to the gaming state is lottered (S8), and information on the selected internal winning combination is obtained. Stored in the sub-control circuit 72. In the present embodiment, a small combination and a bonus can be drawn simultaneously, and in the RT gaming state, the winning probability of the replay combination is set to a value increased.

内郚圓籀圹を決定するず、停止テヌブル矀遞択凊理が実行される。そしお、リヌル回転停止凊理が実行され、䜕れかの停止ボタン・・が操䜜されたタむミングで滑りコマ数が決定された埌、滑りコマ数分、リヌルが回転されおから停止される。   When the internal winning combination is determined, stop table group selection processing is executed (S9). Then, after the reel rotation stop process is executed and the number of sliding frames is determined at the timing when any one of the stop buttons 7L, 7C, and 7R is operated, the reels are rotated by the number of sliding frames and then stopped ( S10).

この埌、入賞刀定入賞怜玢によりリヌル・・の図柄の停止態様に基づいお入賞圹入賞が成立した圹が識別される。尚、本実斜圢態においおは、ボヌナスフラグの繰り越しはあるが、小圹フラグの繰り越し及びボヌナスフラグのストックは無いものずする。   Thereafter, a winning combination (a winning combination) is identified on the basis of the symbol stop state of the reels 3L, 3C, and 3R by winning determination (winning search) (S11). In this embodiment, it is assumed that there is a carryover of the bonus flag, but no carryover of the small part flag and no stock of the bonus flag.

そしお、遊技状態に応じおメダルのクレゞット又は払出しが行われる。尚、ボヌナス入賞時に払い出しは無く、小圹入賞時だけ払い出しが行われる。   Then, a medal credit or payout is performed according to the gaming state (S12). There is no payout at the time of winning a bonus, and payout is made only at the time of winning a small role.

次に、珟圚の遊技状態が遊技状態又は遊技状態等のボヌナス遊技状態であるか吊かが刀定される。遊技状態が遊技状態又は遊技状態等のボヌナス遊技状態でない堎合には、『赀-赀-赀』、『青-青-青』等のボヌナスに入賞したか吊かが刀定される。ボヌナスに入賞しおいれば、ボヌナス開始信号が副制埡回路に出力され、が再実行される。なお、再実行された堎合、次ゲヌム時の遊技状態監芖凊理の実行時においおボヌナス遊技状態にセットされるこずになる参照。   Next, it is determined whether or not the current gaming state is a bonus gaming state such as a BB gaming state or an RB gaming state (S13). If the gaming state is not a bonus gaming state such as a BB gaming state or an RB gaming state (S13: NO), a bonus such as “red 7-red 7-red 7”, “blue 7-blue 7-blue 7”, etc. It is determined whether or not a prize has been won (S14). If the bonus is won (S14: YES), a bonus start signal is output to the sub-control circuit 72 (S15), and S2 is re-executed. When the game is re-executed, the bonus game state is set when the game state monitoring process for the next game is executed (see S7).

䞀方、ボヌナスに入賞しおいなければ、回数が『』になる又はチェリヌに入賞する等しおが終了したか吊かが刀定される。が終了しおいなければ、に蚘憶されおいる回数が枛算されおが再実行される。䞀方、が終了しおいれば、終了信号が副制埡回路に出力され、が再実行される。なお、再実行された堎合、次ゲヌム時の遊技状態監芖凊理の実行時においお䞀般遊技状態にセットされるこずになる参照。   On the other hand, if the bonus has not been won (S14: NO), it is determined whether or not the RT has ended (S16), such as when the number of RTs becomes “0” or a cherry is won. If the RT has not ended (S16: NO), the RT count stored in the RAM 33 is subtracted and S2 is executed again. On the other hand, if RT has ended (S16: YES), an RT end signal is output to the sub-control circuit 72 (S17), and S2 is re-executed. When the game is re-executed, the game state monitoring process at the time of the next game is set to the general game state (see S7).

䞀方、においお、遊技状態が遊技状態又は遊技状態等のボヌナス遊技状態であるず刀定された堎合には、ボヌナスの『払出枚数のチェック凊理』が行われる。尚、ボヌナスの『払出枚数のチェック凊理』で所定の払出枚数に達するずボヌナス遊技状態は終了ずなる。   On the other hand, in S13, when it is determined that the gaming state is a bonus gaming state such as a BB gaming state or an RB gaming state (S13: YES), a bonus “payout number check process” is performed (S18). . It should be noted that the bonus gaming state ends when a predetermined payout number is reached in the bonus “payout number check process”.

この埌、ボヌナスの終了時であるか吊かが刀定され、ボヌナスの終了時でないず刀定された堎合には、が再実行される。䞀方、ボヌナスの終了時であるず刀定された堎合には、が開始されたか吊かが刀定される。が開始されおいない堎合は、ボヌナス終了信号が副制埡回路に出力され、が再実行される。なお、再実行された堎合、次ゲヌム時の遊技状態監芖凊理の実行時においお䞀般遊技状態にセットされるこずになる参照。䞀方、が開始された堎合は、開始信号が副制埡回路に出力され、が再実行される。尚、ボヌナスの皮類に応じお所定の回数が蚭定されるこずになる。たた、が再実行された堎合、次ゲヌム時の遊技状態監芖凊理の実行時においお遊技状態にセットされるこずになる参照。   Thereafter, it is determined whether or not the bonus is over (S19). If it is determined that the bonus is not over (S19: NO), S2 is re-executed. On the other hand, when it is determined that the bonus is over (S19: YES), it is determined whether RT has been started (S20). If RT has not started (S20: NO), a bonus end signal is output to the sub-control circuit 72 (S22), and S2 is re-executed. When the game is re-executed, the game state monitoring process at the time of the next game is set to the general game state (see S7). On the other hand, when RT is started (S20: YES), an RT start signal is output to the sub-control circuit 72 (S21), and S2 is re-executed. Note that a predetermined number of RTs is set according to the type of bonus. When S2 is re-executed, the RT gaming state is set when the gaming state monitoring process for the next game is executed (see S7).

遊技機の動䜜副制埡回路
䞊蚘の䞻制埡回路におけるメむンルヌチンにより各皮の凊理が実行されるず、凊理に応じた結果や内容がコマンドやデヌタずしお副制埡回路に入力される。副制埡回路においおは、埌述の図、、及びに瀺す各皮ルヌチンや図瀺しない挔出凊理ルヌチン等をそれぞれ独立しお実行しおいる。そしお、挔出凊理ルヌチンの実行により、疑䌌リヌル・・、コマンドに基づいた挔出画像等を液晶衚瀺装眮に衚瀺させる。䟋えば、メダル投入を瀺すコマンドが入力された堎合には、スタヌトレバヌの操䜜を促す挔出画像等を液晶衚瀺装眮に衚瀺させる。たた、液晶衚瀺装眮からの挔出にずもなっお、或いは独立しお、ランプからの光の出力による挔出、スピヌカ・・からの音の出力による挔出を行う。
(Operation of gaming machine 1: sub-control circuit 72)
When various processes are executed by the main routine in the main control circuit 71, results and contents corresponding to the processes are input to the sub-control circuit 72 as commands and data. In the sub-control circuit 72, various routines shown in FIGS. 10, 11, and 12, which will be described later, an effect processing routine (not shown), and the like are executed independently. Then, the pseudo reels 4L, 4C, 4R, an effect image based on the command, and the like are displayed on the liquid crystal display device 5 by executing the effect processing routine. For example, when a command indicating the insertion of medals is input, an effect image that prompts the user to operate the start lever 6 is displayed on the liquid crystal display device 5. Further, with the production from the liquid crystal display device 5 or independently, the production with the light output from the LED lamp 29 and the production with the sound output from the speakers 21L, 21R, and 21B are performed.

副制埡回路の動䜜広告衚瀺切替凊理ルヌチン
次に、図に瀺す広告衚瀺切替凊理ルヌチンのフロヌチャヌトを参照しお、䞊蚘の副制埡回路のサブの制埡動䜜に぀いお説明する。
(Operation of sub-control circuit 72: advertisement display switching processing routine)
Next, the control operation of the sub CPU 74 of the sub control circuit 72 will be described with reference to the flowchart of the advertisement display switching process routine shown in FIG.

初めに、サブは、䞻制埡回路からメダル投入信号を受信したか吊かを刀定する。具䜓的に、図に瀺すメむンルヌチンのステップのメダル投入凊理においお、副制埡回路に送信されるメダル投入信号を受信したか吊かを刀定する。尚、メむンルヌチンのメダル投入凊理においお、メダルが貯留されおいる堎合であっおも、メダル投入信号が送信されるようになっおいる。メダル投入信号を受信しない堎合、本ルヌチンを終了する。   First, the sub CPU 74 determines whether or not a medal insertion signal has been received from the main control circuit 71 (S100). Specifically, it is determined whether or not a medal insertion signal transmitted to the sub control circuit 72 has been received in the medal insertion process in step S3 of the main routine shown in FIG. In the medal insertion process of the main routine, a medal insertion signal is transmitted even when medals are stored. When no medal insertion signal is received (S100: NO), this routine is terminated.

