JP2016131861A - Game machine - Google Patents

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JP2016131861A
JP2016131861A JP2015010768A JP2015010768A JP2016131861A JP 2016131861 A JP2016131861 A JP 2016131861A JP 2015010768 A JP2015010768 A JP 2015010768A JP 2015010768 A JP2015010768 A JP 2015010768A JP 2016131861 A JP2016131861 A JP 2016131861A
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winning
game
combination
rbb
symbol
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幹弥 川岸
Mikiya Kawagishi
幹弥 川岸
聖之 市原
Akiyuki Ichihara
聖之 市原
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Olympia KK
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Olympia KK
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Abstract

PROBLEM TO BE SOLVED: To provide an AT machine simultaneously satisfying a putout ball regulation of setting an upper limit of less than 120% under a condition without missing and a lower limit of more than 55% under a condition of free shooting during an internal state.SOLUTION: During an internal state, when stop operations are executed in any order at any timing, a ball putout rate exceeds the lower limit 55%, and an AT period and an RBB-operation symbol display wait time are produced. During operation of the RBB, the game machine produces an overlapped winning of 9-token winning combinations with different adaptative stop operations for producing a win for each choice winning combination during a general state or the internal state, where a total winning probability of a winning combination is set higher than that during the general state and the like, however, an overlapped winning probability of 9-token winning combinations is set lower than a probability of winning any 9-token winning combination during the general state. Consequently, the game machine is so specified that the number of acquired tokens until termination of the operation falls below the number of inserted tokens. The game machine is so specified that, in the game stats as a combination of game states during RBB operation and during the general state, a ball putout rate of reliably displaying a symbol combination corresponding to a winning combination falls below the upper limit of 120%.SELECTED DRAWING: Figure 7

Description

本発明は、回胴式遊技機、その他のスロットマシン、アーケードゲーム機等の遊技機に関する。特に、液晶表示装置等の演出表示装置上にストップボタンの押し順や狙うべき図柄を表示し、内部抽せんで決定した当せん役に対応した図柄の組合せを表示させることを意図する演出を行うアシストタイム(以下、ATという)の機能を搭載した遊技機に係る。   The present invention relates to a spinning machine, other slot machines, arcade game machines, and other gaming machines. In particular, assist time for displaying the combination of symbols corresponding to the winning combination determined by the internal lottery by displaying the stop button pressing order and the symbol to be aimed on on the effect display device such as a liquid crystal display device. The present invention relates to a gaming machine equipped with a function (hereinafter referred to as AT).

特許文献1に、いわゆる二種ビッグボーナスすなわち遊技媒体を獲得できる全入賞役の当せんフラグを成立させる第二種特別役物CBを連続して作動させる第二種特別役物に係る役物連続作動装置CBBを用い、一般中の遊技状態でCBBに当せんするもCBB作動図柄の組合せを表示できずにCBB当せんの権利が持ち越されたCBB内部中の遊技状態に移行すると、CBB作動図柄の組合せの表示によるCBBの作動を敢えて困難なものとし、一般中の遊技状態におけるCBB当せんエリア及び不当せんエリアを再遊技当せんエリアにシフトすることで高めた再遊技高確率状態を維持し続け、ほぼ毎遊技、再遊技役か、押し順適合時(押し順正解時)に高配当が得られる押し順ベル等の択役かのどちらかが高確率で当せんする状況にし、この状況下にあるCBB内部中に、所定契機でATを作動させることにより、当せんに係る択役についての適合押し順(正解押し順)を遊技者に報知し、投入遊技媒体数を超える高配当の遊技媒体を容易に獲得できるようにしたAT機の基本仕様が開示されている。   In Patent Document 1, a so-called two-type big bonus, that is, a second-type special combination CB that continuously activates a second-type special combination CB that establishes a winning flag for all winning combinations that can acquire a game medium is continuously operated. If you use the device CBB and win the CBB in the general gaming state, but you cannot display the combination of the CBB operation symbols and move to the gaming state inside the CBB where the right of the CBB is carried over, the combination of the CBB operation symbols The operation of the CBB by display is made dare to be difficult, and the re-playing high probability state is maintained by shifting the CBB winning area and the unreasonable area in the general gaming state to the re-game winning area, and almost every game , Either a re-playing role, or an optional role such as a push order bell that will give a high dividend when the push order is matched (when the push order is correct) In the CBB under the circumstances of the situation, by operating the AT at a predetermined opportunity, the appropriate push order (correct push order) for the winning combination related to the winning combination is notified to the player, and the high dividend exceeding the number of input game media A basic specification of an AT machine that can easily acquire the game media is disclosed.

特開2013−183907号公報JP 2013-183907 A

以上のAT機において、投入遊技媒体数が3枚の3枚掛け遊技下、ATによる1遊技(1ゲーム)あたりの純増(獲得遊技媒体数−投入遊技媒体数)を2〜3枚例えば2.7枚とするには、CBB内部中の遊技状態時、押し順適合時に9枚役等の高配当役を入賞させる複数の押し順ベルの何れかに当せんする確率を例えば29500/65536≒1/2.22、これ以外は再遊技役に当せんするものとし、AT下、押し順ベルについての高配当役による純増は(9枚−3枚)×1/2.22≒2.7枚、再遊技役による純増は0、不当せん等によるマイナス3枚の純減は無く、純増=2.7+0+0=2.7枚という計算根拠に基づいて実現できる。   In the above-mentioned AT machine, the number of input game media is three, and the net increase per game (one game) by the AT (number of acquired game media−number of input game media) is 2 to 3, for example 2. In order to make 7 cards, the probability of hitting any one of a plurality of push order bells for winning a high payout combination such as a 9-piece combination in the gaming state inside the CBB and matching the push order is 29500 / 65536≈1 / 2.22, other than this, it will be a re-game, and under AT, the net increase due to a high payout for the push order bell is (9-3 pieces) x 1 / 2.22 ≒ 2.7, The net increase due to gamers is 0, and there is no net decrease of minus 3 due to fraud, etc., and can be realized on the basis of calculation of net increase = 2.7 + 0 + 0 = 2.7.

ただし、この場合、一般中の遊技状態においても、当せんした役に対応する最も高配当の図柄の組合せが必ず表示されるものと仮定したシミュレーション試験等による取りこぼし無しの条件下では、押し順ベルによる純増はCBB内部中と同じ2.7枚となり、再遊技役の確率が最低の1/7.3で不当せん又はCBB当せん時にマイナス3枚の純減となる確率1−1/2.22−1/7.3≒0.41を加味しても、一般中の遊技状態の純増は2.7枚−3枚×0.41≒1.47枚となり、3枚投入時の獲得遊技媒体数が3+1.47=4.47枚となって、投入遊技媒体数に対する獲得遊技媒体数の比率である出玉率が4.47/3≒1.49(149%)となり、17500回等の長期間遊技に占めるCBB作動中の遊技期間を相当程度確保しながらCBB作動中に遊技媒体がほとんど増えない出玉抑制策を講じない限り、長期間遊技における出玉率が120%等の所定上限値を超過し、射幸性が過度となる。現在市場投入されているAT機は、これとほぼ同様な出玉抑制策等を講じることにより取りこぼし無しの条件下での120%未満の出玉規制を満たしつつ、ATによる1遊技あたりの純増2〜3枚を実現している。   However, in this case, even in the general gaming state, the push order bell will be used under the condition that the combination of the symbol with the highest payout corresponding to the winning combination is always displayed under the condition that the simulation test or the like is not missed. The net increase is 2.7, the same as the inside of the CBB, and the probability of replaying is the lowest 1 / 7.3, and the probability of a net decrease of minus 3 when winning or CBB is won. Even if 1 / 7.3 ≒ 0.41 is taken into account, the net increase in the game state in general is 2.7-3 pieces × 0.41 ≒ 1.47, and the number of game media acquired when 3 cards are inserted Becomes 3 + 1.47 = 4.47, and the payout ratio, which is the ratio of the number of game media to the number of game media input, is 4.47 / 3 ≒ 1.49 (149%), which is 17500 times long Corresponds to the game period during CBB operation in the period game As long as the game medium in the CBB operation does not take little increase not payout containment measures with degrees ensuring long term payout rate in the game is to exceed a predetermined upper limit value such as 120%, gambling property becomes excessively. The AT machines that are currently on the market will meet a regulation of no more than 120% under no-missing conditions by taking similar measures to control the appearance of balls, and the net increase per game by AT2 Realize ~ 3 sheets.

しかし、遊技者が遊技時間の大半を費やすことになるCBB内部中の遊技状態であって、ATが作動しない非AT下、任意の順序及び任意のタイミングで停止操作をする試射試験等によりフリー打ちをした場合、左中右、左右中、中左右、中右左、右左中、右中左の6通りの押し順のうち当せんに係る択役に応じた一の押し順に適合した時のみに9枚の高配当が得られるため、獲得遊技媒体数の期待値はAT作動時の6分の1に落ち、3枚投入時に9枚配当となる期待値は9枚×1/6=1.5枚、投入1枚当りの期待値は1.5枚/3枚=0.5(50%)となり、フリー打ちをした場合、出玉率が半分よりもやや高い55%等の所定下限値にも満たない低調なものとなり、逆に出玉が低過ぎることにより射幸性が過度になるという解釈も成り立つ。   However, it is a game state inside the CBB where the player spends most of the game time, and under free non-AT in which AT does not operate, free shot is made by a test firing test etc. that stops at any order and at any timing If left, right, left / right, middle / left / right, middle right / left, right / left middle, right / left / left, and right / left / right, only 9 when only one push order corresponding to the winning combination is selected. Therefore, the expected value of the number of game media won will be one-sixth that of AT operation and the expected value of 9 payouts when 3 cards are inserted is 9 x 1/6 = 1.5 The expected value per shot is 1.5 sheets / 3 sheets = 0.5 (50%), and when hitting free, the payout rate is also slightly lower than half, such as 55%. The interpretation is that it will be less than satisfactory, and conversely, if the ball is too low, gambling will be excessive Ri stand.

ここで、フリー打ちで下限55%超えを満たそうとして、押し順ベルの押し順適合時の配当を9枚よりも増やして例えば10枚等とすることが考えられるが、このようにした場合、一般中の遊技状態において取りこぼし無しの条件下での押し順ベルによる純増も2.7枚からさらに増え、しかも、1000円相当の遊技媒体(メダルなら50枚)で可能な遊技数であるベースも高くなり、ほとんど増えないCBB作動中の出玉抑制策と組み合わせても、120%未満の出玉規制をクリアすることが一層困難になる。   Here, it is conceivable to increase the payout at the time of conforming to the pushing order of the pushing order bell to more than 9 pieces, for example, 10 pieces etc. In the general gaming state, the net increase due to the pushing order bell under the condition of no missing is also increased from 2.7, and the base is the number of games that can be played with a game medium equivalent to 1000 yen (50 medals) Even if combined with a ball-out restraining measure during CBB operation that increases and hardly increases, it becomes more difficult to clear the ball-out regulation of less than 120%.

以上のように、一般中の遊技状態において取りこぼし無しの条件下で上限120%未満の出玉規制を満たそうとすると、内部中の遊技状態においてフリー打ち条件下で下限55%に到達できず、逆に、内部中の遊技状態においてフリー打ち条件下で下限55%超えを満たそうとすると、一般中の遊技状態において取りこぼし無しの条件下で上限120%を超過してしまい、一般中及び内部中の双方の出玉条件を同時に満たすことは極めて困難であり、まさしく二律背反に陥る。   As described above, in an ordinary gaming state, if an attempt is made to satisfy an upper limit of less than 120% under conditions where the game is not missed, the lower limit of 55% cannot be reached under the free hitting condition in the inside gaming state. On the other hand, if you try to satisfy the lower limit of 55% under free hitting conditions in the game state in the inside, the upper limit will be exceeded in the general gaming state under the condition of no losing, so It is extremely difficult to satisfy both of these conditions at the same time.

本発明の課題は、AT機において、一般中の遊技状態において取りこぼし無しの条件下で所定上限(120%等)未満とする出玉規制と、内部中の遊技状態においてフリー打ち条件下での所定下限(55%等)超えとを同時に満たし、射幸性を適正に保ち、遊技者に、適度に楽しむ遊びを提供できるようにする点にある。   The problem of the present invention is that the AT machine has a ball regulation that is less than a predetermined upper limit (such as 120%) under the condition that the game is not overrun in the general gaming state, and the predetermined under the free hitting condition in the internal gaming state. The lower limit (55%, etc.) is satisfied at the same time, and gambling is properly maintained, so that a player can enjoy a moderately enjoyable play.

図面の符号を括弧内に付記して例示する。
複数コマの図柄を可変表示させる複数の可変表示要素(左リール1L,中リール1C,右リール1R)を有し、
遊技媒体の投入下における可変表示開始操作に基づいて、内部抽せん用の乱数値を抽出し、第一種特別役物又は第一種特別役物を連続して作動させる役物連続作動装置に係る役物を作動させる特別役(RBB)の当せんエリアと、投入遊技媒体数を超える遊技媒体を獲得できる高配当役(NML1〜3)を当せん対象に含み適合する停止操作がされたとき高配当役を入賞させることができる複数の択役(押し順ベル1〜12)の当せんエリアと、新たな遊技媒体の投入無しで次遊技が行える再遊技役(リプレイ)の当せんエリアとを含む複数の当せんエリアに対する抽出した前記乱数値の属否により当せんエリアに含まれる役の当否を決定する内部抽せん手段(K)と、
前記可変表示要素の可変表示を、対応する停止操作に基づいて各停止させ、内部抽せんで決定した当せん役に対応した図柄の組合せの表示を許容させる可変表示制御手段(リール制御手段S)と、
前記択役についての高配当役を入賞させることができる適合停止操作情報を含む停止操作情報を遊技者に報知させるナビ手段(X)とを含む遊技機を前提とする。
The reference numerals of the drawings are illustrated in parentheses for illustration.
It has a plurality of variable display elements (left reel 1L, middle reel 1C, right reel 1R) for variably displaying symbols of a plurality of frames,
Based on a variable display start operation under the insertion of a game medium, a random number value for an internal drawing is extracted, and a first-class special feature or a first-class special feature is continuously operated. High payout combination when a special operation (RBB) winning area that activates a combination and a high payout combination (NML1 to 3) that can earn more game media than the number of game media to be inserted is included in the winning target Multiple winning combinations, including multiple winning combinations (push order bells 1 to 12) that can be won and re-playing (replay) winning areas where the next game can be played without the introduction of new game media An internal lottery means (K) for determining whether or not a combination included in the winning area depends on whether or not the extracted random number for the area belongs;
Variable display control means (reel control means S) for allowing the variable display of the variable display elements to be stopped based on the corresponding stop operation and allowing the display of the combination of symbols corresponding to the winning combination determined by the internal drawing,
Assume a gaming machine including navigation means (X) for notifying a player of stop operation information including compatible stop operation information capable of winning a high payout combination for the winning combination.

「可変表示要素」は、リール、ベルト、画像を含む。「遊技媒体」は、遊技メダル、遊技球、貯留装置の電磁的記録を含む。
「役物」とは、入賞を容易にするための特別の装置をいう(風俗営業等の規制及び業務の適正化等に関する法律施行規則第7条表中、回胴式遊技機の第六)。俗にボーナスとも呼ばれる。
「第一種特別役物」とは、規定数ごとの入賞に係る図柄の組合せの数を増加させ、又は規定数ごとの入賞に係る「条件装置」が作動する確率を上昇させる役物で、あらかじめ定められた場合に作動し12回を超えない回数の遊技の結果が得られるまで作動を継続することができるものをいい(遊技機規則第6条別表第二(3)ト)、「役物連続作動装置」とは、第一種特別役物又は第二種特別役物を連続して作動させることができる装置で、特定の図柄の組合せが表示された場合に作動しあらかじめ定められた場合に作動を終了するものをいう(遊技機規則第6条別表第二(3)チ)。
「条件装置」とは、その作動が入賞、再遊技、役物又は役物連続作動装置の作動に係る図柄の組合せが表示されるために必要な条件とされている装置で、内部抽せん(遊技機内で行われる電子計算機によるくじ)に当せんした場合に作動するものをいう(遊技機規則第6条別表第二(3)ホ)。
「入賞」とは、図柄について遊技メダル等を獲得するため必要な組合せとしてあらかじめ定められたものが表示されることをいい(遊技機規則第6条別表第二(3)ニ)、再遊技、役物及び役物連続作動装置の作動は、入賞でない(平成16年(2004年)5月26日警察庁丁生環発155「技術上の規格解釈基準」の二.各論の(四)の(1)ロ(ハ))。
The “variable display element” includes a reel, a belt, and an image. “Game media” includes game medals, game balls, and electromagnetic records of storage devices.
“Accessories” means special equipment for facilitating winning a prize (sixth of the revolving game machines in the table of Article 7 of the Law Enforcement Regulations on Regulations on Customs Business and Optimization of Business) . Also commonly called a bonus.
"First-class special bonus" is an accessory that increases the number of symbol combinations related to winnings per prescribed number, or increases the probability that the "condition device" related to winnings per prescribed number will be activated. It is the one that operates when it is determined in advance and can continue the operation until a game result not exceeding 12 times is obtained (Article 6 Attached Table 2 (3) G) of the gaming machine rule) `` Continuous product operation device '' is a device that can continuously operate the first type special product or the second type special product, and it is activated when a specific combination of symbols is displayed. In this case, it means that the operation is to be terminated (Attached Table 2 (3) h) of the Attached Machine Rules.
"Condition device" is a device whose operation is required to display a combination of symbols related to the operation of winning, re-playing, bonus or continuous action of bonus, It means that it operates when it wins a lottery (an electronic computer lottery performed in-flight) (Attachment Rules 2 of Article 6 (3) E).
“Winning” means displaying a predetermined combination as a necessary combination for acquiring a game medal or the like for a symbol (Article 6 Attached Table 2 (3) D), The operation of the equipment and the equipment continuous actuating device is not a prize (National Institute of Standards and Technology, 155 "Technical Standard Interpretation Standards" on May 26, 2004. (B) (C).