䞀方、メダル投入信号を受信した堎合、広告画像衚瀺凊理を実行する。具䜓的には、図に瀺すように、広告画像を、疑䌌リヌル・・が衚瀺される領域䞊郚の広告画像領域内に衚瀺する等の凊理を行う。広告画像衚瀺凊理に぀いおは、図の広告画像衚瀺凊理ルヌチンのフロヌチャヌトを甚いお、埌に詳述する。   On the other hand, when a medal insertion signal is received (S100: YES), advertisement image display processing is executed (S102). Specifically, as shown in FIG. 4A, processing such as displaying the advertisement image 101 in the advertisement image area 102 above the area where the pseudo reels 4L, 4C, and 4R are displayed is performed. The advertisement image display process will be described in detail later using the flowchart of the advertisement image display process routine of FIG.

次に、リヌル回転信号を受信したか吊かを刀定する。具䜓的に、図に瀺すメむンルヌチンのステップのリヌル回転凊理においお、副制埡回路に送信されるリヌル回転信号を受信したか吊かを刀定する。リヌル回転信号を受信しない堎合、本ルヌチンを終了する。   Next, it is determined whether or not a reel rotation signal has been received (S104). Specifically, in the reel rotation process of step S5 of the main routine shown in FIG. 9, it is determined whether or not a reel rotation signal transmitted to the sub control circuit 72 has been received. If no reel rotation signal is received (S104: NO), this routine is terminated.

ここで、広告画像が衚瀺された状態のたた、本ルヌチンが終了されおいるが、図瀺しない凊理ルヌチンにより広告画像が衚瀺されたたた䞀定時間遊技が行われない堎合、広告画像が非衚瀺ずなるように制埡される。぀たり、遊技が行われおいないずいう遊技者が遊技機の前面にいないず思われる堎合、広告画像を非衚瀺ずするこずで、広告料を軜枛するこずができるようになっおいる。尚、䞊述のような制埡に限定されず本ルヌチンを終了する前に、広告画像を非衚瀺ずする凊理を実行するようにしおもよい。   Here, this routine is finished with the advertisement image 101 being displayed. However, when the game is not performed for a certain period of time while the advertisement image 101 is displayed by a processing routine (not shown), the advertisement image 101 is not displayed. It is controlled to display. That is, when it is considered that a player who is not playing a game is not in front of the gaming machine 1, the advertisement fee can be reduced by hiding the advertisement image 101. It should be noted that the present invention is not limited to the above-described control, and the processing for hiding the advertisement image 101 may be executed before the end of this routine.

ステップにおいお、リヌル回転信号を受信した堎合、疑䌌リヌル・・をリヌル停止衚瀺領域よりも小さいリヌル倉動衚瀺領域に衚瀺する。これにより、広告画像非衚瀺期間倖で疑䌌リヌル・・の倉動衚瀺䞭においおは、広告画像を衚瀺するだけでなく、図柄の衚瀺領域を小さく衚瀺するため、広告画像をより目立぀ものにしおいる。   When the reel rotation signal is received in step S104, the pseudo reels 4L, 4C, and 4R are displayed in the reel fluctuation display area 103a that is smaller than the reel stop display area 103b (S106). As a result, when the pseudo reels 4L, 4C, and 4R are displayed in a variable manner outside the advertisement image non-display period, not only the advertisement image 101 but also the display area of the symbol is displayed in a small size, so that the advertisement image 101 is more noticeable I'm making things.

次に、リヌル停止信号のいずれかを受信したか吊かを刀定する。具䜓的に、図に瀺すメむンルヌチンのステップのリヌル回転停止凊理においお、副制埡回路に送信される巊リヌル停止信号、䞭リヌル停止信号、及び、右リヌル停止信号のいずれかを受信したか吊かを刀定する。リヌル停止信号のいずれかを受信しない堎合、、リヌル停止信号のいずれかを受信するたで所定時間埅機する。   Next, it is determined whether any of the reel stop signals has been received (S108). Specifically, in the reel rotation stop process in step S10 of the main routine shown in FIG. 9, one of the left reel stop signal, middle reel stop signal, and right reel stop signal transmitted to the sub control circuit 72 is received. It is determined whether or not. When any of the reel stop signals is not received (S108: NO), the process waits for a predetermined time until any of the reel stop signals is received.

リヌル停止信号のいずれかを受信した堎合、広告画像非衚瀺凊理を実行する。具䜓的には、図に瀺すように、疑䌌リヌル・・のいずれかが停止衚瀺されるタむミングで非衚瀺ずする等の凊理を行う。広告画像非衚瀺凊理に぀いおは、図の広告画像非衚瀺凊理ルヌチンのフロヌチャヌトを甚いお、埌に詳述する。そしお、疑䌌リヌル・・をリヌル倉動衚瀺領域よりも倧きいリヌル停止衚瀺領域に衚瀺する。   When one of the reel stop signals is received (S108: YES), the advertisement image non-display process is executed (S110). Specifically, as shown in FIG. 4B, processing such as non-display is performed at the timing when any one of the pseudo reels 4L, 4C, and 4R is stopped and displayed. The advertisement image non-display process will be described later in detail using the flowchart of the advertisement image non-display process routine of FIG. Then, the pseudo reels 4L, 4C, and 4R are displayed on the reel stop display area 103b that is larger than the reel fluctuation display area 103a (S112).

次に、党リヌル停止信号を受信したか吊かを刀定する。具䜓的に、図に瀺すメむンルヌチンのステップのリヌル回転停止凊理においお、副制埡回路に送信される党リヌル停止信号を受信したか吊かを刀定する。党リヌル停止信号を受信しない堎合、、党リヌル停止信号を受信するたで所定時間埅機する。   Next, it is determined whether or not an all-reel stop signal has been received (S114). Specifically, in the reel rotation stop process in step S10 of the main routine shown in FIG. 9, it is determined whether or not an all reel stop signal transmitted to the sub control circuit 72 has been received. When not receiving all the reel stop signals (S114: NO), it waits for a predetermined time until receiving the all reels stop signal.

その埌、所定時間埅機し、ステップず同様の広告画像衚瀺凊理を実行しお、本ルヌチンを終了する。   Thereafter, the process waits for a predetermined time (S116), executes an advertisement image display process similar to step S102 (S118), and ends this routine.

このように、広告画像が泚目され難いず考えられるリヌル停止衚瀺期間の少なくずも䞀郚を含む所定の期間においお広告画像を非衚瀺ずするこずで、広告の効果を䞋げずに、広告画像の衚瀺期間を少なくするこずができる。これにより、䟋えば、時間埓量制で広告料が城収される堎合、広告䞻は広告画像に泚目されない期間の広告料を軜枛するこずができる堎合がある。   As described above, the advertisement image 101 is not displayed in a predetermined period including at least a part of the reel stop display period in which the advertisement image 101 is considered not to be noticed. The display period of can be reduced. Thereby, for example, when the advertising fee is collected on a time-based basis, the advertiser may be able to reduce the advertising fee during a period in which the advertising image 101 is not noticed.

たた、広告画像は、衚瀺非衚瀺が繰り返されるため、䟋えば広告画像が垞時衚瀺される堎合よりも、遊技者の泚意を匕き付ける可胜性があり、さらに広告䟡倀を高めるこずができる堎合がある。   Further, since the display / non-display of the advertisement image 101 is repeated, for example, there is a possibility that the player's attention may be attracted and the advertisement value may be further increased as compared with the case where the advertisement image 101 is always displayed. is there.

副制埡回路の動䜜広告画像衚瀺凊理ルヌチン
次に、図に瀺す広告画像衚瀺凊理ルヌチンのフロヌチャヌトを参照しお、䞊蚘の副制埡回路のサブの制埡動䜜に぀いお説明する。広告画像衚瀺凊理ルヌチンは、図においお説明した広告衚瀺切替凊理ルヌチンから呌び出される凊理ルヌチンである。
(Operation of sub-control circuit 72: advertisement image display processing routine)
Next, the control operation of the sub CPU 74 of the sub control circuit 72 will be described with reference to the flowchart of the advertisement image display processing routine shown in FIG. The advertisement image display processing routine is a processing routine called from the advertisement display switching processing routine described with reference to FIG.

初めに、サブは、広告デヌタテヌブルから広告可胜デヌタ数を取埗する。具䜓的には、図に瀺す広告デヌタテヌブルを参照し、衚瀺時間が䞊限時間以䞊ずなっおいない広告デヌタ数をカりントする。次に、乱数倀を取埗する。具䜓的には、サブの動䜜プログラム䞊で実行される乱数サンプリングにより、ランダムな乱数倀を取埗する。本実斜の圢態においおは、〜の敎数倀が取埗されるようになっおいるが、この数倀範囲に限定されるこずはない。   First, the sub CPU 74 acquires the number of advertiseable data from the advertisement data table (S200). Specifically, referring to the advertisement data table shown in FIG. 8, the number of advertisement data whose display time is not longer than the upper limit time is counted. Next, a random value is acquired (S202). Specifically, a random random number value is acquired by random number sampling executed on the operation program of the sub CPU 74. In the present embodiment, an integer value of 0 to 256 is acquired, but is not limited to this numerical range.

そしお、広告可胜デヌタ数及び乱数倀に基づき、衚瀺する広告デヌタを決定する。具䜓的には、ステップで取埗した乱数倀を、ステップで取埗した広告可胜デヌタ数で割った䜙りを蚈算し、その䜙りの数倀に察応した広告衚瀺が可胜な広告デヌタを遞択し、広告衚瀺する広告デヌタずする。   Then, the advertisement data to be displayed is determined based on the number of data that can be advertised and the random value (S206). Specifically, the remainder obtained by dividing the random number value acquired in step S202 by the number of available advertisement data acquired in step S200 is calculated, and the advertisement data that can display the advertisement corresponding to the remaining numerical value is selected, and the advertisement The advertisement data to be displayed.

その埌、決定された広告デヌタに基づき広告画像を衚瀺し、秒数カりントを開始しお、本ルヌチンを終了する。   Thereafter, the advertisement image 101 is displayed based on the determined advertisement data (S206), the second count is started (S208), and this routine is finished.

ここで、秒数カりントずは、広告画像が衚瀺される時間を蚈枬するために、ワヌク内に栌玍されるものである。秒数カりント開始時には、広告画像の衚瀺開始時間をワヌクに栌玍する。たた、秒数カりント終了は、埌述の図で瀺される、広告画像非衚瀺凊理ルヌチンで実行され、広告画像の衚瀺終了時間をワヌクに栌玍するず共に、秒数カりント開始時に栌玍された広告画像の衚瀺開始時間ず衚瀺終了時間ずから、広告画像の衚瀺時間を算出するようになっおいる。
副制埡回路の動䜜広告画像非衚瀺凊理ルヌチン
次に、図に瀺す広告画像衚瀺凊理ルヌチンのフロヌチャヌトを参照しお、䞊蚘の副制埡回路のサブの制埡動䜜に぀いお説明する。広告画像衚瀺凊理ルヌチンは、図においお説明した広告衚瀺切替凊理ルヌチンから、又は、広告画像が衚瀺され、所定時間遊技が実行されなかった堎合に呌び出される凊理ルヌチンである。
Here, the count of seconds is stored in the work RAM 76 in order to measure the time for which the advertisement image 101 is displayed. At the start of counting seconds, the display start time of the advertisement image 101 is stored in the work RAM 76. The end of the second count is executed by the advertisement image non-display processing routine shown in FIG. 12 described later, and the display end time of the advertisement image 101 is stored in the work RAM 76 and the advertisement stored at the start of the second count is also stored. The display time of the advertisement image 101 is calculated from the display start time and display end time of the image 101.
(Operation of sub-control circuit 72: advertisement image non-display processing routine)
Next, the control operation of the sub CPU 74 of the sub control circuit 72 will be described with reference to the flowchart of the advertisement image display processing routine shown in FIG. The advertisement image display process routine is a process routine that is called from the advertisement display switching process routine described with reference to FIG. 10 or when the advertisement image 101 is displayed and a game is not executed for a predetermined time.

初めに、サブは、広告画像を非衚瀺ずする。次に、秒数カりントを終了する。具䜓的には、䞊述したように、広告画像の衚瀺終了時間をワヌクに栌玍するず共に、秒数カりント開始時に栌玍された広告画像の衚瀺開始時間ず衚瀺終了時間ずから、広告画像の衚瀺時間を算出する。その埌、カりントした秒数を広告デヌタテヌブルの衚瀺時間に加算し、本ルヌチンを終了する。   First, the sub CPU 74 hides the advertisement image 101 (S300). Next, the second count is finished (S302). Specifically, as described above, the display end time of the advertisement image 101 is stored in the work RAM 76, and the advertisement image 101 is calculated from the display start time and the display end time of the advertisement image 101 stored at the time of counting the seconds. The display time of is calculated. Thereafter, the counted number of seconds is added to the display time of the advertisement data table (S304), and this routine ends.

第実斜圢態
本発明の第の実斜圢態を図乃至図に基づいお以䞋に説明する。尚、第実斜圢態ず同䞀の郚材には同䞀の笊号を付蚘しお、その説明及び図面を省略する。
(Second Embodiment)
A second embodiment of the present invention will be described below with reference to FIGS. In addition, the same code | symbol is attached | subjected to the member same as 1st Embodiment, and the description and drawing are abbreviate | omitted.

遊技機の機械的構成
図は、遊技機の倖芳を瀺す斜芖図である。本実斜の圢態の遊技機は、第実斜圢態ず異なり、停止ボタン・・の右偎に、芖線情報入力口が蚭けられおいる。芖線情報入力口は、図に瀺すように、遊技者が䜕れを芋おいるを瀺す芖線情報を出力するこずが可胜な芖線远跡装眮ず接続可胜な入力ゞャックである。芖線远跡装眮は、圢状がゎヌグル状であり、遊技者の頭郚に固定されるようになっおいる。たた、芖線远跡装眮は、自身の傟き、黒目の䜍眮情報から、芖線情報を取埗し倖郚に出力するようになっおいる。本実斜の圢態においおは、芖線情報入力口を介しお遊技機に入力されるようになっおいる。たた、図に瀺すように、液晶衚瀺画面に広告画像を皮類衚瀺されるようになっおいる。
(Mechanical configuration of the gaming machine 1)
FIG. 13 is a perspective view showing an appearance of the gaming machine 1. Unlike the first embodiment, the gaming machine 1 of the present embodiment is provided with a line-of-sight information input port 107 on the right side of the stop buttons 7L, 7C, and 7R. As shown in FIG. 13, the line-of-sight information input port 107 is an input jack that can be connected to the line-of-sight tracking device 106 that can output line-of-sight information indicating what the player is looking at. The line-of-sight tracking device 106 has a goggle shape and is fixed to the player's head. The line-of-sight tracking apparatus 106 acquires line-of-sight information from its own tilt and black eye position information and outputs it to the outside. In the present embodiment, the game machine 1 is input via the line-of-sight information input port 107. Further, as shown in FIG. 13, two types of advertisement images 101 are displayed on the liquid crystal display screen.

遊技機の電気的構成
図は、本実斜の圢態の副制埡回路を瀺すブロック図である。本実斜の圢態の遊技機は、第実斜圢態ず異なり、芖線情報入力回路を備えおいる。芖線情報入力回路は、芖線情報入力口に接続された芖線远跡装眮等が出力する芖線情報が入力される回路であり、入力された芖線情報から、芖線察象䜍眮等を芖線情報デヌタ信号ずしお、サブマむクロコンピュヌタに送信するようになっおいる。尚、本実斜の圢態においおは、電気回路で実珟しおいるが、゜フトりェアもしくは、その䞡方を甚いるものであっおもよい。たた、本実斜の圢態においおは、芖線情報出力するものずしお芖線远跡装眮ずしたが、これに限定されるものではない。
(Electric configuration of gaming machine 1)
FIG. 14 is a block diagram showing the sub control circuit 72 of the present embodiment. Unlike the first embodiment, the gaming machine 1 of the present embodiment includes a line-of-sight information input circuit 105. The line-of-sight information input circuit 105 is a circuit to which line-of-sight information output from the line-of-sight tracking device 106 connected to the line-of-sight information input port 107 is input. Is transmitted to the sub-microcomputer 73. In the present embodiment, an electric circuit is used. However, software or both may be used. In the present embodiment, the line-of-sight tracking device 106 is used to output line-of-sight information, but the present invention is not limited to this.

遊技機の動䜜副制埡回路
副制埡回路は、第実斜圢態の凊理ルヌチンず䞊行しお、図に瀺す芖線情報解析凊理ルヌチンを実行するようになっおいる。
(Operation of gaming machine 1: sub-control circuit 72)
The sub-control circuit 72 executes a line-of-sight information analysis processing routine shown in FIG. 15 in parallel with the processing routine of the first embodiment.

副制埡回路の動䜜芖線情報解析凊理ルヌチン
ここで、図に瀺す芖線情報解析凊理ルヌチンのフロヌチャヌトを参照しお、副制埡回路のサブの制埡動䜜に぀いお説明する。尚、図瀺しないが、本ルヌチン実行䞭は、芖線情報入力回路から、芖線情報デヌタ信号を繰り替えし受信し続けるようになっおいる。
(Operation of sub-control circuit 72: line-of-sight information analysis routine)
Here, the control operation of the sub CPU 74 of the sub control circuit 72 will be described with reference to the flowchart of the line-of-sight information analysis processing routine shown in FIG. Although not shown, the line-of-sight information data signal is repeatedly received and received from the line-of-sight information input circuit 105 during execution of this routine.

初めに、サブは、広告画像が衚瀺されおいるか吊かを刀定する。広告画像が衚瀺されおいない堎合、所定時間埅機しステップの凊理を繰り返し実行する。䞀方、広告画像が衚瀺されおいる堎合、芖線情報入力回路から送信された芖線情報デヌタ信号から、芖線察象䜍眮を取埗する。   First, the sub CPU 74 determines whether or not the advertisement image 101 is displayed (S400). When the advertisement image 101 is not displayed (S400: NO), the process waits for a predetermined time and repeatedly executes the process of step S400. On the other hand, when the advertisement image 101 is displayed (S400: YES), the line-of-sight target position is acquired from the line-of-sight information data signal transmitted from the line-of-sight information input circuit 105 (S402).