以上の遊技機において、
前記特別役の内部抽せんをする一般中の遊技状態にて前記特別役に当せんするも役物を作動させる役物作動図柄の組合せを表示できずに前記特別役の当せんの権利が持ち越された内部中の遊技状態(RBB内部中)では、前記特別役の内部抽せんはせず、再遊技役の当せん確率を一般中の遊技状態よりも高め(例えば36037/65536≒1/1.82)、かつ、任意の順序及び任意のタイミングで停止操作をした場合の投入遊技媒体数に対する獲得遊技媒体数の比率が所定下限値(55%等)を上回る仕様(例えば63.92%)にしていると共に、前記択役についての適合停止操作情報を報知する前記ナビ手段(X)の作動下で高配当役を入賞させることができる有利遊技期間(AT期間)と、役物作動図柄の組合せを表示させる役物作動図柄停止操作情報を報知する前記ナビ手段(X)の作動下で役物が作動する役物作動中の遊技状態への移行を促す役物作動図柄表示待ち期間(RBB作動図柄表示待ち期間)とを生起可能にしている。
In the above gaming machines,
The inside where the right to win the special role is carried over without being able to display the combination of the action pattern that activates the special item even if the special role is won in the general gaming state where the special role is drawn inside In the middle gaming state (inside the RBB), the special combination is not internally drawn, and the winning probability of the re-gamer is higher than the general gaming state (for example, 36037 / 65536≈1 / 1.82), and In addition, the ratio of the number of acquired game media to the number of input game media when the stop operation is performed in an arbitrary order and at an arbitrary timing is set to a specification (for example, 63.92%) exceeding a predetermined lower limit (55%, etc.) A combination that displays a combination of an advantageous game period (AT period) in which a high payout combination can be won under the operation of the navigation means (X) for informing the appropriate stop operation information about the selection combination and a combination act operation symbol An action symbol display waiting period (RBB action symbol display waiting period) that prompts a transition to a gaming state during an actuating operation of an accessory under the operation of the navigation means (X) for informing operation symbol stop operation information And make it possible to occur.

また、役物作動中の遊技状態(RBB作動中)では、一般中又は内部中の遊技状態である役物非作動中の遊技状態において前記択役(押し順ベル1〜12)毎に当せんさせることとしている適合停止操作が異なる高配当役(NML1,NML2,NML3)を重複当せんさせ、かつ、遊技媒体を獲得できる入賞に係る役についてのトータル当せん確率を役物非作動中の遊技状態(例えば29499/65536)よりも高くする(例えば29500/65536)が、前記重複当せんさせる確率(例えば12200/65536)を役物非作動中の遊技状態において高配当役の何れかが当せんする確率(例えば28844/65536)よりも低くすることにより、一般中の遊技状態に復帰させる作動終了(例えば63枚超過)までの獲得遊技媒体数(例えば64枚)が投入遊技媒体数(例えば99枚)を下回る仕様にしている。   In addition, in the game state (RBB operation) during the operation of the accessory, the winning combination (push order bells 1 to 12) will be won in the game state in which the accessory is not operating, which is a general or internal game state. The game state in which the winning combination is inactive (for example, the total winning probability for the winning combination that can win the game medium can be obtained by overlapping the high payouts (NML1, NML2, NML3) having different matching stop operations. 29499/65536) (for example, 29500/65536), but the probability of winning the duplicate (for example, 12200/65536) is the probability that any of the high payouts will win in the gaming state in which the role is inactive (for example, 28844). / 65536), the acquired game until the end of the operation to return to the general gaming state (for example, more than 63) Number of media (e.g., 64 sheets) is the specification below turned game medium count (e.g. 99 sheets).

さらに、役物作動中の遊技状態と一般中の遊技状態とを合わせた遊技状態(一般中+RBB作動中)では、当せん役に対応した図柄の組合せが必ず表示されるとした場合の投入遊技媒体数に対する獲得遊技媒体数の比率が所定上限値(120%等)を下回る仕様(例えば114.8%)にしている。   Furthermore, in the game state (general medium + RBB in operation) that is a combination of the game state in which the character is activated and the game state in general, the inserted game medium when the combination of symbols corresponding to the winning combination is always displayed. The ratio of the number of acquired game media to the number is set to a specification (for example, 114.8%) that is lower than a predetermined upper limit (120%, etc.).

以上により、内部中の遊技状態では、有利遊技期間(AT期間)のみならず、役物作動図柄表示待ち期間(RBB作動図柄表示待ち期間)が生起され、役物作動図柄の組合せを表示させる役物作動図柄停止操作情報を報知するナビ手段(X)の作動下で、現に役物作動中の遊技状態(RBB作動中)に移行可能となる。こうして、一般中から内部中へ、内部中から役物作動中へ、役物作動中から一般中へと、各遊技状態間をループし得る構成にできる。その上で、役物作動中の遊技状態(RBB作動中)では、単位投入遊技媒体数(1枚)あたりの獲得遊技媒体数の期待値を、内部中の遊技状態において任意の順序及び任意のタイミングで停止操作をした場合の同期待値(例えば63.92%)に比べて高くできながら(例えば64.65%)、一般中の遊技状態に復帰させる作動終了(例えば63枚超過)までの獲得遊技媒体数(例えば64枚)が投入遊技媒体数(例えば99枚)を現に下回る仕様にでき、役物作動中の遊技状態(RBB作動中)を、横軸に投入遊技媒体数「イン(IN)」、縦軸に遊技媒体の純増数たる「差枚数アウト(OUT)」をとった出玉傾斜直線が右下がり勾配となる減少特性にできる(図7参照)。   As described above, in the game state inside, not only the advantageous game period (AT period) but also the actor action symbol display waiting period (RBB action symbol display waiting period) is generated, and the combination that displays the combination of the actor action symbols is displayed. Under the operation of the navigation means (X) for notifying the material operation symbol stop operation information, it is possible to shift to the gaming state (RBB operation) that is actually in operation. In this way, the game state can be looped from the general state to the inside, from the inside to the active part, and from the active state to the general state. On the other hand, in the gaming state in which the actor is operating (in RBB operation), the expected value of the number of gaming media per unit input gaming media (one) is set in any order and in any game state in the inside. Although it can be higher (eg 64.65%) than the expected value (eg 63.92%) when the stop operation is performed at the timing, the operation until returning to the general gaming state (eg, exceeding 63) The number of acquired game media (for example, 64) can be set to be lower than the number of input game media (for example, 99), and the gaming state (RBB in operation) during the operation of an accessory is indicated on the horizontal axis by the number of input game media “in ( IN) ”, and the output curve straight line having the“ difference number out (OUT) ”that is the net increase of the game media on the vertical axis can be a decreasing characteristic in which the slope is a downward slope (see FIG. 7).

よって、択役(押し順ベル1〜12)の当せん確率及び適合停止操作時の高配当役による獲得遊技媒体数を十分に高めて、内部中の遊技状態における適合停止操作情報のナビ作動下での純増を十分に高めることができる(例えば、択役の当せん確率=29499/65536、高配当役の配当=9枚、AT純増=2.67枚等にできる)と共に、任意の順序及び任意のタイミングで停止操作をした場合の単位投入遊技媒体数(1枚)あたりの獲得遊技媒体数の期待値を所定下限値(55%等)を上回る仕様(例えば63.92%)にできる。しかも、一般中の遊技期間であって取りこぼし無しの条件下で択役(押し順ベル1〜12)による比較的高い純増効果の生ずる期間と、取りこぼし無しの条件下で当せん直後に移行する役物作動中の遊技期間であって一般中に復帰するまで減少特性により出玉抑制効果の高い期間とが、長期間遊技(17500回等)において交互に現れ、取りこぼし無しの条件下での長期間遊技における出玉を所定上限値(120%)を下回る仕様(例えば114.8%)に効果的に維持できる。こうして、AT機において、一般中の遊技状態において取りこぼし無しの条件下で所定上限(120%等)未満とする出玉規制と、内部中の遊技状態においてフリー打ち条件下での所定下限(55%等)超えとを同時に満たし、射幸性を適正に保つことができ、遊技者に、適度に楽しむ遊びを提供することができる。   Therefore, the winning probability of the winning combination (push order bells 1 to 12) and the number of game media earned by the high payout combination at the time of the appropriate stop operation are sufficiently increased, and under the navigation operation of the appropriate stop operation information in the game state inside Can be increased sufficiently (for example, the winning probability of the winning combination = 29499/65536, the dividend of the high paying role = 9, the AT net increase = 2.67, etc.) and any order and any When the stop operation is performed at the timing, the expected value of the number of acquired game media per unit input game media (one) can be set to a specification (for example, 63.92%) exceeding a predetermined lower limit (55%, etc.). Moreover, it is a game period in general and a period in which a relatively high net increase effect due to the selection (push order bells 1 to 12) occurs under conditions without missing, and a role that shifts immediately after winning under conditions without missing A game period that is in operation and a period in which the effect of restraining the ball is high due to the decrease characteristic until it returns to the general state alternately appears in a long-term game (17500 times, etc.), and a long-term game under the condition of no missing Can be effectively maintained at a specification (for example, 114.8%) that falls below a predetermined upper limit (120%). Thus, in the AT machine, in the game state in the general game state, the restriction of the ball to be less than the predetermined upper limit (120%, etc.) under the condition of not missing, and the predetermined lower limit (55% under the free hit condition in the internal game state) Etc.) can be satisfied at the same time, gambling can be kept appropriate, and play that can be enjoyed in a moderate manner can be provided to the player.

以上のものにおいて、前記役物作動図柄表示待ち期間(RBB作動図柄表示待ち期間)は、前記有利遊技期間(AT期間)を生起させる決定のないとき又は生起された前記有利遊技期間(AT期間)が所定終了条件の具備により終了したときに生起させ、前記役物作動図柄表示待ち期間(RBB作動図柄表示待ち期間)の生起から少なくとも役物作動中の遊技状態(RBB作動中)に移行するまでの間は前記有利遊技期間(AT期間)を生起させる決定処理をしない仕様にしているのが好ましい。これにより、一旦、役物作動図柄表示待ち期間が生起されると、役物作動図柄停止操作情報を報知するナビ手段(X)の作動に従って役物作動中の遊技状態(RBB作動中)に移行させることを遊技者に効果的に促すことができ、内部中から役物作動中へ、役物作動中から一般中へ、一般中から内部中へという各遊技状態間を適切にループさせることができる。   In the above, the character act symbol display waiting period (RBB action symbol display wait period) is the time when there is no decision to cause the advantageous game period (AT period) or the advantageous game period (AT period) that has occurred Occurs when the game ends due to the provision of a predetermined end condition, and from the occurrence of the above-mentioned accessory action symbol display waiting period (RBB action symbol display waiting period) to at least the gaming state (RBB operation) during the action of the accessory During the period, it is preferable that the determination process for causing the advantageous game period (AT period) is not performed. As a result, once the waiting period for the actuating symbol display of the accessory is generated, the game state (RBB is in operation) during the operation of the accessory is shifted according to the operation of the navigation means (X) for notifying the operation of the accessory actuating symbol. It is possible to effectively encourage the player to play the game, and appropriately loop between each game state from the inside to the inside of the accessory, from the inside of the actor to the inside, and from the inside to the inside. it can.

また、以上のものにおいて、内部中の遊技状態(RBB内部中)における役物作動図柄の組合せの表示は、当せんに係る択役(押し順ベル1〜12)についての適合停止操作とは異なる所定の停止操作が所定タイミングでされたときに可能にしているのが好ましい。これにより、有利遊技期間(AT期間)において適合停止操作情報の報知がされて該報知に従った停止操作をしているときに意図せずに役物作動中の遊技状態に移行してしまうことを回避できると共に、役物作動図柄表示待ち期間(RBB作動図柄表示待ち期間)において必要以上に高配当を提供してしまうことも回避でき、内部中から役物作動中の遊技状態への移行を適切に行わせることができる。   In addition, in the above, the combination action symbol display in the game state in the inside (inside the RBB) is different from the adaptive stop operation for the winning combination (push order bells 1 to 12) related to the winning combination. It is preferable that this is enabled when the stop operation is performed at a predetermined timing. As a result, in the advantageous game period (AT period), when the appropriate stop operation information is notified and the stop operation is performed according to the notification, the game state is unintentionally changed to the game state in which the accessory is operating. Can be avoided, and it is also possible to avoid an unnecessarily high payout during the waiting time of the action symbol display period (RBB action symbol display waiting period), and the transition from the inside to the gaming state during the action of the accessory is possible. It can be done appropriately.

本発明遊技機の斜視図。The perspective view of this invention gaming machine. 可変表示要素を構成するリールの展開図。The developed view of the reel which comprises a variable display element. 遊技機の制御装置のブロック図。The block diagram of the control apparatus of a gaming machine. 図柄の組合せ一覧表。A list of symbol combinations. 当選エリアと図柄の組合せ及び遊技結果の一覧表。A list of winning area and symbol combinations and game results. 役物作動図柄表示待ち期間における作動図柄表示例。The example of an operation | movement symbol display in the accessory operation | movement symbol display waiting period. 遊技状態の遷移図。Transition diagram of gaming state.

図1に、本発明を適用する回胴式遊技機を示す。回胴式遊技機は、一般にパチスロと呼ばれ、「遊技機規則」、すなわち平成16年(2004年)1月30日の国家公安委員会規則第1での改正を経た昭和60年(1985年)2月12日の国家公安委員会規則第4「遊技機の認定及び型式の検定等に関する規則」に適合するスロットマシンである。用語及びその技術内容は現行の遊技機規則に準じている。   FIG. 1 shows a swivel game machine to which the present invention is applied. The swivel-type gaming machine is generally called a pachislot machine, and it was revised in 1985 (1985) after the revision of the "Game Machine Rules", that is, the first regulation of the National Public Safety Commission on January 30, 2004. ) A slot machine that conforms to the National Public Safety Commission Regulation No. 4 “Rules for Game Machine Approval and Type Approval” on February 12. The terminology and its technical contents conform to the current game machine rules.

遊技機筐体8Bは、リアキャビネット8R及びキャビネット枠8W、扉状の上下フロントキャビネット8E,8Fを備える。上フロントキャビネット8Eには、動画やアシストタイムAT作動中の有利遊技期間となるAT期間中等に所定ナビ情報をフルカラーで映し出す演出表示装置7を構成する液晶表示装置70、リールパネル8、上装飾ランプ81,左装飾ランプ82,右装飾ランプ83,液晶表示装置70の角に臨む4つのアクセント装飾ランプ84,リールパネル8の上・左・右に臨むパネル装飾ランプ85を備える。下フロントキャビネット8Fには、操作部8S、腰部パネル8P、左下装飾ランプ86、右下装飾ランプ87を備える。81〜87の総称として、装飾ランプ88という。91〜94はBGMや各種効果音等を出音するスピーカ、8Mはメダル払出口、8Gはメダル受皿、8Tは灰皿である。なお、左右は、遊技機に対面した遊技者目線における左右を意味する。以下、同様である。   The gaming machine housing 8B includes a rear cabinet 8R, a cabinet frame 8W, and door-shaped upper and lower front cabinets 8E and 8F. The upper front cabinet 8E includes a liquid crystal display device 70, a reel panel 8, and an upper decoration lamp that constitute an effect display device 7 that projects predetermined navigation information in full color during an AT period, which is an advantageous game period during which an assist time AT is operating, etc. 81, a left decorative lamp 82, a right decorative lamp 83, four accent decorative lamps 84 facing the corners of the liquid crystal display device 70, and a panel decorative lamp 85 facing the upper, left and right of the reel panel 8. The lower front cabinet 8F includes an operation unit 8S, a waist panel 8P, a lower left decorative lamp 86, and a lower right decorative lamp 87. A generic name of 81 to 87 is called a decorative lamp 88. Reference numerals 91 to 94 denote speakers for outputting BGM and various sound effects, 8M denotes a medal payout opening, 8G denotes a medal tray, and 8T denotes an ashtray. Note that left and right mean left and right in the player's line of sight facing the gaming machine. The same applies hereinafter.

リールパネル8の透明な表示窓80の内部には、複数の可変表示要素となる左リール1L、中リール1C、右リール1Rを備え、それぞれのリール帯10L,10C,10Rの外周に全部で21コマ配した図柄のうち連続する3コマを窓越しに臨ませている。各リール1L,1C,1Rの定速回転数は約80回転/分(本実施形態のものは約79.6回転/分)であり、約750ms(本実施形態のものは約754ms)で一回転する。通常の正転時、各図柄は上から下にスクロールし、図柄が一コマ移動するのに要する時間は約36msである。よって、通常のステッピングモータ制御下、遊技機規則において通常時のリール停止操作から停止までの時間が「190ms以内」というのは、((190÷36)−1)の整数解=4コマが許容される最大滑りコマ数となり、同じく第二種特別役物の作動時の少なくとも一つのリール停止操作から停止までの時間が「75ms以内」というのは、((75÷36)−1)の整数解=1コマが許容される最大滑りコマ数となる。   The transparent display window 80 of the reel panel 8 includes a left reel 1L, a middle reel 1C, and a right reel 1R that serve as a plurality of variable display elements. A total of 21 reels 10L, 10C, and 10R are arranged on the outer periphery of the reel bands 10L, 10C, and 10R. Three consecutive frames out of the symbols arranged on the frame face the window. The constant-speed rotation speed of each reel 1L, 1C, 1R is about 80 rotations / minute (this embodiment is about 79.6 rotations / minute), and is about 750 ms (this embodiment is about 754 ms). Rotate. During normal forward rotation, each symbol scrolls from top to bottom, and the time required for the symbol to move one frame is about 36 ms. Therefore, under normal stepping motor control, the time from the normal reel stop operation to the stop in the gaming machine rules is “within 190 ms”, an integer solution of ((190 ÷ 36) −1) = 4 frames is allowed The time from the stop operation of at least one reel during the operation of the second type special object to the stop is “within 75 ms”, which is an integer of ((75 ÷ 36) −1) Solution = 1 is the maximum number of sliding frames allowed.