そしお、芖線察象䜍眮が、広告画像の衚瀺される広告画像領域内に含たれおいるか吊かを刀定する。芖線察象䜍眮が、広告画像の衚瀺される広告画像領域内に含たれおいる堎合、広告有効カりントを開始する。具䜓的には、広告有効カりントが開始されおいない堎合のみ、広告有効カりントを開始する。その埌、ステップ、、の凊理が繰り返される。   Then, it is determined whether or not the line-of-sight target position is included in the advertisement image area 102 where the advertisement image 101 is displayed (S404). When the line-of-sight target position is included in the advertisement image area 102 where the advertisement image 101 is displayed (S404: YES), the advertisement effective count is started (S406). Specifically, the advertisement effective count is started only when the advertisement effective count is not started. Thereafter, the processes of steps S402, S404, and S406 are repeated.

ここで、広告有効カりントずは、遊技者が広告画像を芋おいる秒数を瀺すもので、に蚘憶される。広告有効カりント開始時には、遊技者の広告目芖開始時間をワヌクに栌玍する。たた、広告有効カりント終了時には、広告画像の遊技者の広告目芖開始時間をワヌクに栌玍するず共に、広告有効カりント開始時に栌玍された遊技者の広告目芖開始時間ず目芖終了時間ずから、遊技者の広告目芖時間を算出するようになっおいる。算出された広告目芖時間は、耇数の広告デヌタ毎に内に蚘憶される。尚、本実斜の圢態においお、広告有効カりントは衚瀺されおいる広告画像が耇数ある堎合、それぞれの広告画像毎に算出されるようになっおいる。   Here, the advertisement effective count indicates the number of seconds that the player is watching the advertisement image 101 and is stored in the HDD 104. At the start of the advertisement effective count, the advertisement viewing start time of the player is stored in the work RAM 76. At the end of the advertisement effective count, the player's advertisement viewing start time of the advertisement image 101 is stored in the work RAM 76, and the player's advertisement viewing start time and viewing end time stored at the start of the advertisement effective count are used to play the game. The advertisement viewing time of the person is calculated. The calculated advertisement viewing time is stored in the HDD 104 for each of a plurality of advertisement data. In this embodiment, when there are a plurality of displayed advertisement images 101, the advertisement effective count is calculated for each advertisement image 101.

尚、本実斜の圢態においお、遊技者が広告画像を芋おいる秒数をカりントしたが、これに限定されるものではない。䟋えば、時間ではなく回数をカりントするこずずしおもよいし、時間及び回数の䞡方をカりントするこずずしおもよい。   In the present embodiment, the number of seconds that the player is looking at the advertisement image 101 is counted. However, the present invention is not limited to this. For example, the number of times may be counted instead of the time, or both the time and the number of times may be counted.

䞀方、ステップにおいお、芖線察象䜍眮が、広告画像の衚瀺される広告画像領域内に含たれおいない堎合、広告有効カりントを終了し、ステップの凊理ぞ戻る。   On the other hand, when the line-of-sight target position is not included in the advertisement image area 102 where the advertisement image 101 is displayed in step S404 (S404: NO), the advertisement valid count is ended (S408), and the process proceeds to step S400. Return.

このように、入力される芖線情報に基づき遊技者が広告画像を目芖しおいるか吊かを刀定し、刀定結果に基づき遊技者が広告画像を目芖する時間、及び又は、回数をカりントするようになっおいる。これにより、遊技者がどのような広告に興味を瀺すのかを統蚈を取るこずができ、広告内容及び広告衚瀺タむミング等に反映させるこずができる。䟋えば、皮類の広告が同時に衚瀺されおいる堎合、遊技者がいずれの広告に泚目するかの統蚈を取るこずができるため、広告を衚瀺するず共にマヌケティングを行うこずができるようになっおいる。   In this way, it is determined whether or not the player is viewing the advertisement image 101 based on the line-of-sight information that is input, and the time and / or the number of times that the player views the advertisement image 101 is counted based on the determination result. It is supposed to be. Thereby, it is possible to take statistics about what kind of advertisement the player is interested in, and to reflect it in the advertisement content, the advertisement display timing, and the like. For example, when two types of advertisements are displayed at the same time, it is possible to take statistics about which advertisement the player pays attention to, so that the advertisement can be displayed and marketed.

本実斜の圢態の抂芁
以䞊のように、本実斜の圢態の遊技機は、遊技を開始させる遊技開始手段スタヌトレバヌ、スタヌトスむッチ、−ボタン、−スむッチ、最倧ボタン、最倧スむッチ等ず、遊技の開始により耇数の図柄疑䌌リヌル・・を倉動衚瀺させる図柄衚瀺手段副制埡回路、液晶衚瀺装眮等ず、遊技の開始ず遊技状態ずに基づいお内郚圓籀圹を抜籀により決定する内郚圓籀圹決定手段䞻制埡回路等ず、内郚圓籀圹に基づいお、図柄の倉動を停止衚瀺させる倉動衚瀺停止手段䞻制埡回路、停止ボタン・・等ず、広告画像を衚瀺する広告画像衚瀺手段副制埡回路、液晶衚瀺装眮等ず、前蚘図柄が停止衚瀺される期間の少なくずも䞀郚を含む所定の期間においお、広告画像を非衚瀺ずする広告画像非衚瀺手段副制埡回路、液晶衚瀺装眮等ずを備える構成にされおいる。
(Outline of this embodiment)
As described above, the gaming machine 1 according to the present embodiment has a game start means (start lever 6, start switch 6S, 1-BET button 11, 1-BET switch 11S, maximum BET button 12, maximum BET) for starting a game. Switch 12S, etc.), symbol display means (sub-control circuit 72, liquid crystal display device 5, etc.) for variably displaying a plurality of symbols (pseudo reels 4L, 4C, 4R) by the start of the game, the start of the game and the game state Internal winning combination determining means (main control circuit 71 etc.) for determining the internal winning combination based on the lottery, and variable display stop means (main control circuit 71, stopping based on the internal winning combination for stopping and displaying the variation of the symbol Buttons 7L, 7C, 7R, etc.), advertisement image display means for displaying the advertisement image 101 (sub-control circuit 72, liquid crystal display device 5, etc.), and the period during which the symbol is stopped and displayed In certain period including the least part, it is the advertisement image 101 hide the advertisement image hidden unit (sub-control circuit 72, a liquid crystal display device 5, etc.) and the configuration including the.

䞊蚘の構成によれば、図柄が停止衚瀺される期間の少なくずも䞀郚を含む所定の期間においお、広告画像が衚瀺されないようになっおいる。これにより、内郚圓籀圹に基づく図柄の倉動の停止結果が衚瀺され、遊技者がその図柄の停止衚瀺に泚目する期間の少なくずも䞀郚を含む所定の期間は、広告が衚瀺されない。その結果、時間埓量制で広告料が城収される堎合、広告䞻は広告画像に泚目されない期間の広告料を軜枛するこずができる堎合がある。   According to said structure, an advertisement image is not displayed in the predetermined period including at least one part of the period when a symbol is stopped and displayed. Thereby, the stop result of the change of the symbol based on the internal winning combination is displayed, and the advertisement is not displayed for a predetermined period including at least a part of the period in which the player pays attention to the stop display of the symbol. As a result, when the advertising fee is collected on a time-based basis, the advertiser may be able to reduce the advertising fee during a period in which the advertising image is not noticed.

たた、広告画像は、衚瀺非衚瀺が繰り返されるため、広告画像が垞時衚瀺される堎合よりも遊技者の泚意を匕き付ける可胜性があり、広告䟡倀を高めるこずができる堎合がある。   Further, since the display / non-display of the advertisement image is repeated, there is a possibility of attracting the player's attention as compared with the case where the advertisement image is always displayed, and the advertisement value may be increased.

たた、本実斜の圢態の遊技機においお、所定の期間倖で耇数の図柄の倉動衚瀺䞭においお、リヌル倉動衚瀺領域を、所定の期間内のリヌル倉動衚瀺領域よりも小さく衚瀺する図柄領域制埡手段副制埡回路、液晶衚瀺装眮等をさらに備える構成にされおいる。   Further, in the gaming machine 1 of the present embodiment, the symbol variation display area 103a is displayed smaller than the reel variation display area 103a within the predetermined period during the variable display of a plurality of symbols outside the predetermined period. Control means (sub-control circuit 72, liquid crystal display device 5 and the like) is further provided.

䞊蚘の構成によれば、図柄の倉動衚瀺領域は、図柄が停止衚瀺される期間の少なくずも䞀郚を含む所定の期間内の図柄の停止衚瀺領域よりも小さく衚瀺されるようになっおいる。これにより、所定の期間倖においおは、広告画像を衚瀺するだけでなく、図柄の衚瀺領域を小さく衚瀺するため、広告画像をより目立぀ものにするこずができる堎合がある。   According to the above configuration, the symbol variation display area is displayed smaller than the symbol stop display area within a predetermined period including at least a part of the period during which the symbol is stopped. Thereby, outside the predetermined period, not only the advertisement image is displayed but also the display area of the symbol is displayed small, so that the advertisement image may be made more conspicuous.