表示窓80には、遊技結果を判定する有効ラインを表示する線画や模様、ライン電飾等は意図的に付していない。表示窓80の窓越しに表示される複数列及び複数段の図柄表示位置、すなわち、左・中・右リール1L,1C,1Rの3列とそれぞれの上・中・下の3段との、列と段で特定される3×3=9個の図柄表示位置において、中段ライン(左中−中中−右中)のみを有効ラインとしている。もっとも、上段ライン(左上−中上−右上)、下段ライン(左下−中下−右下)、右下がりライン(左上−中中−右下)、右上がりライン(左下−中中−右上)、上V字ライン(左上−中中−右上)、下V字ライン(左中−中下−右中)等、同一段又は一段違いで隣接する図柄表示位置同士を1本の直線又は折れ線で結んだ他のラインを有効ラインとしてもよいし、任意の2本以上のラインを有効ラインとしてもよい。   The display window 80 is intentionally not provided with a line drawing or pattern for displaying an effective line for determining a game result, line illumination, or the like. A plurality of rows and a plurality of symbol display positions displayed through the window of the display window 80, that is, the three rows of the left, middle, and right reels 1L, 1C, and 1R and the upper, middle, and lower three rows respectively. At the 3 × 3 = 9 symbol display positions specified by columns and stages, only the middle line (left middle-middle middle-right middle) is the effective line. However, the upper line (upper left-middle upper-upper right), the lower line (lower left-middle lower-lower right), the lower right line (upper left-middle middle-lower right), the upper right line (lower left-middle middle-upper right), Connect upper and lower V-shaped lines (upper left-middle middle-upper right), lower V-shaped lines (middle left-middle lower-right middle), etc., with the same or different steps, and connect adjacent symbol display positions with a single straight line or broken line However, other lines may be effective lines, and any two or more lines may be effective lines.

操作部8Sには、遊技媒体たる遊技メダルを投入するメダル投入口2、遊技者操作を演出に関与させるプッシュボタンPBとダイヤルDAをもつジョグダイヤルJD、貯留装置の電磁的記録すなわちクレジットから一回の遊技に必要な規定数である3枚(3BET)の掛けメダルを引き落とすベットボタン3、クレジットに残る数のメダルをメダル受皿8Gに落す精算ボタン4、各リール1L,1C,1Rの可変表示(回転)を開始させるスタートスイッチとなるスタートレバー5、各リール1L,1C,1Rに対応して設け、対応するリールの可変表示(回転)を個別に停止させるストップスイッチとなる左ストップボタン6L、中ストップボタン6C、右ストップボタン6R、メダル投入口2下流のメダル詰り時に押すメダル返却ボタン20、ドアキー穴8Kを備える。   The operation unit 8S includes a medal insertion slot 2 for inserting a game medal as a game medium, a jog dial JD having a push button PB and a dial DA for causing the player's operation to participate in the production, and an electromagnetic record of the storage device, that is, a credit from the credit card. A bet button 3 for pulling down 3 (3BET) medals, which is a prescribed number necessary for the game, a settlement button 4 for dropping the remaining number of medals on the medal tray 8G, and variable display (rotation) of each reel 1L, 1C, 1R ) Start lever 5 serving as a start switch for starting, a left stop button 6L serving as a stop switch provided for each reel 1L, 1C, 1R and serving as a stop switch for individually stopping variable display (rotation) of the corresponding reel, middle stop Button 6C, right stop button 6R, medal return button to be pressed when a medal is jammed downstream of the medal slot 2 0, and a door key hole 8K.

リールパネル8には、現時のクレジット数を表示させるクレジット表示器DL1、入賞による払出メダル枚数を表示させるペイアウト表示器DL2、充当掛けメダルが1枚、2枚、3枚になる毎に点灯させる1〜3枚ランプEL1〜3、掛けメダルが受付可能なとき点灯させるベットランプELb、スタートレバー5による始動操作が可能なとき点灯させるスタートランプELs、再遊技に係る図柄の組合せが表示されたとき点灯させるリプレイランプELrを含む遊技基本ランプ類30を備える。また、AT期間中等に必要に応じて点灯させるランプであって、左リール1Lを停止させるべきときに点灯させる左停止ランプ71、中リール1Cを停止させるべきときに点灯させる中停止ランプ72、右リール1Rを停止させるべきときに点灯させる右停止ランプ73を含む演出表示装置7を構成する遊技演出ランプ類700を備える。   The reel panel 8 has a credit display DL1 for displaying the current number of credits, a payout display DL2 for displaying the number of payout medals by winning, and is turned on every time one, two, or three medals are applied. ~ 3 lamps EL1 ~ 3, bet lamp ELb to be turned on when a winning medal can be accepted, start lamp ELs to be turned on when a start operation by the start lever 5 is possible, and lighted when a combination of symbols relating to replay is displayed The game basic lamps 30 including the replay lamp ELr to be played are provided. Also, a lamp that is lit as necessary during the AT period, etc., which is a left stop lamp 71 that is lit when the left reel 1L is to be stopped, a middle stop lamp 72 that is lit when the middle reel 1C is to be stopped, and a right There is provided a game effect lamp 700 constituting the effect display device 7 including a right stop lamp 73 that is turned on when the reel 1R is to be stopped.

ベットランプELbの点灯時、掛けメダルが0の状態でメダル投入口2からメダル1枚を入れると1枚ランプEL1が点灯し、さらに1枚入れると2枚ランプEL2が点灯し、さらに1枚入れると3枚ランプEL3が点灯し、規定数に達する。規定数の掛けメダルになると、スタートランプELsが点灯し、スタートレバー5による始動操作が可能となる。この状態からスタートレバー5を操作せずにメダル投入口2にさらにメダルを入れると、クレジット表示器DL1のカウンタを進め、所定上限数である50枚まで貯留可能となる。入賞により払出されたメダルも50枚まではクレジットに加算され、50枚を超えて払出されたメダルは、メダル払出口8Mからメダル受皿8Gに受止められる。なお、本実施形態では規定数を一律3枚としたが、規定数を1枚、2枚、3枚から選べる仕様にしてもよい。   When the bet lamp ELb is lit, if one medal is inserted from the medal slot 2 with the hanging medal being 0, the one lamp EL1 is lit, and if one is inserted, the two lamp EL2 is lit, and one more is inserted. The three-lamp lamp EL3 is lit and reaches the specified number. When the specified number of multiplied medals is reached, the start lamp ELs is turned on, and the start operation by the start lever 5 becomes possible. If a medal is further inserted into the medal insertion slot 2 without operating the start lever 5 from this state, the counter of the credit indicator DL1 is advanced and can be stored up to a predetermined upper limit of 50 sheets. Up to 50 medals paid out by winning are added to the credit, and medals paid out exceeding 50 are received by the medal tray 8G from the medal payout opening 8M. In the present embodiment, the prescribed number is uniformly three, but the prescribed number may be selected from one, two, and three.

図2に示すように、各リール1L,1C,1Rのリール帯10L,10C,10Rの外周面には、赤7、バー、スイカ、べル1、ベル2、ベル3、チェリー、リプレイ、ブランク1、ブランク2の全10種類の図柄を、図柄番号0,1〜20に対応させ且つ独特の縦の並びに従って印刷等により描いている。リール帯10L,10C,10の上端と下端は輪状に結ばれ、エンドレスに図柄をスクロールさせる。通常、左リール1Lを第一番に止める順押しをし、左リール1Lについてチェリーを引き込めるように比較的見易いバーが表示窓80の上段に現れたタイミングで停止操作をするバー狙いの目押しをし、左リール1Lの表示出目に応じて中リール1C及び又は右リール1Rに黒バーを狙うか否か等を変更する停止操作が推奨される。   As shown in FIG. 2, on the outer peripheral surfaces of the reel bands 10L, 10C, 10R of the reels 1L, 1C, 1R, red 7, bar, watermelon, bell 1, bell 2, bell 3, cherry, replay, blank 1 and 10 types of blanks 2 are drawn by printing or the like according to the unique vertical arrangement corresponding to the design numbers 0, 1 to 20. The upper and lower ends of the reel bands 10L, 10C, 10 are connected in a ring shape, and the symbols are scrolled endlessly. Normally, the left reel 1L is pushed first, and the stop operation is performed at the timing when a relatively easy-to-see bar appears on the upper stage of the display window 80 so that the cherry can be pulled in the left reel 1L. Therefore, a stop operation for changing whether or not to aim a black bar at the middle reel 1C and / or the right reel 1R according to the display appearance of the left reel 1L is recommended.

図3に、遊技機筐体8Bの内部に組込む遊技機の制御装置CNのブロック図を示す。制御装置CNは、遊技機規則でいう主基板に対応する主制御装置MCと、この主制御装置MCから一方向性通信仕様に従って送信する情報を受信する遊技機規則でいう「周辺基板」に対応する周辺制御装置SCとを備える。一方向性通信仕様とは、主基板に関して遊技機規則で規定する「周辺基板が送信する信号を受信することができるものでないこと」を満たす通信仕様をいう。現行の遊技機規則で定義する「副基板」は主基板の概念に含まれ、古くから業界内で区別してきた、遊技の結果に影響を及ぼし又は及ぼすおそれがある機能を有するメイン側とこのような機能のないサブ側との関係は、メイン側が「主基板」すなわち「主制御装置」、サブ側が「周辺基板」すなわち「周辺制御装置」となる。   FIG. 3 shows a block diagram of the control device CN of the gaming machine incorporated in the gaming machine casing 8B. The control device CN corresponds to the main control device MC corresponding to the main board referred to in the gaming machine rules and the “peripheral board” referred to in the gaming machine rules for receiving information transmitted from the main control device MC according to the one-way communication specification. Peripheral control device SC. The one-way communication specification refers to a communication specification that satisfies “not capable of receiving a signal transmitted by a peripheral board” defined in the gaming machine rules for the main board. The “sub-board” defined in the current game machine rules is included in the concept of the main board, and has been distinguished within the industry for a long time, such as the main side having functions that affect or may affect the game result. As for the relationship with the sub-side having no function, the main side is “main board”, that is, “main controller”, and the sub-side is “peripheral board”, that is, “peripheral controller”.

各リール1L,1C,1Rに駆動軸たるシャフトSHを結合させる各ステッピングモータ12L,12C,12R(SM)は、鉄芯外周に多数のロータ小歯をもつ永久磁石内蔵式のロータRmと、磁極内周に複数のステータ小歯をもつ複数組の磁極にA相、B相、C相(Aバー相(Aの反転相))、D相(Bバー相(Bの反転相))の巻線を巻回したステータSwとを有し、一の巻線をオンにする1相励磁パルスを供給するステップと、一の巻線及び隣接する他の巻線をオンにする2相励磁パルスを供給するステップとを交互に繰返す1−2相励磁により、励磁パルスの1ステップ更新により半ステップ角(2ステップ更新により1ステップ角)ずつ変位させる。また、励磁パルスのステップ更新方向を変更することにより正転と逆転とを可能にしている。   Each of the stepping motors 12L, 12C, 12R (SM) for connecting the shaft SH as a drive shaft to each reel 1L, 1C, 1R is composed of a permanent magnet built-in rotor Rm having a large number of rotor small teeth on the outer periphery of the iron core, and a magnetic pole. Winding of A phase, B phase, C phase (A bar phase (inverted phase of A)), D phase (B bar phase (inverted phase of B)) on a plurality of sets of magnetic poles having a plurality of small stator teeth on the inner circumference A step of supplying a single-phase excitation pulse for turning on one winding, and a two-phase excitation pulse for turning on one winding and another adjacent winding. By 1-2 phase excitation that repeats the supplying step alternately, the half step angle (one step angle by two step update) is displaced by one step update of the excitation pulse. Further, forward rotation and reverse rotation are made possible by changing the step update direction of the excitation pulse.

各リール1L,1C,1Rの外周の所定角度位置例えば図柄と図柄との境目の位置には、突起物から成るリールインデックス1Li,1Ci,1Riを一体化している。また、任意の固定した回転角、例えば表示窓80中の中段等に定める1コマ分の停止基準位置を図柄番号0の図柄が通過するときに各リールインデックス1Li,1Ci,1Riが横切る関係になる静止部材側の所定位置に、ホトセンサから成るインデックスセンサ11L,11C,11Rを配置している。こうして、各インデックスセンサ11L,11C,11Rに各リールインデックス1Li,1Ci,1Riが横切る毎に、停止基準位置を通過する図柄番号を0番に、励磁パルスのステップ更新数を管理するステップカウンタに基点ステップ数値を格納する。図柄番号及びステップカウンタの格納エリアは、各リール1L,1C,1R毎に主制御装置MCのRAMに確保している。なお、リールインデックス1Li,1Ci,1RiはシャフトSHに一体化するインデックスディスクで置換してもよい。また、停止基準位置は有効ラインと必ずしも一致させる必要はなく、表示窓80中の上段や下段に定めてもよいし、表示窓80外に定めてもよい。   Reel indexes 1Li, 1Ci, 1Ri made of protrusions are integrated at a predetermined angular position on the outer circumference of each reel 1L, 1C, 1R, for example, at the boundary between the symbols. Each reel index 1Li, 1Ci, 1Ri crosses when the symbol of symbol number 0 passes through an arbitrary fixed rotation angle, for example, one frame stop reference position determined in the middle of the display window 80, etc. Index sensors 11L, 11C, and 11R made of photo sensors are arranged at predetermined positions on the stationary member side. Thus, each time the reel indexes 1Li, 1Ci, 1Ri cross the index sensors 11L, 11C, 11R, the symbol number that passes the stop reference position is set to 0, and the step counter that manages the step update number of excitation pulses is used as a base point. Stores step numbers. The symbol number and step counter storage area is secured in the RAM of the main controller MC for each reel 1L, 1C, 1R. The reel indexes 1Li, 1Ci, 1Ri may be replaced with an index disk integrated with the shaft SH. Further, the stop reference position does not necessarily need to coincide with the active line, and may be determined at the upper or lower stage in the display window 80 or may be determined outside the display window 80.

ステッピングモータSMは、1ステップ角が約1.43度、励磁パルスを1ステップ更新する割込み時間tは1.496ms、504ステップで一回転する仕様のものを用いている。よって、一コマの移動は504/21=24ステップでされる。一コマ分の24ステップのステップ数は23〜1,0の降順で管理しており、各インデックスセンサ11L,11C,11Rによる各リールインデックス1Li,1Ci,1Riの検出時に、図柄番号0と共に基点ステップ数値として23をセットし、励磁パルスを1ステップ更新する毎に、ステップカウンタの値を23から22,21,・・・1,0と更新する。ステップカウンタが0になった次のステップ更新により、図柄番号を1に、ステップカウンタの値に23をセットする。   The stepping motor SM has a specification in which the step angle is about 1.43 degrees, the interruption time t for updating the excitation pulse by one step is 1.496 ms, and the motor rotates once in 504 steps. Therefore, one frame is moved in 504/21 = 24 steps. The number of steps of 24 steps for one frame is managed in descending order of 23 to 1, 0. When each reel index 1Li, 1Ci, 1Ri is detected by each index sensor 11L, 11C, 11R, the base point step together with symbol number 0 23 is set as a numerical value, and every time the excitation pulse is updated by one step, the value of the step counter is updated from 23 to 22, 21,. At the next step update when the step counter reaches 0, the symbol number is set to 1 and the value of the step counter is set to 23.

こうして、主制御装置MCでは、停止基準位置を通過する図柄が何番の何という図柄かを常時監視しており、内部抽せんの結果とストップボタン6L,6C,6Rの操作とに基づいて決定した停止図柄が停止基準位置に到達して図柄番号が停止図柄のものに更新されるステップカウンタ値23のときに、ステッピングモータSMに、A相、B相、C相、D相の各巻線を所定時間(例えば135割込に相当する201.96ms)について全てオンにする全相励磁等による停止パルスを供給し、各リール1L,1C,1Rを停止させる。停止基準位置と有効ラインとが異なる場合には、停止基準位置に停止図柄を停止させると、有効ラインに当せん役に対応した図柄が表示される関係になるように停止図柄を決定することになる。   In this way, the main controller MC constantly monitors what number the symbol that passes through the stop reference position is determined based on the result of the internal lottery and the operation of the stop buttons 6L, 6C, 6R. When the stop symbol reaches the stop reference position and the symbol number is updated to that of the stop symbol, the step counter value is 23, and each winding of the A phase, B phase, C phase, and D phase is set to the stepping motor SM. The reels 1L, 1C, and 1R are stopped by supplying a stop pulse by all-phase excitation or the like for turning on all the time (for example, 201.96 ms corresponding to 135 interruption). If the stop reference position and the active line are different, stopping the stop symbol at the stop reference position will determine the stop symbol so that the symbol corresponding to the winning combination is displayed on the active line. .