たた、本実斜の圢態の遊技機においお、遊技者が䜕れを芋おいるかを瀺す芖線情報が入力される芖線情報入力手段芖線情報入力回路ず、芖線情報に基づいお、遊技者が広告画像を目芖しおいるか吊かを刀定する目芖刀定手段副制埡回路ず、目芖刀定手段の刀定結果に基づき、遊技者が広告画像を目芖する時間、及び又は、回数をカりントする目芖カりント手段副制埡回路ずをさらに備える構成ずしおもよい。   In the gaming machine 1 according to the present embodiment, the line-of-sight information input means (line-of-sight information input circuit 105) for inputting line-of-sight information indicating which the player is looking at, and the player based on the line-of-sight information Based on the determination result of the visual determination means (sub control circuit 72) for determining whether or not the advertisement image is viewed and the visual determination means, the time and / or the number of times that the player views the advertisement image is counted. It is good also as a structure further provided with a visual counting means (sub control circuit 72).

䞊蚘の構成によれば、入力される芖線情報に基づき遊技者が広告画像を目芖しおいるか吊かを刀定し、刀定結果に基づき遊技者が広告画像を目芖する時間、及び又は、回数をカりントするようになっおいる。これにより、遊技者がどのような広告に興味を瀺すのかを統蚈を取るこずができ、広告内容及び広告衚瀺タむミング等に反映させるこずができる。   According to the above configuration, it is determined whether or not the player is viewing the advertisement image based on the line-of-sight information that is input, and the time and / or the number of times that the player views the advertisement image is determined based on the determination result. It comes to count. Thereby, it is possible to take statistics about what kind of advertisement the player is interested in, and to reflect it in the advertisement content, the advertisement display timing, and the like.

本実斜の圢態の倉圢䟋
以䞊、本発明の実斜䟋を説明したが、具䜓䟋を䟋瀺したに過ぎず、特に本発明を限定するものではなく、具䜓的構成などは、適宜蚭蚈倉曎可胜である。たた、発明の実斜の圢態に蚘茉された、䜜甚及び効果は、本発明から生じる最も奜適な䜜甚及び効果を列挙したに過ぎず、本発明による䜜甚及び効果は、本発明の実斜の圢態に蚘茉されたものに限定されるものではない。
(Modification of this embodiment)
As mentioned above, although the Example of this invention was described, it only showed the specific example and does not specifically limit this invention, A specific structure etc. can change a design suitably. Further, the actions and effects described in the embodiments of the present invention only list the most preferable actions and effects resulting from the present invention, and the actions and effects according to the present invention are described in the embodiments of the present invention. It is not limited to what was done.

たた、第及び第実斜圢態の遊技機は、以䞋の構成を䞊述の実斜の圢態における構成に加えお、或いは重耇しお備えおいおも良い。   In addition, the gaming machines of the first and second embodiments may include the following configurations in addition to or in addition to the configurations in the above-described embodiments.

䟋えば、第及び第実斜圢態においお、リヌル・・ず、リヌル・・ず同期する疑䌌リヌル・・ずを有しおいたがこれに限定されるものではない。䟋えば、リヌル・・のみの遊技機ずしお、その倉動衚瀺に応じお広告画像の衚瀺、及び、非衚瀺を行うものであっおも良い。即ち、図柄の倉動衚瀺、及び、停止衚瀺を行う領域で倧きさを倉曎しないものであっおもよい。   For example, in the first and second embodiments, the reels 3L, 3C, and 3R and the pseudo reels 4L, 4C, and 4R that synchronize with the reels 3L, 3C, and 3R are provided, but the present invention is not limited to this. . For example, as a gaming machine having only the reels 3L, 3C, and 3R, an advertising image may be displayed and hidden according to the variation display. That is, the size may not be changed in the area where the symbol variation display and the stop display are performed.

たた、䟋えば、広告画像の非衚瀺期間はこれに限定されず、リヌル停止衚瀺期間の少なくずも䞀郚を含んでいるこずを条件に予め定められた所定の期間であればよい。䟋えば、疑䌌リヌル・・の党おが停止衚瀺されるたで広告画像を衚瀺するこずで、広告画像を匷調するものであっおもよい。   Further, for example, the non-display period of the advertisement image 101 is not limited to this, and may be a predetermined period that is predetermined on the condition that at least a part of the reel stop display period is included. For example, the advertisement image 101 may be emphasized by displaying the advertisement image 101 until all of the pseudo reels 4L, 4C, and 4R are stopped and displayed.

たた、䟋えば、本実斜の圢態では、広告が衚瀺される䞊限時間を予め定めるものであるが、これに限定されるこずはない。䟋えば、広告画像のそれぞれに衚瀺する䞊限回数を予め定め、広告画像が衚瀺された回数が䞊限回数に達した堎合、該圓の広告画像が以降衚瀺されなくなるものであっおもよい。たた、䟋えば、䞊限時間及び䞊限回数の䞡方を予め定め、広告料ず広告衚瀺ずの関係をより明確にするものであっおもよい。これにより、広告衚瀺の時間、及び又は、回数に応じお広告䞻に広告料を請求するこずができる。   Further, for example, in the present embodiment, the upper limit time for displaying the advertisement is determined in advance, but the present invention is not limited to this. For example, the upper limit number of times displayed on each advertisement image 101 may be determined in advance, and when the number of times the advertisement image 101 is displayed reaches the upper limit number, the corresponding advertisement image 101 may not be displayed thereafter. Further, for example, both the upper limit time and the upper limit number of times may be determined in advance, and the relationship between the advertisement fee and the advertisement display may be made clearer. Thereby, an advertising fee can be charged to the advertiser according to the time and / or the number of times of advertisement display.

たた、䟋えば、衚瀺する広告デヌタの遞択方法は、これに限定されるこずはない。䟋えば、予め蚭定された順番で衚瀺されるものであっおもよいし、広告デヌタ数毎に蚭定された乱数テヌブルをプログラム等に予め栌玍し、広告デヌタ数に応じお切り替えられる乱数テヌブルに基づいお広告デヌタを遞択するものであっおもよい。これにより、蚈算のステップを枛らし、副制埡回路を負担を軜枛するこずができる。   Further, for example, the method for selecting the advertisement data to be displayed is not limited to this. For example, it may be displayed in a preset order, or a random number table set for each number of advertisement data is stored in advance in the program ROM 75 or the like, and is switched based on a random number table that is switched according to the number of advertisement data. The advertisement data may be selected. As a result, the calculation steps can be reduced and the burden on the sub-control circuit 72 can be reduced.

たた、䟋えば、本実斜の圢態においお、遊技者が広告画像を芋おいる秒数をカりントしたが、これに限定されるものではない。䟋えば、時間ではなく回数をカりントするこずずしおもよいし、時間及び回数の䞡方をカりントするこずずしおもよい。これにより、広告が有効であるか吊かの、さらに詳现なデヌタを取埗するこずができる。   Further, for example, in the present embodiment, the number of seconds for which the player is looking at the advertisement image 101 is counted. However, the present invention is not limited to this. For example, the number of times may be counted instead of the time, or both the time and the number of times may be counted. As a result, it is possible to acquire more detailed data on whether or not the advertisement is valid.

たた、䟋えば、第の実斜圢態においお、芖線情報入力手段ずしおの芖線远跡装眮が芖線情報入力回路に芖線情報を入力しおいたが、これに限定されるものではない。䟋えば、遊技機に光センサが蚭けられ、遊技者の顔の向きのみを怜出し、芖線情報ずしお入力するものであっおもよい。これによれば、顔の方向が広告を向いおいる堎合、広告を目芖しおいるず刀定すればよい。その結果、経費を軜枛するこずができる。   For example, in the second embodiment, the line-of-sight tracking device 106 as the line-of-sight information input unit inputs the line-of-sight information to the line-of-sight information input circuit 105, but the present invention is not limited to this. For example, the gaming machine 1 may be provided with an optical sensor that detects only the direction of the player's face and inputs it as line-of-sight information. According to this, when the face direction is facing the advertisement, it may be determined that the advertisement is viewed. As a result, expenses can be reduced.

たた、遊技機は、所定の遊技結果が衚瀺された堎合に遊技者に遊技䟡倀を付䞎する遊技䟡倀付䞎手段ず、遊技開始指什信号に基づいお所定の圹を内郚圓籀圹ずしお決定する内郚圓籀圹決定手段ず、内郚圓籀圹に基づいお倉動衚瀺手段に入賞態様を衚瀺させる停止制埡手段ず、挔出衚瀺手段に遊技に関連した挔出態様を衚瀺させる挔出衚瀺制埡手段ず、遊技結果衚瀺手段に特定の遊技結果が衚瀺される以前に、特定の遊技結果が衚瀺される可胜性があるこずを予告衚瀺手段に予告態様を衚瀺させる予告衚瀺制埡手段ず、遊技結果衚瀺手段に特定の遊技結果が衚瀺される以前に、特定の遊技結果が衚瀺されるこずを告知衚瀺手段に告知態様を衚瀺させる予告衚瀺制埡手段ず、遊技結果衚瀺手段の衚瀺制埡を行う衚瀺制埡手段ず、遊技結果衚瀺手段又は倉動衚瀺手段の䞀郚又は党郚の可倉衚瀺を停止させる停止指什信号を出力する遊技者による操䜜が可胜な䜍眮に蚭けられた衚瀺停止指什手段ず、所定の単䜍遊技で内郚圓籀圹決定手段が内郚圓籀圹ずしお決定した特定の圹を次回の単䜍遊技にも内郚圓籀圹ずしお持ち越す内郚圓籀圹持越手段ず、内郚圓籀圹決定手段が内郚圓籀圹ずしお決定した特定の圹を蓄積しお蚘憶する特定圹蓄積手段ず、特定圹蓄積手段が蓄積しお蚘憶しおいる特定の圹を内郚圓籀圹ずする蓄積特定圹圓籀手段ずを少なくずも぀以䞊備えおいおもよい。   The gaming machine also has a game value providing means for providing a player with a game value when a predetermined game result is displayed, and an internal winning combination for determining a predetermined combination as an internal winning combination based on a game start command signal. Specific to the determination means, the stop control means for displaying the winning mode on the variation display means based on the internal winning combination, the effect display control means for displaying the effect mode related to the game on the effect display means, and the game result display means Before the game result is displayed, the notice display control means for displaying the notice mode on the notice display means that the specific game result may be displayed, and the specific game result is displayed on the game result display means. Prior to display, a notice display control means for displaying a notice mode on the notice display means that a specific game result is displayed, a display control means for controlling display of the game result display means, and a game result display means Is a display stop command means provided at a position where the player can operate to output a stop command signal for stopping the variable display of part or all of the variable display means, and an internal winning combination determining means for a predetermined unit game. Internal winning combination carry-over means to carry over a specific combination determined as an internal winning combination as an internal winning combination in the next unit game, and a specific to store and store a specific combination determined by the internal winning combination determination means as an internal winning combination There may be provided at least one or more combination accumulating means and accumulated specific combination winning means that uses the specific combination stored and stored by the specific combination accumulation means as an internal winning combination.

ここで、䞊蚘の『遊技結果衚瀺手段』は、たずめるず倉動衚瀺手段、挔出衚瀺手段、告知衚瀺手段等を含んで構成されおいる。それらが、別䜓の衚瀺装眮であっおもよいし、単䞀の衚瀺装眮に蚭けられた所定の衚瀺郚スプラむト、深床の異なるオブゞェクトでもよい。たた、重なっお衚瀺されおもよい。さらには、又は耇数の音、又は耇数の光、又は耇数の色、又は耇数の画像、又は耇数の臭い等、又は耇数の感觊振動、圧力のうちの䜕れかの、耇数又は党郚により遊技者に報知を行うようになっおいおもよい。   Here, the above-mentioned “game result display means” includes a change display means, an effect display means, a notice display means, and the like. They may be separate display devices, or may be predetermined display units (sprites, 3D objects having different depths) provided in a single display device. Further, they may be displayed in an overlapping manner. Further, one or more sounds, 1 or more lights, 1 or more colors, 1 or more images, 1 or more odors, or any one of one or more feels (vibration, pressure) The player may be notified by a plurality or all of them.

『遊技䟡倀付䞎手段』は、遊技䟡倀コむンを付䞎払出するプログラム等、有利状態発生手段を含み、賞媒䜓の払出、磁気カヌドぞの蚘録、ゲヌムの埗点加算も含む。   The “game value giving means” includes advantageous state generating means such as a program for giving (paying out) game values (coins), and also includes payout of award media, recording on a magnetic card, and game score addition.

『衚瀺制埡手段』は、たずめるず停止制埡手段、挔出衚瀺制埡手段、告知衚瀺制埡手段等を含んで構成されおいる。単䞀の基板に蚭けられおいおも、別䜓の耇数の基板に蚭けられおもよいし、停止制埡手段は内郚圓籀圹決定手段ず同䞀の基板に蚭けられおもよい。別䜓でもよい。さらには、挔出衚瀺制埡手段及び告知衚瀺制埡手段は、内郚圓籀圹決定手段ず別䜓の基板に蚭けられおもよい。別䜓でもよい。   The “display control means” includes a stop control means, an effect display control means, a notice display control means, and the like. It may be provided on a single substrate, may be provided on a plurality of separate substrates, or the stop control means may be provided on the same substrate as the internal winning combination determining means. Furthermore, the effect display control means and the notification display control means may be provided on a separate board from the internal winning combination determining means. (It may be a separate body.)

『倉動衚瀺手段』は、静止画像・動画像等を衚瀺するものであり、リヌルやディスクによる移動衚瀺、耇数皮類の図柄を可倉衚瀺たたは停止衚瀺する又は耇数の図柄衚瀺郚から構成されおいる。䟋えばパチスロ機やビデオスロットの図柄、パチンコの特図、音図、刀定図柄等を衚瀺する。たた、遊技結果ずしお、特定の入賞態様を衚瀺すれば䜕でもよい。   The “variable display means” displays a still image, a moving image, and the like, and is composed of one or a plurality of symbol display units that display a moving display using a reel or a disk, and variably display or stop a plurality of types of symbols. . For example, a pachislot machine or video slot symbol, a pachinko special symbol, a sound diagram, a judgment symbol, or the like is displayed. Moreover, what is necessary is just to display a specific winning mode as a game result.

『衚瀺停止指什手段』は、挔出衚瀺手段、倉動衚瀺手段、告知衚瀺手段等のうちの぀、耇数、党おの可倉衚瀺を停止させる信号を出力しおもよいし、぀又は耇数の衚瀺郚に察応しお぀蚭けられおいおもよい衚瀺郚は、図柄衚瀺郚等。或いは、぀の衚瀺郚に察応しお耇数蚭けられおいおもよい衚瀺郚は、図柄衚瀺郚等。   The “display stop command means” may output a signal for stopping one, a plurality, or all of the variable display, such as an effect display means, a fluctuation display means, a notice display means, etc. One may be provided corresponding to the part (the display part is a symbol display part or the like). Alternatively, a plurality of display units may be provided corresponding to one display unit (the display unit is a symbol display unit or the like).

『有利状態発生手段』は、耇数の遊技単䜍の間、継続しお遊技者に有利な状態が続くものであれば䜕でもよい。䟋えば発生刀定、継続刀定、途䞭終了刀定、発生、継続、終了等を行うプログラム等である。たた、『内郚圓籀圹決定手段』は、内郚圓籀圹抜籀手段、内郚圓籀圹持越手段、特定圹蓄積手段、蓄積特定圹圓籀手段等から構成されおいる。   The “advantageous state generating means” may be anything as long as it continues to be advantageous to the player during a plurality of game units. For example, a program for performing generation determination, continuation determination, midway end determination, generation, continuation, end, and the like. The “internal winning combination determining means” includes an internal winning combination lottery means, an internal winning combination carry over means, a specific combination accumulating means, an accumulated specific combination winning means, and the like.

なお、本実斜の圢態においお、『遊技機』は、パチンコ、パチスロ機、ビデオスロット等を含む。『遊技結果』は、入賞態様、倖れ態様、挔出態様、告知態様等を含む。『特定の入賞態様』は、特定の図柄の衚瀺『』、『』等や特定の図柄の組み合わせの衚瀺『』『』等、耇数の図柄うちに特定の図柄が含たれおいる単チェリヌ、連チェリヌ等等を含む。   In the present embodiment, the “game machine” includes a pachinko machine, a pachislot machine, a video slot, and the like. The “game result” includes a winning mode, a losing mode, a production mode, a notification mode, and the like. The “specific winning mode” includes a specific symbol display (“3”, “7”, etc.), a specific symbol combination display (“777”, “776”, etc.), and a specific symbol among a plurality of symbols. Contains (single cherry, double cherry, etc.).

『倖れ態様』は、倉動衚瀺手段に衚瀺される入賞態様以倖の態様、挔出態様、告知態様等を含む。『所定の遊技結果』は、入賞態様等を含む。『挔出態様』は、客埅ち䞭、遊技䞭、遊技間、入賞前、䞭、埌、有利状態前、䞭、埌等を盛り䞊げる態様、たたは、それらの遊技情報遊技案内の報知態様、その他の態様等を含み、『倧圓り』、『ボヌナス』、『倖れ』、有利状態の継続数等の文字も含む。   The “disappearance mode” includes modes other than the winning mode displayed on the variation display means, the production mode, the notification mode, and the like. The “predetermined game result” includes a winning mode and the like. “Direction mode” is a mode in which waiting for customers, during game, between games, winning (front, middle, rear), advantageous state (front, middle, rear), etc., or their game information (game guidance) Including the notification mode and other modes, characters such as “big hit”, “bonus”, “out”, and the number of continuations of the advantageous state are also included.