主制御装置MCは、メインCPU、ROM、RAMを備える。入力ポートI1に、各インデックスセンサ11L,11C,11R、各ストップボタン6L,6C,6R、ベットボタン3、精算ボタン4、スタートレバー5、メダル投入口2の下流に設ける投入メダルセンサ21、遊技機筐体8Bに内蔵するメダル払出装置HPの出口に設ける払出メダルセンサ23の各信号を入力している。出力ポートO1から、各ストップボタン6L,6C,6Rの内蔵LED61,62,63を、モータドライバ回路Dr1を介して各ステッピングモータ12L,12C,12R(SM)を、LEDドライバ回路Dr2を介して遊技基本ランプ類30を、ソレノイドドライバ回路Dr3を介してリール始動後に追投入されるメダルをメダル受皿8Gに落すメダルブロッカー22を、モータドライバ回路Dr4を介してメダル払出装置HPのメダル払出モータ24を各制御している。   The main controller MC includes a main CPU, a ROM, and a RAM. In the input port I1, each index sensor 11L, 11C, 11R, each stop button 6L, 6C, 6R, the bet button 3, the settlement button 4, the start lever 5, the insertion medal sensor 21 provided downstream of the medal slot 2, game machine Each signal of the payout medal sensor 23 provided at the exit of the medal payout device HP built in the housing 8B is input. From the output port O1, the built-in LEDs 61, 62, 63 of the stop buttons 6L, 6C, 6R, the stepping motors 12L, 12C, 12R (SM) via the motor driver circuit Dr1, and the game via the LED driver circuit Dr2 The basic lamps 30, the medal blocker 22 for dropping medals inserted after the reel start via the solenoid driver circuit Dr3 to the medal tray 8G, the medal paying motor 24 of the medal paying device HP via the motor driver circuit Dr4, respectively. I have control.

主制御装置MCのROM上には、規定数の掛けメダルの投入下、スタートレバー5の操作により再遊技役、入賞役(小役)、役物についての当せん役を決定する内部抽せんを実行する内部抽せん手段K、スタートレバー5の操作後で且つ前遊技の開始から最低遊技間隔の4.1秒経過後に各リール1L,1C,1Rを正転させ、内部抽せんの結果とストップボタン6L,6C,6Rの操作とに基づいて、停止操作時点から0コマ滑り(即止め)、1コマ滑り、2コマ滑り、3コマ滑り、4コマ滑りまでの許容滑りコマ数の範囲内で、有効ラインに引込むことができる当せん役に対応した図柄であって、再遊技役>入賞役(小役)>役物の順に従う役別優先順位付けと高配当優先又は図柄の組合せ数優先に従う役内優先順位付けとにより最も引込み優先順位の高い図柄を検索するロジック演算及び又は予めROM上で定義した停止制御テーブルの参照を経て決定する最も優先順位の高い図柄を引込み、且つ、当せんしていない役に対応した図柄の組合せの完成を阻止する蹴飛ばしを行い、対応するリール1L,1C,1Rを各停止させる可変表示制御手段を構成するリール制御手段Sを構築している。   On the ROM of the main controller MC, an internal lottery is executed to determine the winning combination for the re-playing winning combination, winning combination (small winning combination), and winning combination by operating the start lever 5 when a predetermined number of multiplying medals are inserted. After operating the internal lottery means K and the start lever 5, and after the minimum game interval of 4.1 seconds has elapsed since the start of the previous game, the reels 1L, 1C, 1R are rotated forward, and the result of the internal lottery and the stop buttons 6L, 6C , 6R based on the operation, and within the range of the allowable number of sliding frames from the point of stop operation to zero frame sliding (immediate stop), 1 frame sliding, 2 frame sliding, 3 frame sliding and 4 frame sliding. It is a pattern corresponding to the winning combination that can be withdrawn, and prioritization by role according to the order of re-playing role> winning role (small role)> role and priority ranking according to the priority of high dividend or the number of combinations of symbols The most attractive A combination of symbols that draws in the symbol with the highest priority that is determined through a logic operation that searches for the symbol with the highest priority and / or the reference to the stop control table defined in advance in the ROM, and that corresponds to the role that has not been won The reel control means S constituting the variable display control means for stopping the corresponding reels 1L, 1C, 1R is constructed.

また、主制御装置MCのROM上には、遊技結果が入賞なら所定枚数のメダルを払出すメダル払出手段M、遊技結果が再遊技の作動なら次ゲームの掛けメダルを自動投入するメダル自動投入手段E、遊技結果が遊技状態の移行を伴うのなら遊技状態を移行させる遊技状態移行手段J、内部抽せんに引き続いて実行するフリーズ抽せん(ここでいうフリーズは本来の遊技進行を中断して所定の演出を行うこと)により当せん役別に定めた所定確率に基づいて各リール1L,1C,1Rを数コマ逆回転させた後に正転始動させる等のスタートフリーズ演出を実行させるフリーズ実行手段Fを構築している。遊技状態には、設定変更後等の初期遊技状態又は通常状態に相当する一般中、役物に係る特別役RBBに当せんするも役物作動図柄の組合せを表示できずに当せんの権利が持ち越されたボーナス成立状態とも呼ばれる特別役内部中の遊技状態であるRBB内部中、役物作動図柄の組合せの表示によりRBBに係る役物が作動するボーナス状態とも呼ばれる役物作動中の遊技状態であるRBB作動中の3状態があり、一般中からRBB内部中に、主にRBB内部中からRBB作動中に、RBB作動中から一般中にそれぞれ遊技状態が移行し得る。   On the ROM of the main controller MC, a medal payout means M for paying out a predetermined number of medals if the game result is a win, and an automatic medal insertion means for automatically inserting the medals for the next game if the game result is a re-game operation. E, if the game result involves a transition of the game state, a game state transition means J for transitioning the game state, a freeze lottery executed following the internal lottery (the freeze here is a predetermined effect by interrupting the progress of the original game) Based on a predetermined probability determined for each winning combination, a freeze execution means F is constructed to execute a start freeze effect such as rotating the reels 1L, 1C, and 1R backward by several frames and then starting forward rotation. Yes. In the gaming state, the right of winning is carried over without being able to display the combination of the actors' operating symbols even if they hit the special role RBB related to the accessory during the general state corresponding to the initial gaming state or normal state after setting change etc. RBB, which is a gaming state during the operation of an accessory, also referred to as a bonus state in which an accessory related to the RBB is activated by the display of a combination of the actor operation symbols inside the RBB, which is a gaming state inside the special combination, also called a bonus establishment state There are three operating states, and the gaming state can shift from the general state to the inside of the RBB, mainly from the inside of the RBB to the inside of the RBB, and from the inside of the RBB to the general state.

さらに、主制御装置MCのROM上には、予め定める第1契機によりATの当せんを初期継続数(例えば50ゲーム等)について決定する第1AT決定手段H1、第1契機とは異なる第2契機によりATの当せんを初期継続数(例えば50ゲーム等)について決定する第2AT決定手段H2、第1及び第2契機とは異なる第3契機によりAT期間を延長させる上乗せ数(例えば50ゲーム等)を決定をするAT上乗せ決定手段H3、AT期間の開始から終了までのATの作動を管理するAT管理手段H4、AT期間中のストップボタン6L,6C,6Rの停止操作情報並びにAT期間終了後のRBB作動中の遊技状態に移行させる役物作動図柄を表示させるための停止操作情報を含むATに関連した指示情報を出力するAT指示情報出力手段H5を構築している。   Furthermore, on the ROM of the main controller MC, first AT determination means H1 for determining the initial continuation number (for example, 50 games, etc.) at a predetermined first trigger, a second trigger different from the first trigger The second AT determining means H2 for determining the AT winning number for the initial continuation number (for example, 50 games), and the additional number (for example, 50 games) for extending the AT period by a third opportunity different from the first and second opportunities AT addition determination means H3 for performing AT, AT management means H4 for managing the operation of the AT from the start to the end of the AT period, stop operation information of the stop buttons 6L, 6C, 6R during the AT period, and the RBB operation after the end of the AT period AT instruction information output means for outputting instruction information related to AT including stop operation information for displaying an accessory action symbol to be transferred to the game state 5 are building.

周辺制御装置SCは、サブCPU、ROM、RAMを備える。入力ポートI2に、主制御装置MCからの送信情報、ジョグダイヤルJDの信号を入力している。出力ポートO2から、ランプドライバ回路Dr5を介して表示窓80に臨む9つの図柄をリール帯10L,10C,10Rの背面から照明するリールバックランプBL1〜9を、LEDドライバ回路Dr6を介して装飾ランプ88を、LCDドライバ回路Dr7を介して液晶表示装置70を、ランプドライバ回路Dr8を介して遊技演出ランプ類700を、パワーアンプ回路Dr9を介してスピーカ91〜94を各制御している。   The peripheral control device SC includes a sub CPU, a ROM, and a RAM. Transmission information from the main controller MC and a signal of the jog dial JD are input to the input port I2. The reel back lamps BL1 to 9 that illuminate the nine symbols facing the display window 80 from the output port O2 through the lamp driver circuit Dr5 from the back of the reel bands 10L, 10C, and 10R, and the decorative lamp through the LED driver circuit Dr6. 88, the liquid crystal display device 70 via the LCD driver circuit Dr7, the game effect lamps 700 via the lamp driver circuit Dr8, and the speakers 91 to 94 via the power amplifier circuit Dr9.

主制御装置MCからの送信情報すなわち周辺制御装置SCの受信情報には、ベットボタン3の操作情報を含むメダル投入情報、スタートレバー5の操作情報を含むリール始動情報、内部抽せんによる当せんフラグ情報、ストップボタン6L,6C,6Rの操作情報、遊技結果情報、遊技状態情報、フリーズ実行情報、AT作動開始情報、AT上乗せ情報、AT作動終了情報、AT関連指示情報、エラー情報等、主制御装置MCで検出し又は決定若しくは実行する各種情報が含まれる。   The transmission information from the main control device MC, that is, the reception information of the peripheral control device SC includes medal insertion information including operation information of the bet button 3, reel start information including operation information of the start lever 5, winning flag information by internal lottery, Main control device MC such as operation information of stop buttons 6L, 6C, 6R, game result information, game state information, freeze execution information, AT operation start information, AT addition information, AT operation end information, AT related instruction information, error information, etc. Various information to be detected or determined or executed is included.

周辺制御装置SCのROM上には、主制御装置MCからの受信情報に基づいて、演出表示装置7を構成する液晶表示装置70や遊技演出ランプ類700に、AT指示情報出力手段H5から出力するATに関連した指示情報に従ったナビを表示させるナビ手段X、ナビ手段Xの表示に連動してスピーカ91〜94から操作すべきストップボタンが左か中か右かを音声で知らせる音声ナビ手段Y、遊技状態、スタートフリーズ演出、AT期間等に応じて液晶表示装置70に映し出す動画展開等を変更表示させる演出表示手段Z、これに連動してスピーカ91〜94から効果音やBGMを出音させる効果音出力手段Wを構築している。   On the ROM of the peripheral control device SC, the AT instruction information output means H5 outputs to the liquid crystal display device 70 and the game effect lamps 700 constituting the effect display device 7 on the basis of the received information from the main control device MC. Navigation means X for displaying navigation in accordance with instruction information related to the AT, and voice navigation means for notifying the stop button to be operated from the speakers 91 to 94 by the voice in conjunction with the display of the navigation means X. Y, game state, start freeze effect, effect display means Z for changing and displaying the video development projected on the liquid crystal display device 70 according to the AT period, etc., and sound effects and BGM are output from the speakers 91 to 94 in conjunction with this The sound effect output means W to be constructed is constructed.

図4に、内部抽せんで決定される作動に係る条件装置すなわち当せん役(当せんフラグ)に対応する有効ライン上の図柄の組合せを示す。役物を作動させる特別役RBBとして、第一種特別役物RBに係る役物連続作動装置RBBを構成するいわゆる一種ビッグボーナスに係る第1特別役RBB1と同じく一種ビッグボーナスに係る第2特別役RBB2とを定義し、新たな遊技媒体の投入無しで次遊技が行える再遊技役としてREP1を定義し、遊技メダルを獲得できる入賞役すなわち小役としてNML1〜17を定義している。一つの欄に複数の図柄を列挙しているものがあるが、例えばNML3について言うと、左リール1Lの図柄はスイカ又はブランク1という意味である。備考欄に、各役に対応した表示窓80中の表示出目の一例を示す。   FIG. 4 shows a combination of symbols on the effective line corresponding to the condition device related to the operation determined by the internal lottery, that is, the winning combination (winning flag). As the special role RBB for actuating the special feature, the second special feature related to the big bonus same as the first special feature RBB1 related to the so-called kind big bonus constituting the special feature continuous actuating device RBB related to the first type special special feature RB RBB2 is defined, REP1 is defined as a re-playing role that allows the next game to be executed without introducing a new game medium, and NML 1 to 17 are defined as winning roles that can acquire game medals, that is, small roles. There are those that list a plurality of symbols in one column. For example, when referring to NML3, the symbol of the left reel 1L means watermelon or blank 1. An example of display items in the display window 80 corresponding to each combination is shown in the remarks column.

小役NML1は、有効ラインである中段ラインに「リプレイ」−「リプレイ」−「スイカ」を表示できると上段ラインにベル1〜3が並ぶ上段ベルを表示でき、小役NML2は、同中段ラインに「リプレイ」−「ベル1」−「リプレイ」を表示できると右下がりラインにベル1〜3が並ぶ右下がりベルを表示でき、小役NML3は、同中段ラインに「スイカ又はブランク1」−「ベル1」−「スイカ」を表示できると右上がりラインにベル1〜3が並ぶ右上がりベルを表示できる。これらは、所定の停止操作適合時(押し順正解時)に表示され、それぞれ9枚のメダルが払出される高配当役(9枚役)である。各高配当役NML1〜3の適合停止操作(正解押し順)は相互に異なる。   If the small role NML1 can display “replay”-“replay”-“watermelon” on the middle line which is the active line, the small bell NML2 can display the upper bell on which the bells 1 to 3 are arranged on the upper line. "Replay"-"Bell 1"-If "Replay" can be displayed, a right-down bell lined with Bells 1-3 can be displayed on the right-down line, and the small role NML3 can display "Watermelon or Blank 1" on the same middle line- If "Bell 1"-"Watermelon" can be displayed, a right-up bell with bells 1 to 3 aligned on the right-up line can be displayed. These are high payout winning combinations (9 winning combinations) that are displayed when a predetermined stop operation is adapted (in the correct push order), and each of which is paid out with nine medals. The conforming stop operation (correct answer push order) of each of the high payout combinations NML1 to NML3 is different from each other.

小役NML4〜15は、停止操作不適合時(押し順不正解時)に表示でき、1枚のメダルが払出される低配当役(1枚役1〜12)である。小役NML16は、1枚役として定義しているが、表示を意図しておらず、停止制御を変更するための制御変更用条件装置として機能する。小役NML17は、右上がりラインにチェリーを揃えることもできる、6枚のメダルが払出される6枚役であり、図柄引込率PB=12×21×12/9261=3024/9261で、取りこぼした場合、メダルの払出しはない。   The small combinations NML 4 to 15 are low payout combinations (one combination 1 to 12) that can be displayed when the stop operation is inappropriate (when the pressing order is incorrect) and one medal is paid out. The small combination NML 16 is defined as a single combination, but is not intended to be displayed, and functions as a control change condition device for changing stop control. The small role NML17 is a 6-card role where 6 medals can be paid out, and cherries can be arranged on the right-up line, and it was missed with the symbol pull-in rate PB = 12 × 21 × 12/9261 = 3024/9261 If there is no medal payout.

図5に、内部抽せんでの各当せんエリアと作動する条件装置(当せん役)の関係を示す。内部抽せんは、スタートレバー5の操作時、主制御装置MCのRAM上で高速更新する例えば2バイトカウンタから抽出する乱数値が、その取り得る0〜65535の範囲内に予め区分した何れの当せんエリアに属するか否かで当該ゲームでの作動に係る条件装置すなわち当せん役を決定する。当選エリアは、何れの役にも当せんしない不当せん、入賞役(小役)に対応する、小役ALL、1枚役ALL、チェリー及び押し順ベル1〜12の各択役、再遊技役に対応するリプレイ、特別役に対応するRBBを含み、各欄列挙の条件装置(役)を重複当せん又は単独当せんさせる。当せんエリアは、一般中、RBB内部中、RBB作動中の各遊技状態に応じて異なる。   FIG. 5 shows the relationship between each winning area in the internal lottery and the operating condition device (winning combination). The internal lottery is any winning area in which the random number value extracted from, for example, a 2-byte counter that is updated at high speed on the RAM of the main controller MC when the start lever 5 is operated is preliminarily divided within the range of 0 to 65535 that can be taken. The condition device related to the operation in the game, that is, the winning combination is determined depending on whether or not it belongs to. In the winning area, there is no mischief that won't win any of the roles, prize winning roles (small roles), small roles ALL, single-sheet roles ALL, cherry and push-bells 1 to 12 optional roles, replaying roles The corresponding replay and RBB corresponding to the special combination are included, and the condition device (comb) listed in each column is won in duplicate or single. The winning area varies depending on the game state in general, inside the RBB, and during RBB operation.