『予告態様』は、所定の内郚圓籀圹たたは特定の内郚圓籀圹が決定されおいる可胜性があるこずを遊技者に察しお予告する態様や倖れを予告する態様、たた、その挔出態様を含む。『倖れ』、『ベル』、『倧圓り圓籀』、『ボヌナス圓籀』、『遊技手順ナビゲヌト機胜圓籀』等の文字も含む。『告知態様』は、所定の内郚圓籀圹たたは特定の内郚圓籀圹が決定されおいるこずを遊技者に察しお告知する態様や、所定の内郚圓籀圹たたは特定の内郚圓籀圹が決定されおいないこずを遊技者に察しお告知する態様、たた、その挔出態様を含む。『倧圓り確定』、『ボヌナス確定』、『倖れ確定』、『ベル確定』、『遊技手順ナビゲヌト機胜圓籀』等の文字も含む。   The “notice mode” includes a mode for notifying a player that a predetermined internal winning combination or a specific internal winning combination may be determined, a mode for notifying a player, and a production mode thereof. . “Do n’t you? ","bell? ”,“ A big hit? ], “Bonus winning? ], "Game procedure navigation function win? ”Etc. are also included. The “notification mode” is a mode in which the player is notified that a predetermined internal winning combination or a specific internal winning combination has been determined, or a predetermined internal winning combination or a specific internal winning combination is not determined. This includes a mode for notifying the player of this, and a production mode. “Big hit confirmed”, “Bonus confirmed”, “Outgoed confirmed”, “Bell confirmed”, “Game procedure navigation function win? ”Etc. are also included.

『態様』は、又は耇数の図柄動静止画像、又は耇数のキャラクタ動静止画像、又は耇数の背景動静止画像、又は耇数の吹出し動静止画像、又は耇数の文字、図圢、又は耇数の可動物の所定の動䜜等、又は耇数のランプの点灯、点滅等、又は耇数のスピヌカの音等を含む。『遊技情報』は、遊技コンセプト背景、遊技のルヌル、操䜜説明、リヌチ目、チャンス目、圹・リプレむの説明、有利状態、等の説明、有利状態、等、確率、所定時点ボヌナス、、、所定操䜜等からの経過ゲヌム数等を含む。   “Aspect” includes one or more symbol (moving / still) images, one or more character (moving / still) images, one or more background (moving / still) images, one or more balloons (moving / still) ) Image, one or more characters, one figure, predetermined operation of one or more movable objects, etc. One or more lamps are lit, blinking, etc. One or more speaker sounds are included. “Game information” includes game concept (background), game rules, operation explanation, reach eye, chance eye, role / replay explanation, advantageous state (BB, RB, etc.), advantageous state (BB, RB, etc.) , Probability, number of games elapsed since a predetermined time (bonus, BB, RB, predetermined operation, etc.).

『遊技開始指什手段』は、スタヌトレバヌ、スピンボタン等のスむッチ、遊技媒䜓投入、図柄始動口ゲヌト等を含む。『衚瀺停止指什手段』は、ボタン、レバヌ、プログラム蚈時手段等を含む。『図柄衚瀺手段』は、、、プラズマディスプレむ、セグメント衚瀺噚、ドットマトリックス、ランプ、、蛍光灯、、電子ペヌパ、フレキシブル、フレキシブル液晶、液晶プロゞェクタ、リヌル、ディスク、可動物等を含む。それらが耇数蚭けられたもの、それらが組み合わせられたもの等を含む。   The “game start command means” includes a start lever, a switch such as a spin button, a game medium input, a symbol start port (gate), and the like. The “display stop command means” includes a button, a lever, a program (time measuring means), and the like. “Design display means” includes CRT, LCD, plasma display, 7-segment display, dot matrix, lamp, LED, fluorescent lamp, EL, electronic paper, flexible LED, flexible liquid crystal, liquid crystal projector, reel, disk, movable object, etc. including. The thing with which they were provided in plural, the thing with which they were combined, etc. are included.

『内郚圓籀圹』は、耇数の圹から内郚圓籀圹決定手段により内郚圓籀圹ずしお決定されたたたは耇数の圹を含む。『入賞圹』は、内郚圓籀圹に察応する入賞態様が衚瀺された圹を含む。『遊技䟡倀』は、賞媒䜓コむン、メダル、遊技球の払出し、遊技結果蚘憶媒䜓磁気カヌド等ぞの所定の曞き蟌み、リプレむ、埗点の加算、有利状態の発生等を含む。『遊技媒䜓賞媒䜓』は、コむン、メダル、遊技球、貚幣、玙幣、磁気カヌド等を含む。   The “internal winning combination” includes one or more combinations determined as an internal winning combination by the internal winning combination determining means from a plurality of combinations. The “winning combination” includes a combination in which a winning mode corresponding to the internal winning combination is displayed. “Game value” includes payout of award media (coins, medals, game balls), game result storage media (predetermined writing to a magnetic card, etc., replay, score addition, occurrence of advantageous state, etc.) (Prize medium) ”includes coins, medals, game balls, money, banknotes, magnetic cards, and the like.

たた、パチスロ等における圹は、次のうちのたたは耇数を適甚しおもよい。倖れ、所定枚数の賞媒䜓を払出す小圹、内郚圓籀圹決定手段が小圹を内郚圓籀圹ず決定する確率を単䜍遊技ゲヌムの間だけ高確率ずするシングルボヌナス、内郚圓籀圹決定手段が小圹を内郚圓籀圹ず決定する確率を耇数単䜍遊技の間だけ高確率ずするレギュラヌボヌナス、内郚圓籀圹決定手段がレギュラヌボヌナスを内郚圓籀圹に決定する確率を耇数単䜍遊技の間だけ高確率ずするビッグボヌナス、内郚圓籀圹決定手段が決定した内郚圓籀圹に関する情報を遊技者による衚瀺停止指什手段の操䜜より以前に報知する内郚圓籀圹ナビゲヌト機胜。停止パタヌン遞択手段が遞択した停止パタヌンに関する情報を遊技者による衚瀺停止指什手段の操䜜より以前に報知する抌順ナビゲヌト機胜。遊技者にずっお有利ずなる遊技手順を報知する遊技手順ナビゲヌト機胜。   In addition, one or more of the following may be applied as a combination in a pachislot or the like. A single bonus or internal winning combination in which the probability that the small winning combination is determined to be an internal winning combination by the internal winning combination determining means is high for only one unit game (1 game). Regular bonus that determines the chance that the small role will be determined as an internal winning combination is high only during multiple unit games, and the probability that the internal winning combination determination means determines the regular bonus as an internal winning combination only during multiple unit games An internal winning combination navigating function for notifying information regarding the big bonus having a high probability and the internal winning combination determined by the internal winning combination determining means before the operation of the display stop command means by the player. A push order navigating function for notifying information related to the stop pattern selected by the stop pattern selection means before the player operates the display stop command means. A game procedure navigation function for notifying a game procedure that is advantageous to a player.

䟋えば、䞊述の内郚圓籀圹ナビゲヌト機胜は、巊リヌル、䞭リヌル、右リヌルに察応する巊、䞭、右リヌル停止ボタンを停止操䜜する以前に報知されるリヌル停止パタヌン䟋えば、最初に巊リヌルを停止し、次に䞭リヌルを停止、最埌に右リヌルを停止するパタヌン、同様に巊リヌル停止→右リヌル停止→䞭リヌル停止のパタヌン、䞭リヌル停止→右リヌル停止→巊リヌル停止のパタヌン、䞭リヌル停止→巊リヌル停止→右リヌル停止のパタヌン、右リヌル停止→巊リヌル停止→䞭リヌル停止のパタヌン、右リヌル停止→䞭リヌル停止→巊リヌル停止のパタヌンの皮類等にしたがっお、巊、䞭、右リヌル停止ボタンを停止操䜜するこずで倉動衚瀺手段に所定の入賞態様が埗られるリヌル停止ナビゲヌト機胜等を含む。リヌル停止ナビゲヌト機胜は党おのリヌルリヌル以倖で図柄を可倉衚瀺する画像衚瀺手段も含たれるの停止順序をナビゲヌトしなくおも、所定回目䟋えば、最初、番目、番目等に停止させるリヌルを遊技者に報知するようなナビゲヌト機胜も含む。たた、所定回目に停止させるリヌルに所定の図柄が衚瀺されおいる状態でリヌルを停止させた堎合に倉動衚瀺手段に所定の入賞態様が埗られるものも含む。遊技者による衚瀺停止指什手段からの停止指什信号の出力から最小移動又は略最小倉動で図柄を停止させる機胜や、遊技媒䜓の投入無しで単䜍遊技の遊技を開始できるリプレむも含む。   For example, the internal winning combination navigating function described above is a reel stop pattern (for example, the first left reel is first notified before the left, middle, and right reel stop buttons corresponding to the left reel, middle reel, and right reel are stopped. , Then stop the middle reel, and finally stop the right reel, similarly left reel stop → right reel stop → middle reel stop pattern, middle reel stop → right reel stop → left reel stop pattern, 6 types of left reel stop → left reel stop → right reel stop pattern, right reel stop → left reel stop → middle reel stop pattern, right reel stop → middle reel stop → left reel stop pattern, etc.) In addition, a reel stop navigating function or the like in which a predetermined winning mode is obtained in the fluctuation display means by stopping the right reel stop button is included. The reel stop navigation function is a predetermined time (for example, first, second, third, etc.) without navigating the stop order of all reels (including image display means for variably displaying symbols other than reels). It also includes a navigation function for notifying the player of the reel to be stopped. In addition, the variable display means may include a predetermined winning mode when the reel is stopped in a state where a predetermined symbol is displayed on the reel to be stopped a predetermined time. Also included is a function for stopping a symbol with a minimum movement (or a substantially minimum fluctuation) from an output of a stop command signal from a display stop command means by a player, and a replay that can start a game of one unit game without inserting a game medium.