不当せんエリアは、RBB内部中になく、一般中及びRBB作動中に設けている。ただし、RBB内部中にも狭い不当せんエリアを設けてもよい。小役ALL、1枚役ALLは、RBB作動中の専用小役であり、小役ALLの当せん時は、停止操作(押し順)に拘らず何れか一の高配当役NML1〜3が入賞して9枚のメダルが払出され、1枚役ALLの当せん時は、停止操作(押し順)に拘らず何れか一の低配当役NML4〜15が入賞して1枚のメダルが払出される。チェリーと、押し順ベル1〜12の各択役とは、一般中及びRBB内部中の小役である。リプレイは、RBB作動中には設けていない。特別役RBBは一般中のみで抽せんし、RBB1とRBB2とを重複当せんさせ、一般中又はRBB内部中、有効ラインである中段ラインにRBB作動図柄の組合せであるRBB1対応の「赤7」−「赤7」−「赤7」又はRBB2対応の「バー」−「バー」−「赤7」を表示できると、次ゲームからRRB作動中の遊技状態となる。なお、RBB作動中は常にRB作動中となる仕様にしており、規定獲得枚数である例えば63枚を超えるメダルが払出されたゲーム限りで終了し、次ゲームから一般中の遊技状態に復帰する。   The fraud area is not inside the RBB, but in general and during RBB operation. However, a narrow unjustified area may also be provided inside the RBB. The small role ALL and the single role ALL are dedicated small roles during RBB operation. When the small role ALL is won, one of the high payout roles NML1 to NML1 wins regardless of the stop operation (push order). Nine medals are paid out, and when one winning combination ALL is won, regardless of the stop operation (push order), any one of the low payout NML4 to 15 wins and one medal is paid out. Cherry and each selection combination of push order bells 1 to 12 are small combinations in the general and RBB interiors. Replay is not provided during RBB operation. The special role RBB is drawn only in general, and RBB1 and RBB2 are overlapped, and in the general or inside RBB, the red line corresponding to RBB1 which is a combination of RBB operation symbols is applied to the middle line which is an effective line. If "Red 7"-"Red 7" or "Bar"-"Bar"-"Red 7" corresponding to RBB2 can be displayed, the game state in which the RRB is operating from the next game is entered. It should be noted that during the RBB operation, the specification is such that the RB operation is always performed, and the game ends when the game has paid out medals exceeding the prescribed acquisition number, for example, 63, and returns to the general game state from the next game.

択役中、押し順ベル1は、第一番目に左リール1L、第二番目に中リール1C、第三番目に右リール1Rを止める押し順表記(以下、同様)で「左中右」、押し順ベル2は「左右中」、押し順ベル3は「中左右」、押し順ベル4は「中右左」、押し順ベル5は「右左中」、押し順ベル6は「右中左」、押し順ベル7は「左中右」、押し順ベル8は「左右中」、押し順ベル9は「中左右」、押し順ベル10は「中右左」、押し順ベル11は「右左中」、押し順ベル12は「右中左」がそれぞれ正解押し順となり、AT期間中はAT指示情報出力手段H5から出力する当せんに係る押し順ベルの正解押し順情報(「左中右」等)に基づいて液晶表示装置70上に表示させる押し順ナビ(ストップボタン6L,6C,6Rのボタン位置に対応づけた押し順番号の表示等)どおりに停止操作することにより、容易に押し順に正解でき、重複当せん対象に含む一の高配当役NML1〜3に係る図柄の組合せを表示できて払出メダル9枚の高配当が得られる。正解の押し順以外は不正解の押し順となり、図柄引込率PBの関係から概ね1/2の確率でNML4〜15の1枚役を表示できてメダルの払出しが1枚となることもあれば、取りこぼして払出し無しとなることもある。また、RBB内部中、網掛欄(米印1〜8)において、RBB1又はRBB2によるRBB作動図柄の組合せが表示される場合がある。   During selection, the push order bell 1 is “left middle right” in a push order notation (hereinafter, the same applies) that stops the left reel 1L first, the second reel 1C second, and the right reel 1R third. Push order bell 2 is “left and right middle”, push order bell 3 is “middle left and right”, push order bell 4 is “middle right left”, push order bell 5 is “right left middle”, push order bell 6 is “right middle left” , Push order bell 7 is “left middle right”, push order bell 8 is “left / right middle”, push order bell 9 is “middle left / right”, push order bell 10 is “middle right left”, push order bell 11 is “right left middle” ”, In the push order bell 12,“ right middle left ”is the correct push order, and during the AT period, the correct push order information (“ left middle right ”, etc.) of the push order related to the winning that is output from the AT instruction information output means H 5. ) In accordance with the push-button navigation (displayed on the liquid crystal display device 70) (corresponding to the button positions of the stop buttons 6L, 6C, 6R) By displaying the stop number in the same manner, the correct answer can be easily answered in the push order, the combination of symbols related to one high payout combination NML1 to 3 included in the duplicate winning target can be displayed, and the nine payout medals Dividends are obtained. Other than the correct answer push order, the incorrect answer push order will be, and from the relationship of the symbol pull-in rate PB, one piece of NML4-15 can be displayed with a probability of approximately 1/2, and the medal payout may be one. If you miss out, you may get no payout. Moreover, in the inside of RBB, the combination of RBB operation | movement symbol by RBB1 or RBB2 may be displayed in a shaded column (US mark 1-8).

図4に示したように、NML4〜15の1枚役中、第1グループNML4〜7の左図柄(リプレイ又はチェリー)、同第2グループNML8〜11の中図柄(ベル1)、同第3グループNML12〜15の右図柄(スイカ)は、0〜4コマの許容滑りコマ数の範囲内で有効ラインの中段ラインに引込むことができる図柄の図柄番号(以下、引込可能図柄番号という)は一リール21コマ分全部(0〜20)であり、図柄引込率PB=1(100%)である。よって、左第一停止の順押しが高配当の要件となる押し順ベル1,2,7,8の重複当せん対象役に第1グループから選定した役を含ませ、中第一停止の中押しが高配当の要件となる押し順ベル3,4,9,10の重複当せん対象役に第2グループから選定した役を含ませ、右第一停止の逆押しが高配当の要件となる押し順ベル5,6,11,12の重複当せん対象役に第3グループから選定した役を含ませている。   As shown in FIG. 4, the left symbol (replay or cherry) of the first group NML4-7, the middle symbol (bell 1), the third of the second group NML8-11, The right symbols (watermelons) of the groups NML12 to 15 have a symbol number (hereinafter referred to as a drawable symbol number) of symbols that can be drawn into the middle line of the effective line within the allowable number of sliding frames of 0 to 4 frames. The reels are all 21 frames (0 to 20), and the symbol pull-in rate PB = 1 (100%). Therefore, the combination selected from the 1st group is included in the overlapping winning combinations of the push order bells 1, 2, 7, and 8 where the forward push of the left first stop is a requirement for high dividend, Push order bells 3, 4, 9, and 10 that are required for high dividends include the roles selected from the second group in the winning combinations, and the push order bell that requires reverse push of the right first stop is the requirement for high dividends The combinations selected from the third group are included in the 5, 6, 11 and 12 overlapping winning combinations.

第1グループ中、NML4と5の中図柄は、一方側(NML4のバー又はブランク2)の引込可能図柄番号(この例では0〜11となる。図2参照。以下、同様。)と他方側(NML5の赤7又はブランク1)の引込可能図柄番号(12〜20)との間で重なりはなく、21コマ分を象徴的なボーナス図柄の一つである「バー」が存在する領域(以下、バー存在領域という)とボーナス図柄の他の一つである「赤7」が存在する領域(以下、赤7存在領域という)とに大略半々に分かち、NML4と5の右図柄は、一方側(NML4の赤7又はブランク2)の引込可能図柄番号(7〜15)と他方側(NML5のバー又はブランク1又はベル2)の引込可能図柄番号(16〜20,0〜6)との間で重なりはなく、21コマ分を同様に赤7存在領域とバー存在領域とに大略半々に分かつ関係にある。第1グループのNML6と7の中図柄間及び右図柄間も同様な関係にある。   In the first group, the middle symbols of NML 4 and 5 are retractable symbol numbers on this side (NML4 bar or blank 2) (in this example, 0 to 11. See FIG. 2, the same applies hereinafter) and the other side. There is no overlap with the drawable symbol number (12 to 20) of (NML5 red 7 or blank 1), and there is a “bar” that is one of the symbolic bonus symbols for 21 frames (below) , The area where the bar is present) and the other area where the red symbol “Red 7” is present (hereinafter referred to as the “red 7 area”). Between the retractable symbol number (7-15) of NML4 red 7 or blank 2 and the retractable symbol number (16-20, 0-6) of the other side (bar or blank 1 or bell 2 of NML5) There is no overlap, and 21 frames are also red 7 Are in a relationship that divide the roughly half and half in the area and the bar existence region. There is a similar relationship between the middle symbols and the right symbols of the NMLs 6 and 7 in the first group.

ただし、NML4とNML5との関係では、NML4の中図柄はバー存在領域に右図柄は赤7存在領域にあり、NML5の中図柄は赤7存在領域に右図柄はバー存在領域にあり、NML4+5を含む択役を左第一停止又は左第二停止以外で取りこぼした場合、RBB1の役物作動図柄を表示できるのに対し、NML6の中図柄及び右図柄は何れもバー存在領域にあり、NML7の中図柄及び右図柄は何れも赤7存在領域にあり、NML6+7を含む択役を左第一停止又は左第二停止以外で取りこぼした場合、RBB2の役物作動図柄を表示できることになる。   However, in the relationship between NML4 and NML5, the middle symbol of NML4 is in the bar presence region, the right symbol is in the red 7 presence region, the middle symbol of NML5 is in the red 7 presence region, the right symbol is in the bar presence region, and NML4 + 5 is set. When the selected combination including the left first stop or the second left stop is missed, the action symbol of RBB1 can be displayed, whereas the middle symbol and right symbol of NML6 are both in the bar existence area, and NML7 Both the middle symbol and the right symbol are in the red 7 existence area, and when the winning combination including NML6 + 7 is missed other than the first left stop or the second left stop, the RBB2 actuating symbol can be displayed.

第2グループ中、NML8と9の左図柄間、NML10と11の左図柄間も、引込可能図柄番号が重ならずに21コマ分を赤7存在領域とバー存在領域とに大略半々に分かつ関係にあるが、NML8と9の右図柄間、NML10と11の右図柄間は、一方側(NML8,11のベル1又はブランク2)の引込可能図柄番号(5〜17)と他方側(NML9,10のベル2又はベル3)の引込可能図柄番号(0〜4,18〜20)との間で重なりはないが、21コマ分を、ボーナス図柄たる右の赤7が存在するも赤7を右図柄に含めないことから赤7の表示を回避する領域(図柄番号5〜17)とこれ以外の領域(図柄番号0〜4,18〜20)とに大略半々に分かつ関係となり、かつ、赤7の表示を回避する領域以外の領域から赤7を引込むことは不可能なため、仮にNML8+9又はNML10+11だけを重複当せん対象にした場合、如何に取りこぼしたとしても、役物作動図柄を表示することはできない。   In the second group, between the left symbols of NML8 and 9 and between the left symbols of NML10 and 11, 21 frames with no drawable symbol numbers are divided into the red 7 existing area and the bar existing area approximately in half. However, between the right symbols of NML8 and 9 and between the right symbols of NML10 and 11, the retractable symbol number (5-17) on one side (NML8, 11 bell 1 or blank 2) and the other side (NML9, There is no overlap with the drawable symbol number (0-4, 18-20) of 10 Bell 2 or Bell 3), but there are 21 frames, red 7 on the right as a bonus symbol, but red 7 Since it is not included in the right symbol, it is divided in half and half between the region (symbol number 5-17) that avoids the display of red 7 and the other region (symbol number 0-4, 18-20). Red 7 is drawn from the area other than the area where display of 7 is avoided Because impossible and, if case of NML8 + 9 or NML10 + 11 only into overlapping winning target, even how missed, it is not possible to display the character object operation pattern.

このため、NML8+9又はNML10+11は、NML4+5又はNML6+7と重複当せんさせて用いることになり、NML8+9又はNML10+11を重複当せん対象に含めると、中第一停止の場合、中図柄の引込率が1(100%)のため、中第一停止時の取りこぼし時に役物作動図柄を表示することはできなくなる。   For this reason, NML8 + 9 or NML10 + 11 will be used in duplicate with NML4 + 5 or NML6 + 7. If NML8 + 9 or NML10 + 11 is included in the duplicated winning target, the middle symbol withdrawal rate is 1 (100%). For this reason, it is not possible to display the accessory operating symbol when the middle first stop is missed.

第3グループ中、NML12と13の中図柄間、NML14と15の中図柄間も、引込可能図柄番号が重ならずに21コマ分を赤7存在領域とバー存在領域とに大略半々に分かつ関係にあるが、NML12と13の左図柄間、NML14と15の左図柄間は、一方側(NML12,14のベル2又はベル3)の引込可能図柄番号(3〜14)と他方側(NML13,15のベル1又はブランク2)の引込可能図柄番号(0〜2,16〜20)との間で重なりはないが、21コマ分を、ボーナス図柄たる左のバーが存在するもバーを左図柄に含めないことからバーの表示を回避する領域(図柄番号3〜14。以下、バー表示回避領域という。)とボーナス図柄たる左の赤7が存在するも赤7を左図柄に含めないことから赤7の表示を回避する領域(図柄番号0〜2,16〜20。以下、赤7表示回避領域という)とに大略半々に分かつ関係となる。   In the third group, between NML12 and 13 middle symbols, and between NML14 and 15 middle symbols, the drawable symbol numbers do not overlap, and 21 frames are roughly divided into red 7 existing area and bar existing area. However, between the left symbols of NML12 and 13 and between the left symbols of NML14 and 15, the retractable symbol number (3-14) on one side (Bell 2 or Bell 3 of NML12, 14) and the other side (NML13, There is no overlap with the drawable symbol number (0 to 2, 16 to 20) of 15 bell 1 or blank 2), but there is a left bar which is a bonus symbol for 21 frames, but the bar is left Because there is an area for avoiding bar display (design numbers 3 to 14; hereinafter referred to as bar display avoidance area) and red 7 as a bonus symbol, red 7 is not included in the left symbol. Area that avoids the display of red 7 (Symbol number 0~2,16~20. Hereinafter referred to as red 7 display avoidance area) the relationship that divide the roughly half and half in the.

しかし、バー表示回避領域以外の領域である赤7表示回避領域からバーを引込むことも、赤7表示回避領域以外の領域であるバー表示回避領域から赤7を引込むことも2コマ程度の狭い範囲内で可能にしているため、NML12+13又はNML14+15を含む択役を、中第一停止、左第二停止により取りこぼした場合、RBB1又はRBB2の役物作動図柄を表示できることになる。   However, pulling a bar from the red 7 display avoidance area that is an area other than the bar display avoidance area or pulling red 7 from the bar display avoidance area that is an area other than the red 7 display avoidance area is a narrow range of about two frames. Therefore, when an optional combination including NML12 + 13 or NML14 + 15 is missed by the middle first stop and the left second stop, the accessory action symbol of RBB1 or RBB2 can be displayed.

図6に示すように、以上の1枚役(低配当役)NML4〜15の重複当せん仕様により、RBB内部中であって有利遊技期間であるAT期間が終了等した役物作動図柄表示待ち期間であるRBB作動図柄表示待ち期間において、AT指示情報出力手段H5から出力する当せんに係る押し順ベルの正解押し順とは異なるRBB作動図柄の表示に適合する押し順情報(「右中左」等)に基づいて液晶表示装置70上に表示させるストップボタン6L,6C,6Rの押し順(ボタン位置に対応づけた番号。以下、ボタン位置対応番号という)ナビと狙うべき図柄のナビに従い、下記[1]〜[8]のとおり、RBB作動図柄の組合せを表示できることになる。米印の番号は、図5中と対応している。   As shown in FIG. 6, due to the overlapping winning specification of the above one-sheet combination (low payout combination) NML 4 to 15, the actor action symbol display waiting period in which the AT period, which is an advantageous game period, ends within the RBB In the RBB action symbol display waiting period, the push order information suitable for the display of the RBB action symbols different from the correct push order of the push order bell related to the win outputted from the AT instruction information output means H5 ("right middle left" etc. ) On the liquid crystal display device 70 based on the order of pushing the stop buttons 6L, 6C, 6R (numbers associated with the button positions; hereinafter referred to as button position corresponding numbers) and the navigation of the symbol to be targeted, As shown in 1] to [8], the combination of RBB operation symbols can be displayed. The number of the US mark corresponds to that in FIG.

[1]RBB内部中の押し順ベル1又は2の当せん時、ボタン位置対応番号で312の「中右左」の押し順ナビ及び「赤7−赤7−赤7」狙いナビに従い、中図柄にNML5の「赤7」を表示した後、右図柄にNML5の右図柄の引込可能図柄番号(バー存在領域)以外で且つ赤7の引込範囲内で停止操作すると、役物よりも小役の図柄を優先引込みするリール停止制御の原則に矛盾することなく、右図柄に「赤7」を表示でき、左図柄に中「赤7」と右「赤7」と組合せで表示可能な「赤7」を表示でき、RBB1の役物作動図柄の組合せを表示できる。この例の場合、「赤7」が表示窓80の上段に現れたときに目押しをすることにより、比較的容易に役物作動図柄の組合せを表示できる。 [1] When the push order bell 1 or 2 in the RBB is hit, follow the push order navigation of “middle right left” 312 and the target navigation of “red 7-red 7-red 7” with the button position corresponding numbers. After displaying “Red 7” of NML5, if you stop operation within the pull-in range of red 7 other than the drawable symbol number (bar existing area) of the right symbol of NML5 on the right symbol, the symbol of the small role rather than the accessory “Red 7” can be displayed in combination with “Red 7” and “Red 7” in the middle of the left design without conflicting with the principle of reel stop control. Can be displayed, and the combination of the RBB1 accessory operation symbols can be displayed. In the case of this example, when “red 7” appears in the upper part of the display window 80, the combination of the accessory action symbols can be displayed relatively easily.