たた、回の単䜍遊技は、䟋えば次のようなもののうち䜕れかを適甚しおもよい。遊技開始指什手段からの遊技開始指什信号の出力から遊技結果の衚瀺たで。スタヌトレバヌの操䜜から倉動衚瀺手段所定の衚瀺手段に遊技結果が衚瀺されるたで。スタヌトレバヌの操䜜から所定の衚瀺手段に特定の衚瀺䟋えば、特定の文字情報、特定のキャラクタ、特定の画像が衚瀺されるたで。ベットボタンが遊技者により操䜜されたこず、たたは遊技メダルが遊技者により投入されたこず、等により遊技開始指什信号を出力するように構成し、ベットボタンの操䜜たたは遊技メダルの投入から倉動衚瀺手段に遊技結果が衚瀺されるたで。ベットボタンが遊技者により操䜜されたこず、たたは遊技メダルが遊技者により投入されたこず、等により遊技開始指什信号を出力するように構成し、ベットボタンの操䜜たたは遊技メダルの投入から所定の衚瀺手段に特定の衚瀺が衚瀺されるたで。遊技開始指什信号を出力する図柄始動手段が遊技媒䜓䟋えば遊技球の入賞たたは通過を怜出しおから倉動衚瀺手段所定の衚瀺手段に遊技結果が衚瀺されるたで。遊技開始指什信号を出力する図柄始動手段が遊技媒䜓の入賞たたは通過を怜出しおから所定の衚瀺手段に特定の衚瀺䟋えば、特定の文字情報、特定のキャラクタ、特定の画像が衚瀺されるたで。たた、耇数単䜍遊技は、連続的たたは間欠的な耇数回の単䜍遊技を適甚しおもよい。   In addition, one unit game may be applied as follows, for example. From the output of the game start command signal from the game start command means to the display of the game result. From the operation of the start lever until the game result is displayed on the fluctuation display means (predetermined display means). From the operation of the start lever until a specific display (for example, specific character information, a specific character, a specific image) is displayed on a predetermined display means. It is configured to output a game start command signal when the bet button is operated by the player, or when the game medal is inserted by the player, etc., and the change display means from the operation of the bet button or the insertion of the game medal Until the game result is displayed. It is configured to output a game start command signal when the bet button is operated by the player, or when a game medal is inserted by the player, etc., and a predetermined display is made from the operation of the bet button or insertion of the game medal. Until a specific display is displayed on the means. From the time when the symbol starting means for outputting the game start command signal detects winning or passing of a game medium (for example, a game ball) until the game result is displayed on the fluctuation display means (predetermined display means). A specific display (for example, specific character information, specific character, specific image) is displayed on the predetermined display means after the symbol starting means for outputting the game start command signal detects winning or passing of the game medium. Until. In addition, a plurality of unit games of continuous or intermittent multiple times may be applied to the plurality of unit games.

第の実斜圢態の遊技機の斜芖図。The perspective view of the gaming machine of the first embodiment. 液晶衚瀺装眮の正面図。The front view of a liquid crystal display device. 液晶衚瀺装眮の抂略構成を瀺す斜芖図。The perspective view which shows schematic structure of a liquid crystal display device. 広告画像の衚瀺圢態を瀺す液晶衚瀺装眮の正面図。The front view of the liquid crystal display device which shows the display form of an advertisement image. 広告画像衚瀺タむミングを瀺す説明図。Explanatory drawing which shows advertisement image display timing. 遊技機の䞻制埡回路の構成を瀺すブロック図。The block diagram which shows the structure of the main control circuit of a game machine. 第の実斜圢態の遊技機の副制埡回路の構成を瀺すブロック図。The block diagram which shows the structure of the sub control circuit of the game machine of 1st Embodiment. 実斜䟋の広告デヌタテヌブルを瀺す図。The figure which shows the advertisement data table of an Example. メむンルヌチンのフロヌチャヌトを瀺す図。The figure which shows the flowchart of a main routine. 広告衚瀺切替凊理ルヌチンのフロヌチャヌトを瀺す図。The figure which shows the flowchart of an advertisement display switching process routine. 広告画像衚瀺凊理ルヌチンのフロヌチャヌトを瀺す図。The figure which shows the flowchart of an advertisement image display process routine. 広告画像非衚瀺凊理ルヌチンのフロヌチャヌトを瀺す図。The figure which shows the flowchart of an advertisement image non-display process routine. 第の実斜圢態の遊技機の斜芖図。The perspective view of the game machine of 2nd Embodiment. 第の実斜圢態の遊技機の副制埡回路の構成を瀺すブロック図。The block diagram which shows the structure of the sub control circuit of the gaming machine of 2nd Embodiment. 第の実斜圢態の芖線情報解析凊理ルヌチンのフロヌチャヌトを瀺す図。The figure which shows the flowchart of the gaze information analysis processing routine of 2nd Embodiment.

笊号の説明Explanation of symbols

 遊技機
 キャビネット
・・ リヌル
・・ 疑䌌リヌル
 液晶衚瀺装眮
 スタヌトレバヌ
 スタヌトスむッチ
・・ 停止ボタン
 −ボタン
 −スむッチ
 最倧ボタン
 最倧スむッチ
 䞻制埡回路
 副制埡回路
 広告画像
 広告画像領域
 リヌル倉動衚瀺領域
 リヌル停止衚瀺領域
 
 芖線情報入力回路
 芖線远跡装眮
 芖線情報入力口
DESCRIPTION OF SYMBOLS 1 Game machine 2 Cabinet 3L * 3C * 3R Reel 4L * 4C * 4R Pseudo reel 5 Liquid crystal display device 6 Start lever 6S Start switch 7L * 7C * 7R Stop button 11 1-BET button 11S 1-BET switch 12 Maximum BET button 12S Maximum BET switch 71 Main control circuit 72 Sub control circuit 101 Advertisement image 102 Advertisement image area 103a Reel fluctuation display area 103b Reel stop display area 104 HDD
105 Gaze Information Input Circuit 106 Gaze Tracking Device 107 Gaze Information Input Port

Claims (3)

遊技を開始させる遊技開始手段ず、
前蚘遊技の開始により耇数の図柄を倉動衚瀺させる図柄衚瀺手段ず、
前蚘遊技の開始ず遊技状態ずに基づいお内郚圓籀圹を抜籀により決定する内郚圓籀圹決定手段ず、
内郚圓籀圹に基づいお、前蚘図柄の倉動を停止衚瀺させる倉動衚瀺停止手段ず、
広告画像を衚瀺する広告画像衚瀺手段ず、
前蚘図柄が停止衚瀺される期間の少なくずも䞀郚を含む所定の期間においお、前蚘広告画像を非衚瀺ずする広告画像非衚瀺手段ず
を備えるこずを特城ずする遊技機。
Game starting means for starting a game;
A symbol display means for variably displaying a plurality of symbols at the start of the game;
An internal winning combination determining means for determining an internal winning combination by lottery based on the start of the game and the gaming state;
Based on the internal winning combination, the fluctuation display stop means for stopping and displaying the fluctuation of the symbol,
An advertisement image display means for displaying an advertisement image;
A gaming machine, comprising: an advertisement image non-display unit that hides the advertisement image during a predetermined period including at least a part of a period during which the symbol is stopped and displayed.
前蚘所定の期間倖で前蚘耇数の図柄の倉動衚瀺䞭においお、前蚘図柄の倉動衚瀺領域を、前蚘所定の期間内の前蚘図柄の停止衚瀺領域よりも小さく衚瀺する図柄領域制埡手段をさらに備えるこずを特城ずする請求項に蚘茉の遊技機。   A symbol area control means for displaying the symbol variation display area smaller than the symbol stop display area within the predetermined period during the variable display of the plurality of symbols outside the predetermined period. The gaming machine according to claim 1, wherein the gaming machine is characterized. 前蚘遊技者が䜕れを芋おいるかを瀺す芖線情報が入力される芖線情報入力手段ず、
前蚘芖線情報に基づいお、前蚘遊技者が前蚘広告画像を目芖しおいるか吊かを刀定する目芖刀定手段ず、
前蚘目芖刀定手段の刀定結果に基づき、前蚘遊技者が前蚘広告画像を目芖する時間、及び又は、回数をカりントする目芖カりント手段ず
をさらに備えるこずを特城ずする請求項又はに蚘茉の遊技機。
Line-of-sight information input means for inputting line-of-sight information indicating which the player is watching;
Based on the line-of-sight information, visual determination means for determining whether or not the player is viewing the advertisement image;
The visual counting means for counting the time and / or the number of times that the player views the advertisement image based on the determination result of the visual determination means, further comprising: Gaming machine.
JP2007280478A 2007-10-29 2007-10-29 Game machine Pending JP2009106439A (en)

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Publications (1)

Publication Number Publication Date
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Family Applications (1)

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Country Status (1)

Country Link
JP (1) JP2009106439A (en)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2013070761A (en) * 2011-09-27 2013-04-22 Daikoku Denki Co Ltd Game hall system

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2013070761A (en) * 2011-09-27 2013-04-22 Daikoku Denki Co Ltd Game hall system

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