[2]RBB内部中の押し順ベル1〜4の当せん時、ボタン位置対応番号で321の「右中左」の押し順ナビ及び「赤7−赤7−赤7」狙いナビに従い、右図柄にNML4の「赤7」を表示した後、中図柄にNML4の中図柄の引込可能図柄番号(バー存在領域)以外で且つ赤7の引込範囲内で停止操作すると、役物よりも小役の図柄を優先引込みするリール停止制御の原則に矛盾することなく、中図柄に「赤7」を表示でき、左図柄に中「赤7」と右「赤7」と組合せで表示可能な「赤7」を表示でき、RBB1に対応する役物作動図柄の組合せを表示できる。この例の場合も、「赤7」が表示窓80の上段に現れたときに目押しをすることにより、比較的容易に役物作動図柄の組合せを表示できる。 [2] When the push order bells 1 to 4 inside the RBB are hit, the right design follows the push order navigation of “right middle left” 321 and the target navigation of “red 7-red 7-red 7” with the button position corresponding number. After displaying “Red 7” of NML4 in the middle symbol, if the stop operation is performed within the drawing range of red 7 other than the symbol that can be drawn in the middle symbol of NML4 (bar existing area) in the middle symbol, “Red 7” can be displayed in the middle symbol without any contradiction to the principle of reel stop control that preferentially pulls in the symbol, and “Red 7” can be displayed in combination with the middle “red 7” and right “red 7” in the left symbol. ”Can be displayed, and a combination of accessory action symbols corresponding to RBB1 can be displayed. Also in this example, when “red 7” appears in the upper part of the display window 80, the combination of the accessory action symbols can be displayed relatively easily.

[3]RBB内部中の押し順ベル5又は12の当せん時、ボタン位置対応番号で213の「中左右」の押し順ナビ及び「赤7−赤7−赤7」狙いナビに従い、中図柄にNML13の「赤7」を表示した後、左図柄にNML13の左図柄の引込可能図柄番号(赤7表示回避領域)以外で且つ赤7の引込範囲内で停止操作すると、役物よりも小役の図柄を優先引込みするリール停止制御の原則に矛盾することなく、左図柄に「赤7」を表示でき、右図柄に左「赤7」と中「赤7」と組合せで表示可能な「赤7」を表示でき、RBB1に対応する役物作動図柄の組合せを表示できる。この例の場合、左リールについては、「赤7」が表示窓80の上段に現れたときに目押しをするとベル1を引込んで赤7を表示することはできないが、リールの回転周期を頼りに「赤7」が表示窓80から通り過ぎた後に一周期よりやや早めに停止操作することにより左「赤7」を表示でき、RBB1に係る役物作動図柄の組合せを表示できる。 [3] When the push order bell 5 or 12 in the inside of the RBB is hit, follow the push order navigation of “center left and right” of 213 and the target navigation of “red 7-red 7-red 7” with the button position corresponding numbers. After displaying “Red 7” of NML13, if the stop operation is performed within the drawing range of red 7 other than the drawable symbol number (red 7 display avoidance area) of the left symbol of NML13 on the left symbol, it will be smaller than the accessory “Red 7” can be displayed on the left design without conflicting with the principle of reel stop control that preferentially pulls in the design of “Red”, which can be displayed in combination with the left “Red 7” and the middle “Red 7” on the right design. 7 "can be displayed, and a combination of the accessory action symbols corresponding to RBB1 can be displayed. In this example, for the left reel, if “red 7” appears in the upper part of the display window 80 and is pressed, the bell 1 cannot be drawn and the red 7 cannot be displayed. When “red 7” passes through the display window 80, the left “red 7” can be displayed by stopping the operation slightly earlier than one cycle, and the combination of the actuating symbols related to the RBB 1 can be displayed.

[4]RBB内部中の押し順ベル6又は11の当せん時、ボタン位置対応番号で213の「中左右」の押し順ナビ及び「赤7−赤7−赤7」狙いナビに従い、中図柄にNML14の「赤7」を表示した後、左図柄にNML14の左図柄の引込可能図柄番号(バー表示回避領域)以外で且つ赤7の引込範囲内で停止操作すると、役物よりも小役の図柄を優先引込みするリール停止制御の原則に矛盾することなく、左図柄に「赤7」を表示でき、右図柄に左「赤7」と中「赤7」と組合せで表示可能な「赤7」を表示でき、RBB1に対応する役物作動図柄の組合せを表示できる。この例の場合、左リールについても、「赤7」が表示窓80の上段に現れたときに目押しをすることにより、比較的容易に役物作動図柄の組合せを表示できる。 [4] When the push order bell 6 or 11 inside the RBB is hit, follow the push order navigation of the “center left and right” 213 and the target navigation of “red 7-red 7-red 7” with the button position corresponding numbers. After displaying “Red 7” of NML14, if you stop operation within the drawing range of red 7 other than the drawable symbol number (bar display avoidance area) of the left symbol of NML14 on the left symbol, “Red 7” can be displayed on the left symbol without any contradiction to the principle of reel stop control that preferentially pulls in the symbol, and “Red 7” can be displayed in combination with the left “red 7” and the middle “red 7” on the right symbol. ”Can be displayed, and a combination of accessory action symbols corresponding to RBB1 can be displayed. In the case of this example, also for the left reel, when the “red 7” appears on the upper stage of the display window 80, the combination of the accessory action symbols can be displayed relatively easily.

[5]RBB内部中の押し順ベル7又は8の当せん時、ボタン位置対応番号で312の「中右左」の押し順ナビ及び「バー−バー−赤7」狙いナビに従い、中図柄にNML6の「バー」を表示した後、右図柄にNML6の右図柄の引込可能図柄番号(バー存在領域)以外で且つ赤7の引込範囲内で停止操作すると、役物よりも小役の図柄を優先引込みするリール停止制御の原則に矛盾することなく、右図柄に「赤7」を表示でき、左図柄に中「バー」と右「赤7」と組合せで表示可能な「バー」を表示でき、RBB2の役物作動図柄の組合せを表示できる。この例の場合、「バー」や「赤7」が表示窓80の上段に現れたときに目押しをすることにより、比較的容易に役物作動図柄の組合せを表示できる。 [5] When the push order bell 7 or 8 inside the RBB is hit, according to the push order navigation of 312 “middle right left” and “bar-bar-red 7” aim navigation with the button position corresponding number, the middle symbol of NML6 After “Bar” is displayed, if a stop operation is performed within the pull-in range of red 7 other than NML6's right-drawable symbol number (bar existing area) in the right symbol, the symbol of the small role is preferentially drawn over the accessory. Without conflicting with the principle of reel stop control, “Red 7” can be displayed on the right symbol, and “Bar” that can be displayed in combination with “R” on the left and “Red 7” on the right can be displayed on the left symbol. The combination of the actuating symbols can be displayed. In the case of this example, when the “bar” or “red 7” appears on the upper stage of the display window 80, the combination of the accessory action symbols can be displayed relatively easily.

[6]RBB内部中の押し順ベル7〜10の当せん時、ボタン位置対応番号で321の「右中左」の押し順ナビ及び「バー−バー−赤7」狙いナビに従い、右図柄にNML7の「赤7」を表示した後、中図柄にNML7の中図柄の引込可能図柄番号(赤7存在領域)以外で且つバーの引込範囲内で停止操作すると、役物よりも小役の図柄を優先引込みするリール停止制御の原則に矛盾することなく、中図柄に「バー」を表示でき、左図柄に中「バー」と右「赤7」と組合せで表示可能な「バー」を表示でき、RBB2に対応する役物作動図柄の組合せを表示できる。この例の場合も、「赤7」や「バー」が表示窓80の上段に現れたときに目押しをすることにより、比較的容易に役物作動図柄の組合せを表示できる。 [6] When the push order bells 7 to 10 in the inside of the RBB are hit, follow the push order navigation of the button position corresponding number 321 “Right Middle Left” and the “Bar-Bar-Red 7” target navigation, and the NML7 on the right pattern After “Red 7” is displayed, if a stop operation is performed within the pull-in range of the bar other than NML7's middle symbol drawable symbol number (red 7 existing area) in the middle symbol, a symbol that is smaller than an accessory will be displayed. “Bar” can be displayed on the middle symbol without conflicting with the principle of reel stop control to be drawn in preferentially, and “Bar” can be displayed on the left symbol in combination with the middle “bar” and the right “red 7”. The combination of the accessory action symbols corresponding to RBB2 can be displayed. Also in this example, by pressing when “red 7” or “bar” appears in the upper stage of the display window 80, the combination of the accessory action symbols can be displayed relatively easily.

[7]RBB内部中の押し順ベル11又は6の当せん時、ボタン位置対応番号で213の「中左右」の押し順ナビ及び「バー−バー−赤7」狙いナビに従い、中図柄にNML15の「バー」を表示した後、左図柄にNML15の左図柄の引込可能図柄番号(赤7表示回避領域)以外で且つバーの引込範囲内で停止操作すると、役物よりも小役の図柄を優先引込みするリール停止制御の原則に矛盾することなく、左図柄に「バー」を表示でき、右図柄に左「バー」と中「バー」と組合せで表示可能な「赤7」を表示でき、RBB2に対応する役物作動図柄の組合せを表示できる。この例の場合、左リールについても、「バー」が表示窓80の上段に現れたときに目押しをすることにより「バー」を表示でき、比較的容易に役物作動図柄の組合せを表示できる。 [7] When hitting the push order bell 11 or 6 inside the RBB, follow the push order navigation of 213 “middle left and right” and the “bar-bar-red 7” target navigation with the button position corresponding number, and the NML15 on the middle symbol After “Bar” is displayed, if a stop operation is performed within the pull-in range of the bar other than NML15's pull-in symbol number (red 7 display avoidance area) on the left symbol, the symbol of the small role has priority over the bonus Without contradicting the principle of the reel stop control to be pulled in, “bar” can be displayed on the left symbol, “red 7” that can be displayed in combination with left “bar” and middle “bar” can be displayed on the right symbol, and RBB2 The combination of the accessory action symbols corresponding to can be displayed. In the case of this example, also for the left reel, when the “bar” appears in the upper part of the display window 80, the “bar” can be displayed by pressing, and the combination of the accessory action symbols can be displayed relatively easily. .

[8]RBB内部中の押し順ベル12又は5の当せん時、ボタン位置対応番号で213の「中左右」の押し順ナビ及び「バー−バー−赤7」狙いナビに従い、中図柄にNML12の「バー」を表示した後、左図柄にNML12の左図柄の引込可能図柄番号(バー表示回避領域)以外で且つバーの引込範囲内で停止操作すると、役物よりも小役の図柄を優先引込みするリール停止制御の原則に矛盾することなく、左図柄に「バー」を表示でき、右図柄に左「バー」と中「バー」と組合せで表示可能な「赤7」を表示でき、RBB2に対応する役物作動図柄の組合せを表示できる。この例の場合、左リールについては、「バー」が表示窓80の上段に現れたときに目押しをするとベル2を引込んでバーを表示することはできないが、リールの回転周期を頼りに「バー」が表示窓80から通り過ぎた後に一周期よりやや早めに停止操作することにより左「バー」を表示でき、RBB2に係る役物作動図柄の組合せを表示できる。 [8] When the push order bell 12 or 5 inside the RBB is hit, according to the push order navigation of the button position corresponding number 213 "middle left and right" and the target navigation "bar-bar-red 7", the middle symbol of NML12 After “Bar” is displayed, if a stop operation is performed within the pull-in range of the bar other than NML12's left-drawable symbol number (bar display avoidance area) in the left symbol, the symbol of the small role is preferentially drawn over the accessory. Without conflicting with the principle of reel stop control, “bar” can be displayed on the left symbol, “red 7” that can be displayed in combination with left “bar” and middle “bar” can be displayed on the right symbol, and can be displayed on RBB2. Corresponding combination of actor action symbols can be displayed. In this example, with respect to the left reel, if the “bar” appears in the upper stage of the display window 80 and is pushed, the bell 2 cannot be drawn and the bar cannot be displayed. The left “bar” can be displayed by stopping operation slightly earlier than one cycle after the “bar” has passed from the display window 80, and the combination of the actuating symbols related to the RBB 2 can be displayed.

図7に示すように、一般中の遊技状態時、例えば、特別役RBB(RBB1+RBB2)の当せんエリアの大きさは1300(当せん確率でいうと、1300/65536≒1/50.41)、押し順ベル1〜12の各択役の当せんエリアの大きさは2404又は2403で全体として28844(当せん確率でいうと、28844/65536)、チェリーの当せんエリアの大きさは655(当せん確率でいうと、655/65536)、リプレイの当せんエリアの大きさは8978(当せん確率でいうと、8978/65536≒1/7.3)である。   As shown in FIG. 7, in the general gaming state, for example, the size of the winning area of the special role RBB (RBB1 + RBB2) is 1300 (in terms of winning probability, 1300 / 65536≈ 1 / 50.41) The size of the winning area for each of the choices of Bells 1 to 12 is 2404 or 2403 as a whole, 28844 (28844/65536 in terms of winning probability), and the size of the cherry winning area is 655 (in terms of winning probability) 655/65536), the size of the replay winning area is 8978 (in terms of winning probability, 8978 / 65536≈1 / 7.3).

従って、一般中の遊技状態時、規定数3枚で1ゲームあたりに最大限獲得できるメダルの期待値は、
6枚×655/(65536−8978(リプレイ))
+9枚×28844/(65536−8978)×1/6(押し順正解率)
+1枚×28844/(65536−8978)×5/6(押し順不正解率)
≒1.2595枚となり、
1枚あたりの期待値は1.2595枚/3=0.4198枚、率でいうと41.98%で、
毎遊技、3枚−1.2595枚=1.7405枚のメダルが減ることになる。
よって、1000円相当のメダル50枚で可能な遊技数たるベースは、
50/1.7405≒29Gとなる(Gはゲーム)。
Therefore, in the general gaming state, the expected value of medals that can be obtained to the maximum per game with the prescribed number of 3 is
6 sheets x 655 / (65536-8978 (replay))
+9 sheets x 28844 / (65536-8978) x 1/6 (push order correct answer rate)
+1 sheet x 28844 / (65536-8978) x 5/6 (push order incorrect answer rate)
≒ 1.2595 sheets,
Expected value per sheet is 1.2595 / 3/3 = 0.4198, 41.98% in terms of rate,
Every game, 3-1.2595 = 1.7405 medals will be reduced.
Therefore, the base number of games that can be played with 50 medals worth 1,000 yen is
50 / 1.7405≈29G (G is a game).

また、一般中の遊技状態時、取りこぼし無しとした場合のメダルの純増は、
(6枚−3枚)×655/65536
+(9枚−3枚)×28844/65536
+(0枚−3枚)×(1300;RBB+25759;不当せん)/65536
≒1.43枚となる。
In addition, in the general gaming state, the net increase of medals when there is no missing,
(6-3 sheets) x 655/65536
+ (9-3 sheets) x 28844/65536
+ (0-3 sheets) x (1300; RBB + 25759; unjustified) / 65536
≒ 1.43.

一般中の遊技状態時、RBBの当せん時、第1AT決定手段H1により、RBB当せん時に所定確率例えば約3/4で当せんさせることとしているリール逆回転始動による特定スタートフリーズ演出の実行が決定されたことを条件(第1契機)に、ATの当せん及びAT期間の初期継続数(例えば50ゲーム等)を決定する。また、第2AT決定手段H2により非AT下でRBB内部中の遊技状態への移行後20ゲーム等の序盤ゲーム期間内に当せん確率の比較的低いレア小役であるチェリーに当せんしたことを条件(第2契機)に、ATの当せん及びAT期間の初期継続数(例えば50ゲーム等)を決定する。よって、RBBの当せん遊技でいきなりRBB作動図柄の組合せを表示して即RBB作動中の遊技状態に移行させても遊技者に利はなく、例えば、左図柄に「バー」、中図柄に「バー」が表示された場合、右図柄に「赤7」でない「バー」を目安に停止操作をし、「バー」−「バー」−「赤7」の表示によるRBBの作動を回避するのが有利となる。   In the general gaming state, when the RBB is won, the first AT determining means H1 determines the execution of the specific start freeze effect by the reverse rotation start of the reel that is to be won with a predetermined probability, for example, about 3/4, when the RBB is won. On the condition (first opportunity), the winning number of the AT and the initial continuation number of the AT period (for example, 50 games) are determined. In addition, it is a condition that the second AT deciding means H2 has won a cherry that is a rare small role with a relatively low winning probability within the early game period such as 20 games after the transition to the gaming state inside the RBB under non-AT ( At the second opportunity), the winning of the AT and the initial number of continuations of the AT period (for example, 50 games) are determined. Therefore, even if a combination of RBB action symbols is displayed suddenly in the RBB winning game and immediately switched to the game state in which the RBB is activated, there is no advantage to the player. For example, “bar” is displayed on the left symbol and “bar” is displayed on the middle symbol. When “” is displayed, it is advantageous to stop the operation based on the “bar” that is not “red 7” in the pattern on the right and avoid the RBB operation due to the display of “bar”-“bar”-“red 7”. It becomes.

RBB内部中の遊技状態時、押し順ベル1〜12の各択役及びチェリーすなわち入賞役についての当せんエリアの大きさは一般中と同一であるが、一般中の特別役RBBの当せんエリア及び不当せんエリアはリプレイの当せんエリアにシフトし、リプレイの当選エリアの大きさは全部で36037(当せん確率でいうと、36037/65536≒1/1.82)である。よって、リプレイか択役を含む入賞役かのどちらかが高確率で当せんすることになる。   In the gaming state inside the RBB, the size of the winning area for each of the selections of the push order bells 1 to 12 and the cherry, that is, the winning combination is the same as that of the general, but the winning area of the special special role RBB and the illegal The winning area is shifted to the winning area of the replay, and the size of the winning area of the replay is 36037 in total (36037 / 65536≈1 / 1.82 in terms of winning probability). Therefore, either the replay or the winning combination including the winning combination wins with a high probability.

従って、RBB内部中の遊技状態時、非AT下あるいはフリー打ち条件下、規定数3枚で1ゲームあたりに獲得できるメダルの期待値は、
6枚×655/(65536−36037)×3024/9261(PB)
+9枚×28844/(65536−36037)×1/6
+1枚×28844/(65536−36037)×5/6×1/2(PB)
≒1.9176枚となり、
1枚あたりの期待値は1.9176/3≒0.6392枚、率でいうと63.92%となり、遊技機規則 第6条別表第五(1)ロ(リ)で規定する所定下限値である11/20=55%を所定量上回ることとなる。
ただし、非AT下でのRBB内部中の遊技状態時、毎遊技、3枚−1.9176枚=1.0824枚のメダルが減ることになり、
1000円相当のメダル50枚で可能な遊技数たるベースは、
50/1.08245≒46Gとなる。
Therefore, in the gaming state inside the RBB, the expected value of medals that can be earned per game with a prescribed number of 3 under non-AT or free hitting conditions is:
6 sheets x 655 / (65536-36037) x 3024/9261 (PB)
+9 sheets × 28844 / (65536-36037) × 1/6
+1 sheet x 28844 / (65536-36037) x 5/6 x 1/2 (PB)
≒ 1.9176 sheets,
The expected value per card is 1.9176 / 3≈0.6392, which is 63.92% in terms of the rate, and the prescribed lower limit specified in Article 6 Attached Table 5 (1) B (R) 11/20 = 55% which is a predetermined amount.
However, in the gaming state inside the RBB under non-AT, every game, 3-1.9176 = 1.0824 medals will be reduced,
The base number of games that can be played with 50 medals worth 1,000 yen is
50 / 1.08245≈46G.

RBB内部中の遊技状態への移行時又は移行後20ゲームの序盤ゲーム期間内にATの当せんがあると、有利遊技期間であるAT期間となり、AT指示情報出力手段H5からの出力に基づいて当せんに係る押し順ベル1〜12の各択役に応じた正解押し順がナビ手段Xにより液晶表示装置70に表示され、容易に高配当役たる9枚役を入賞できる。さらに、AT上乗せ決定手段H3により、AT期間中に チェリーに当せんしたことを条件(第3契機)に、AT期間が所定上乗せ数(例えば50ゲーム等)について延長される。
このAT期間中あるいは取りこぼし無しの条件下での純増は、
(6枚−3枚)×655/65536
+(9枚−3枚)×28844/65536
≒2.67枚となり、高純増AT仕様により遊技者に満足のいく出玉を提供できる。
If there is an AT win at the time of transition to the gaming state inside the RBB or within the early game period of 20 games after the transition, it will be an AT period which is an advantageous game period and will not win based on the output from the AT instruction information output means H5 The correct pressing order corresponding to each of the selection orders of the pressing order bells 1 to 12 is displayed on the liquid crystal display device 70 by the navigation means X, and it is possible to easily win nine winning combinations that are high payouts. Further, the AT addition determining means H3 extends the AT period for a predetermined additional number (for example, 50 games, etc.) on the condition (third trigger) that the cherry tree was hit during the AT period.
The net increase during this AT period or under non-missing conditions is
(6-3 sheets) x 655/65536
+ (9-3 sheets) x 28844/65536
≒ 2.67, and the high net increase AT specification can provide the players with a satisfactory appearance.

AT期間はAT管理手段H4で管理するAT期間が0になると終了し、AT期間終了直後からRBB作動図柄表示待ち期間となる。非AT下でRBB作動中の遊技状態に移行後20ゲームの序盤ゲーム期間内にATの当せんがないときも、AT管理手段H4により20ゲーム経過後にRBB作動図柄表示待ち期間となる。このように、RBB作動図柄表示待ち期間は、生起されたAT期間が所定終了条件の具備により終了したとき又はAT期間を生起させる決定のないときに生起される。RBB内部中に一旦RBB作動図柄表示待ち期間が生起されると、少なくともRBB作動中の遊技状態に移行するまで、好ましくはRBB作動中の遊技状態への移行後一般中の遊技状態に復帰するまで、AT管理手段H4により、第1AT決定手段H1、第2AT決定手段H2、AT上乗せ決定手段H3の作動が中断される。よって、RBB作動図柄表示待ち期間の生起から少なくとも役物作動中の遊技状態に移行するまでの間はAT期間を生起させる決定処理はされない。RBB作動図柄表示待ち期間では、AT指示情報出力H5から出力する当せんに係る押し順ベル1〜12の各択役に応じた、高配当役の表示にとって不正解押し順となるも役物作動図柄の表示にとって適合押し順となる図6に示したナビが、ナビ手段Xを介して液晶表示装置70に表示され、適切にRBB作動中の遊技状態に移行させることができる。   The AT period ends when the AT period managed by the AT management means H4 becomes 0, and becomes an RBB operation symbol display waiting period immediately after the end of the AT period. Even if there is no AT win within the early game period of 20 games after transitioning to the gaming state in which the RBB is operating under non-AT, the AT management means H4 enters the RBB operation symbol display waiting period after 20 games have elapsed. As described above, the RBB operation symbol display waiting period is generated when the generated AT period ends due to the provision of a predetermined end condition or when there is no decision to cause the AT period. Once the RBB operation symbol display waiting period is generated inside the RBB, at least until the transition to the gaming state during the RBB operation, preferably after returning to the gaming state during the RBB operation The AT management means H4 interrupts the operations of the first AT determination means H1, the second AT determination means H2, and the AT addition determination means H3. Therefore, the determination process for causing the AT period is not performed during the period from the occurrence of the RBB operation symbol display waiting period to the transition to at least the gaming state in which the accessory is operating. In the RBB operation symbol display waiting period, the combination operation symbol which is in the incorrect uncompressed order for the display of the high payout combination corresponding to each of the selection orders of the push order bells 1 to 12 related to the winnings output from the AT instruction information output H5. The navigation shown in FIG. 6 which is the appropriate pressing order for the display of is displayed on the liquid crystal display device 70 via the navigation means X, and can be appropriately shifted to the gaming state during the RBB operation.

RBB作動中の遊技状態時、一般中又は内部中の遊技状態である役物非作動中の遊技状態において押し順ベル1〜12の各択役毎に当せんさせることとしている正解押し順が異なる高配当役NML1,NML2,NML3は小役ALLの当せんエリア(NML1〜17の全ての小役の重複当せんエリア)において重複当せんさせ、該小役ALLの当せんエリアの大きさは12200(当せん確率でいうと、12200/65536)、1枚役ALLの当せんエリア(NML4〜16の全ての1枚役の重複当せんエリア)の大きさは17300(当せん確率でいうと、17300/65536)とし、メダルを獲得できる入賞に係る役についてのトータル当せん確率を29500/65536とし、役物非作動中の遊技状態の29499/65536よりも1/65536だけ高くしている。これにより、規定数ごとの入賞に係る条件装置が作動する確率を上昇させる役物である第一種特別役物についての要件を満たしている。   In the gaming state during RBB operation, in the gaming state in which the accessory is not in operation, which is a general or internal gaming state, the correct pushing order for each of the choices of the pushing order bells 1 to 12 is different. Dividends NML1, NML2, and NML3 are overlapped in the winning area of the small role ALL (the overlapping winning area of all the small roles of NML1 to 17), and the size of the winning area of the small role ALL is 12200 (it is a winning probability) 12200/65536) The size of the winning area for one-player ALL (the overlapping winning area for all the single-player roles of NML4-16) is 17300 (in terms of winning probability, 17300/65536) and wins a medal The total winning probability for the winning combination that can be won is 29500/65536. It is as high as 1/65536 than 36. Thereby, the requirement about the 1st type special accessory which is an accessory which raises the probability that the condition device concerning the winning for every prescribed number operates is satisfied.

また、小役ALLにおいて高配当役NML1,NML2,NML3を重複当せんさせる確率すなわち小役ALLの確率を12200/65536とし、役物非作動中の遊技状態において高配当役の何れかが当せんする確率すなわち択役の合計確率28844/65536よりも低くしている。さらに、一般中の特別役RBBの当せんエリア及びリプレイ当せんエリアは不当せんエリアにシフトし、再遊技確率は0、不当せん確率は36036/65536としている。   In addition, the probability that the high payout combination NML1, NML2, NML3 will be won in the small combination ALL, that is, the probability of the small combination ALL is set to 12200/65536, and the probability that any of the high payout combinations will win in the gaming state in which the combination is not activated. In other words, it is lower than the total probability of the winning combination 28844/65536. Furthermore, the winning area and the replay winning area of the special role RBB in general are shifted to the unreasonable area, the replay probability is 0, and the unreasonable probability is 36036/65536.

従って、RBB作動中の遊技状態時、非AT下あるいはフリー打ち条件下、任意の順序及び任意のタイミングで停止操作をしても、小役ALLの当せん時は何れか一の高配当役NML1〜3が入賞して9枚配当が得られ、1枚役ALLの当せん時は何れか一の低配当役NML4〜15が入賞して1枚配当が得られため、規定数3枚での1ゲームあたりに獲得できるメダルの期待値は、
9枚×12200/(65536−0)
+1枚×17300/(65536−0)
≒1.9394枚となり、
1枚あたりの期待値は1.9394/3≒0.6465枚、率でいうと64.65%となり、一般中の41.98%よりも5割増し強で高くなり、しかも、RBB内部中の63.92%よりも高くなる。
Therefore, when the RBB is in a gaming state, even if a stop operation is performed in any order and at any timing under non-AT or free-running conditions, any one of the high payout roles NML1 to NML1 3 wins and 9 payouts are obtained, and when one winning combination ALL is won, any one low paying player NML4-15 wins and 1 payout is obtained, so one game with a specified number of 3 The expected value of medals that can be earned around
9 sheets x 12200 / (65536-0)
+1 sheet x 17300 / (65536-0)
≒ 1.9394 sheets
The expected value per sheet is 1.9394 / 3≈0.6465, which is 64.65% in terms of rate, which is 50% higher than the general 41.98%, and is higher in the inside of the RBB. It will be higher than 63.92%.

なお、RBB作動中の遊技状態時、小役ALLにおいて高配当役NML1,NML2,NML3のそれぞれが当せんする確率も小役ALLの確率12200/65536と同じになり、役物非作動中の遊技状態において高配当役のそれぞれが当せんする確率、すなわち押し順ベル1,2,7,8に含まれるNML1は9616/65536、押し順ベル3,4,9,10に含まれるNML2は9616/65536、押し順ベル5,6,11,12に含まれるNML3は9612/65536であるというのよりも高くしたが、例えば、小役ALLの当せん確率を9616/65536に、1枚役ALLの当せん確率を19884/65536等とすることにより、全ての小役のうち一部の小役の当せん確率は役物非作動中の遊技状態よりも高くなるとともに当該一部の小役以外の小役の当せん確率は役物非作動中の遊技状態と同一となるようにし、当該一部の小役以外の小役に、高配当役の少なくとも1つ(この例の場合は、NML1と2)が含まれるものとしてもよい。   In the gaming state during the RBB operation, the probability that each of the high payout roles NML1, NML2, and NML3 wins in the small role ALL is also the same as the probability 12200/65536 of the small role ALL, and the gaming state in which the bonus item is inactive The probability that each of the high payouts wins, that is, NML1 included in push order bells 1, 2, 7, and 8 is 9616/65536, NML2 included in push order bells 3, 4, 9, and 10 is 9616/65536, NML3 included in push order bells 5, 6, 11, and 12 is higher than 9612/65536. For example, the winning probability of small role ALL is set to 9616/65536 and the winning probability of single role ALL is increased. By setting it as 19884/65536, etc., the winning probability of some of the small roles is higher than the gaming state when the character is inactive. At the same time, the winning probabilities of the small roles other than the some small roles are set to be the same as the gaming state when the bonus is not in operation, and at least one of the high payout roles is given to the small roles other than the partial small roles. (In this example, NML 1 and 2) may be included.

RBB作動中の遊技状態時、期待値は一般中やRBB内部中よりも高くなるが、毎遊技、3枚−1.9394枚=1.0606枚のメダルが減ることになり、1000円相当のメダル50枚で可能な遊技数たるベースは、50/1.0606≒47Gとなり、
一般中の遊技状態に復帰する作動終了となる規定獲得枚数超過(63枚超過)までの遊技数は63/1.9394≒32.48を超える33ゲームを見込むことができ、この33ゲームの間、3枚掛けによる投入メダル数IN=3×33=99枚、差枚数OUT=−50×99/(47×3)≒−35枚となり、概ね、99枚投入するも獲得メダル数は投入メダル数を下回り、約35枚のメダルが減ることになる。よって、RBB作動中すなわち役物作動中にも拘らず、横軸に投入メダル数「イン(IN)」、縦軸に獲得メダル数から投入メダル数を引いた「差枚数アウト(OUT)」をとった出玉傾斜直線は、右下がり勾配をもつ減少特性となり、通常のボーナスの概念からは全く意外な減るボーナスを実現することができる。
In the gaming state during RBB operation, the expected value will be higher than that in the general or RBB inside, but every game, 3-1.9394 = 1.0606 medals will decrease, equivalent to 1000 yen The base number of games that can be played with 50 medals is 50 / 1.0606 ≒ 47G.
It is possible to expect 33 games exceeding 63 / 1.9394 ≒ 32.48 until the specified number of acquisitions (exceeding 63) is over, which will be the end of the operation to return to the general gaming state. The number of inserted medals by multiplying by 3 IN = 3 × 33 = 99, the difference number OUT = −50 × 99 / (47 × 3) ≈−35. Less than the number, about 35 medals will be reduced. Therefore, the number of inserted medals “in (IN)” on the horizontal axis and the “difference out (OUT)” obtained by subtracting the number of inserted medals from the number of acquired medals on the vertical axis, regardless of whether the RBB is operating, that is, the actor is operating. The taken-out slant straight line has a decreasing characteristic with a downward slope, and can realize a bonus that is totally unexpected from the normal bonus concept.

また、一般中の遊技状態でのRBBの当せん確率は1300/65536≒1/50.41で、3枚×50.41≒151枚投入してメダルが−50×151/(29×3)≒−87すなわち約87枚減少するまでにRBBの当せんを一回見込むことができる。遊技機規則第6条別表第五(1)ロ(ヘ)で規定するシミュレーション試験は、「内部抽せんを行い、条件装置が作動した場合には当該条件装置に係る図柄の組合せが表示され、当該図柄の組合せにより獲得することができる遊技メダル等の最大数が獲得されること」を要件としているため、一般中の遊技状態でRBBに当せんすると当せんゲームでRBB作動図柄の組合せが表示され、次ゲームから即RBB作動中の遊技状態となり、RBB内部中の遊技状態は考えない。よって、一般中の遊技状態におけるIN=151、差枚数OUT=−87のベース47Gの出玉傾斜直線と、RBB作動中の遊技状態におけるIN=99、差枚数OUT=−87のベース29の出玉傾斜直線とを連続させた一般中+RBB作動中の遊技状態を想定することができ、この一般中+RBB作動中の遊技状態のベースは、
IN=151+99=250、
差枚数OUT=−87−35=−122で、
250/3×50/122≒34.2Gとなる。
In addition, the probability of winning the RBB in the general gaming state is 1300 / 65536≈1 / 50.41, 3 × 50.41≈151 are inserted, and the medal is −50 × 151 / (29 × 3) ≈ It is possible to expect RBB winning once until -87, that is, about 87 reductions. The simulation test stipulated in Article 6 Attached Table 5 (1) B (F) of the Gaming Machine Rules is “When an internal lottery is performed and the conditional device is activated, the combination of symbols related to the conditional device is displayed. Because it is a requirement that the maximum number of game medals that can be acquired by combination of symbols is acquired '', if you hit RBB in the general gaming state, the combination of RBB operation symbols will be displayed in the winning game, From the game, the game state immediately enters the RBB operation, and the game state inside the RBB is not considered. Therefore, in the general gaming state, IN = 151, the difference ball OUT = −87, the base 47G straight line, and the RBB operation state IN = 99, the difference OUT = −87, the base 29 exit. A game state during general + RBB operation in which the ball inclination straight line is continued can be assumed, and the base of the game state during the general + RBB operation is as follows:
IN = 151 + 99 = 250,
The difference number OUT = −87−35 = −122,
250/3 × 50 / 122≈34.2G.

そして、このベース34.2Gの一般中+RBB作動中の遊技状態において、遊技機規則第6条別表第五(1)ロ(ヌ)で規定する17500回の長期間遊技中、一般中の遊技状態にある遊技数とRBB作動中の遊技状態にある遊技数との割合は、RBB当せん確率に基づいて、概ね151:99となることが見込まれる。このため、
一般中+RBB作動中の全17500ゲームでの総獲得メダル数は、
一般中の1ゲームでの獲得メダル数(3+1.43純増)枚
×17500×151/(151+99)
+RBB作動中の1ゲームでの獲得メダル数1.9394枚
×17500×99/250
≒46825+13440=60265枚となり、
一般中+RBB作動中の全17500ゲームでの総投入メダル数は、
3×17500=52500枚となり、
総獲得メダル数/総投入メダル数は、
60265/52500≒1.1479(114.79%)となる。
よって、出玉率は114.79%となり、遊技機規則 第6条別表第五(1)ロ(ヌ)で規定する出玉率の所定上限値120%(1.2倍)を下回ることができる。
And, in the game state in which the base 34.2G is in the general + RBB operation state, the game state in the general during 17500 times of long-term games specified in the fifth (1) b (nu) of the gaming machine rule Article 6 Attached Table The ratio of the number of games in the game state and the number of games in the gaming state during the RBB operation is expected to be approximately 151: 99 based on the RBB winning probability. For this reason,
The total number of medals earned in all 17500 games during General + RBB is
Number of medals earned per game in general (3 + 1.43 net increase) x 17500 x 151 / (151 + 99)
+ RBB earned 1.9394 medals in one game × 17500 × 99/250
≒ 46825 + 13440 = 60265 sheets
The total number of medals inserted in all 17500 games in general + RBB operation is
3 x 17500 = 52500 sheets,
Total number of medals / total number of medals
60265 / 52500≈1.1479 (114.79%).
Therefore, the payout rate will be 114.79%, which is less than the predetermined upper limit of 120% (1.2 times) of the payout rate specified in Article 6 Attached Table 5 (1) B (nu) of the gaming machine rules. it can.

また、総獲得メダル数60265枚のうち、RBB作動によるものは13440枚となるため、
役物比率は13440/60265=0.2230(22.3%)となり、遊技機規則 第6条別表第五(1)ロ(ヲ)で規定する上限60%(6割)を下回ることができる。
Also, out of 60265 total medals, 13440 are due to RBB operation.
The ratio of bonuses is 13440/60265 = 0.2230 (22.3%), which can be lower than the upper limit of 60% (60%) prescribed in Article 6 Attached Table 5 (1) B .

以上のように、一般中からRBB内部中へ、RBB内部中からRBB作動中へ、RBB作動中から一般中へと、現に遊技状態がループするものとし、RBB作動中は減るボーナス仕様としていることから、AT機において、一般中の遊技状態において取りこぼし無しの条件下で所定上限(120%等)未満とする出玉規制と、RBB内部中の遊技状態においてフリー打ち条件下での所定下限(55%等)超えとを同時に満たし、射幸性を適正に保つことができ、遊技者に、適度に楽しむ遊びを提供することができる。   As described above, it is assumed that the gaming state actually loops from the inside to the inside of the RBB, from the inside of the RBB to the inside of the RBB, and from the inside of the RBB to the inside of the RBB. Therefore, in the AT machine, in the game state in the general game state, the play restriction that is less than the predetermined upper limit (120%, etc.) under the condition that it is not missed, and the predetermined lower limit (55 in the free hit condition in the game state inside the RBB) %, Etc.) can be satisfied at the same time, and gambling can be maintained appropriately, so that it is possible to provide the player with a play that can be enjoyed in a reasonable manner.

以上の実施形態において、減るボーナス仕様の特定は、下記のように特定することもできる。
外周面に複数種類の図柄が配列されている複数のリールと、
小役、リプレイ、およびボーナス(特別役)を含む複数種類の役の当否を決定する内部抽せんを行う内部抽せん手段と、
前記複数のリールを遊技毎に回転させ、停止操作を契機として回転中のリールを停止させる制御を行うリール制御手段と、
前記複数のリールが停止した状態で、役毎に予め定められた図柄の組合せが有効ライン上に表示されたことに基づいて、小役の入賞又はリプレイの作動若しくはボーナスの作動を判定する遊技結果の判定手段と、
前記小役の入賞に伴い、入賞した前記小役の配当に基づいて遊技媒体の払出数を決定する払出制御の手段と、
前記リプレイの作動に基づいて遊技者の所有する遊技媒体を要さずに次回の遊技を行わせるリプレイ処理の手段と、
通常状態(一般中の遊技状態)において前記ボーナスに当選したことに基づいて通常状態よりもリプレイの当選確率が高いボーナス成立状態(RBB内部中の遊技状態)へ移行させ、ボーナス成立状態において前記ボーナスを作動させる図柄の組合せの表示に基づいて遊技状態をボーナス状態(RBB作動中の遊技状態)へ移行させる遊技状態移行の制御手段と、
前記ボーナス成立状態において通常演出状態(AT期間でないときの演出状態)およびアシストタイム状態(AT期間)を含む複数種類の演出状態の間で演出状態を移行させ、演出状態がアシストタイム状態に設定されている場合には、前記小役の入賞を補助する入賞補助演出(正解押し順報知)を演出装置に実行させる制御を行う演出の制御手段とを備えた遊技機であって、
前記通常状態、前記ボーナス成立状態、および前記ボーナス状態では遊技を開始する際に必要となる遊技媒体の投入数が同一に設定され、
前記内部抽せん手段が、
前記通常状態および前記ボーナス成立状態では、入賞に伴う遊技媒体の払出数が前記投入数よりも多くなる小役である複数種類の特定小役(高配当役)が互いに重複せずに当選する複数種類の第1当選態様(択役毎に当せんさせる態様)が存在するように内部抽せんを行い、
前記ボーナス状態では、前記複数種類の特定小役が重複して当選する第2当選態様(小役ALL中において重複当せんさせる態様)が存在し、前記ボーナス状態において内部抽せんで第2当選態様となる確率が、前記通常状態および前記ボーナス成立状態において内部抽せんで前記複数種類の第1当選態様のいずれかとなる確率よりも低く、かつ前記複数種類の特定小役のそれぞれの当選確率は通常状態およびボーナス成立状態よりも高くなるように内部抽せんを行い、
前記リール制御手段が、
前記ボーナス成立状態において、前記ボーナスと前記リプレイとがともに当選した状態では、前記ボーナスに優先して前記リプレイを作動させる図柄の組合せを表示し、前記ボーナスと前記小役とがともに当選した状態では、前記ボーナスに優先して前記小役が入賞するように回転中のリールを停止させ、
前記複数種類の第1当選態様のそれぞれに対して第1当選態様の種類に応じた正解打順(正解押し順)が予め設定されており、正解打順である場合には前記特定小役が入賞し、正解打順と異なる場合には前記特定小役が入賞しないように回転中のリールを停止させ、
前記演出制御手段が、
演出状態が前記アシストタイム状態(AT期間)に設定されている場合には、内部抽せんの結果が前記複数種類の第1当選態様のいずれかであることに基づいて、前記入賞補助演出によって第1当選態様の種類に応じた正解打順を報知することを特徴とする遊技機。
In the above embodiment, the bonus specification to be reduced can be specified as follows.
A plurality of reels having a plurality of types of symbols arranged on the outer peripheral surface;
Internal lottery means for internal lottery to determine the success of multiple types of roles including small roles, replays, and bonuses (special roles);
Reel control means for controlling the reels to be rotated in response to a stop operation by rotating the plurality of reels for each game;
A game result for determining a winning combination or a replay operation or a bonus operation for a small role based on a combination of symbols predetermined for each combination being displayed on the active line in a state where the plurality of reels are stopped. Determining means,
A payout control means for determining the number of payouts of game media based on the payout of the winning small combination in accordance with the winning of the small role;
Replay processing means for performing the next game without requiring a game medium owned by the player based on the operation of the replay;
Based on the fact that the bonus is won in the normal state (general gaming state), the bonus transition state (the gaming state inside the RBB) having a higher replay win probability than the normal state is shifted to, and the bonus is established in the bonus established state. Game state transition control means for transitioning the gaming state to the bonus state (the gaming state during the RBB operation) based on the display of the combination of symbols that activates
In the bonus establishment state, the effect state is shifted between a plurality of effect states including a normal effect state (effect state when not in the AT period) and an assist time state (AT period), and the effect state is set to the assist time state. If there is a game machine comprising a control means for effect to control the effect device to perform a winning assist effect (correct press order notification) to assist the winning of the small role,
In the normal state, the bonus establishment state, and the bonus state, the number of inserted game media required for starting the game is set to be the same,
The internal lottery means
In the normal state and the bonus establishment state, a plurality of types of specific small combinations (high payout combinations), which are small combinations in which the number of game media payouts associated with winnings is greater than the number of input, are selected without overlapping each other. An internal lottery is performed so that there is a first winning mode of each type (a mode to win every elected role)
In the bonus state, there is a second winning mode in which the plurality of types of specific small roles are won in duplicate (a mode in which double winning is performed in the small role ALL), and in the bonus state, an internal lottery becomes the second winning mode. The probability is lower than the probability that the internal lottery will be one of the plurality of types of first winning modes in the normal state and the bonus establishment state, and the winning probability of each of the plurality of types of specific small roles is the normal state and the bonus Perform internal lottery so that it is higher than the established state,
The reel control means is
In the state where the bonus is established, when the bonus and the replay are both won, a combination of symbols for operating the replay in preference to the bonus is displayed, and when the bonus and the small part are both won , Stop the spinning reel so that the small part wins in preference to the bonus,
For each of the plurality of types of first winning modes, a correct hitting order (correct pressing order) corresponding to the type of the first winning mode is set in advance. If it is different from the correct hit order, the spinning reel is stopped so that the specific small role does not win,
The production control means
When the production state is set to the assist time state (AT period), the first prize winning assistance production is performed based on the result of the internal lottery being one of the plurality of first winning modes. A gaming machine that notifies the correct hit order according to the type of winning mode.

あるいは、下記のように減るボーナス仕様を特定することもできる。
外周面に複数種類の図柄が配列されている複数のリールと、
小役、リプレイ、およびボーナス(特別役)を含む複数種類の役の当否を決定する内部抽せんを行う内部抽せん手段と、
前記複数のリールを遊技毎に回転させ、停止操作を契機として回転中のリールを停止させる制御を行うリール制御手段と、
前記複数のリールが停止した状態で、役毎に予め定められた図柄の組合せが有効ライン上に表示されたことに基づいて、小役の入賞又はリプレイの作動若しくはボーナスの作動を判定する遊技結果の判定手段と、
前記小役の入賞に伴い、入賞した前記小役の配当に基づいて遊技媒体の払出数を決定する払出制御の手段と、
前記リプレイの作動に基づいて遊技者の所有する遊技媒体を要さずに次回の遊技を行わせるリプレイ処理の手段と、
通常状態(一般中の遊技状態)において前記ボーナスに当選したことに基づいて通常状態よりもリプレイの当選確率が高いボーナス成立状態(RBB内部中の遊技状態)へ移行させ、ボーナス成立状態において前記ボーナスを作動させる図柄の組合せの表示に基づいて遊技状態をボーナス状態(RBB作動中の遊技状態)へ移行させる遊技状態移行の制御手段と、
前記ボーナス成立状態において通常演出状態(AT期間でないときの演出状態)およびアシストタイム状態(AT期間)を含む複数種類の演出状態の間で演出状態を移行させ、演出状態がアシストタイム状態に設定されている場合には、前記小役の入賞を補助する入賞補助演出(正解押し順報知)を演出装置に実行させる制御を行う演出の制御手段とを備えた遊技機であって、
前記通常状態、前記ボーナス成立状態、および前記ボーナス状態では遊技を開始する際に必要となる遊技媒体の投入数が同一に設定され、
前記内部抽せん手段が、
前記通常状態および前記ボーナス成立状態では、入賞に伴う遊技媒体の払出数が前記投入数よりも多くなる小役である複数種類の特定小役(高配当役)が互いに重複せずに当選する複数種類の第1当選態様(択役毎に当せんさせる態様)が存在するように内部抽せんを行い、
前記ボーナス状態では、前記複数種類の特定小役が重複して当選する第2当選態様(小役ALL中において重複当せんさせる態様)が存在し、前記ボーナス状態において内部抽せんで第2当選態様となる確率が、前記通常状態および前記ボーナス成立状態において内部抽せんで前記複数種類の第1当選態様のいずれかとなる確率よりも低く、かつ全ての小役のうち一部の小役の当選確率は通常状態およびボーナス成立状態よりも高くなるとともに当該一部の小役以外の小役の当選確率は通常状態およびボーナス成立状態と同一となるように内部抽せんを行い、当該一部の小役以外の小役には、前記複数種類の特定小役の少なくとも1つが含まれており、
前記リール制御手段が、
前記ボーナス成立状態において、前記ボーナスと前記リプレイとがともに当選した状態では、前記ボーナスに優先して前記リプレイを作動させる図柄の組合せを表示し、前記ボーナスと前記小役とがともに当選した状態では、前記ボーナスに優先して前記小役が入賞するように回転中のリールを停止させ、
前記複数種類の第1当選態様のそれぞれに対して第1当選態様の種類に応じた正解打順(正解押し順)が予め設定されており、正解打順である場合には前記特定小役が入賞し、正解打順と異なる場合には前記特定小役が入賞しないように回転中のリールを停止させ、
前記演出制御手段が、
演出状態が前記アシストタイム状態(AT期間)に設定されている場合には、内部抽せんの結果が前記複数種類の第1当選態様のいずれかであることに基づいて、前記入賞補助演出によって第1当選態様の種類に応じた正解打順を報知することを特徴とする遊技機。
Alternatively, it is possible to specify a bonus specification that decreases as described below.
A plurality of reels having a plurality of types of symbols arranged on the outer peripheral surface;
Internal lottery means for internal lottery to determine the success of multiple types of roles including small roles, replays, and bonuses (special roles);
Reel control means for controlling the reels to be rotated in response to a stop operation by rotating the plurality of reels for each game;
A game result for determining a winning combination or a replay operation or a bonus operation for a small role based on a combination of symbols predetermined for each combination being displayed on the active line in a state where the plurality of reels are stopped. Determining means,
A payout control means for determining the number of payouts of game media based on the payout of the winning small combination in accordance with the winning of the small role;
Replay processing means for performing the next game without requiring a game medium owned by the player based on the operation of the replay;
Based on the fact that the bonus is won in the normal state (general gaming state), the bonus transition state (the gaming state inside the RBB) having a higher replay win probability than the normal state is shifted to, and the bonus is established in the bonus established state. Game state transition control means for transitioning the gaming state to the bonus state (the gaming state during the RBB operation) based on the display of the combination of symbols that activates
In the bonus establishment state, the effect state is shifted between a plurality of effect states including a normal effect state (effect state when not in the AT period) and an assist time state (AT period), and the effect state is set to the assist time state. If there is a game machine comprising a control means for effect to control the effect device to perform a winning assist effect (correct press order notification) to assist the winning of the small role,
In the normal state, the bonus establishment state, and the bonus state, the number of inserted game media required for starting the game is set to be the same,
The internal lottery means
In the normal state and the bonus establishment state, a plurality of types of specific small combinations (high payout combinations), which are small combinations in which the number of game media payouts associated with winnings is greater than the number of input, are selected without overlapping each other. An internal lottery is performed so that there is a first winning mode of each type (a mode to win every elected role)
In the bonus state, there is a second winning mode in which the plurality of types of specific small roles are won in duplicate (a mode in which double winning is performed in the small role ALL), and in the bonus state, an internal lottery becomes the second winning mode. Probability is lower than the probability of becoming one of the multiple types of first winning modes in the internal lottery in the normal state and the bonus establishment state, and the winning probabilities of some of the small roles are in the normal state In addition, an internal lottery is performed so that the winning probabilities of the small roles other than the some small roles are the same as those in the normal state and the bonus established state. Includes at least one of the plurality of types of specific small roles,
The reel control means is
In the state where the bonus is established, when the bonus and the replay are both won, a combination of symbols for operating the replay in preference to the bonus is displayed, and when the bonus and the small part are both won , Stop the spinning reel so that the small part wins in preference to the bonus,
For each of the plurality of types of first winning modes, a correct hitting order (correct pressing order) corresponding to the type of the first winning mode is set in advance. If it is different from the correct hit order, the spinning reel is stopped so that the specific small role does not win,
The production control means
When the production state is set to the assist time state (AT period), the first prize winning assistance production is performed based on the result of the internal lottery being one of the plurality of first winning modes. A gaming machine that notifies the correct hit order according to the type of winning mode.

以上の実施形態では、減るボーナスとして第一種特別役物に係る役物連続作動装置RBBを用いたが、第一種特別役物RBを用いてもよい。ただし、第一種特別役物RBにより減るボーナスを構成する場合、一回の役物作動中の遊技状態が最も長くて12ゲームとなるため、RBの当せん確率を高めに設定し、長期間遊技に占める役物作動中の期間を十分に確保できるようにするのが好ましい。   In the embodiment described above, the accessory continuous operation device RBB related to the first type special bonus is used as the bonus to be reduced, but the first type special bonus RB may be used. However, when a bonus reduced by the first type special character RB is configured, the game state during one operation is 12 games at the longest. It is preferable to ensure a sufficient period during the operation of the accessory.

以上の実施形態では、ATの作動等を主制御装置MCで決定するようにしたが、周辺制御装置SCで決定するようにしてもよい。
回胴式遊技機は、風俗営業等の規制及び業務の適正化等に関する法律第2条第1項第7号のぱちんこ屋の営業に供されるのが本来であるが、本発明に係る遊技機はこれに限らず、同法律第2条第1項第8号の店舗等の営業に供されるスロットマシンや、同法律の規制が及ばないアーケードゲーム機や、リールを映像等で表現したシュミレーションゲーム機等にも適用できる。なお、以上の説明中、確率や数字、図柄の組合せ等は一例示に過ぎないのは言うまでも無い。
In the above embodiment, the operation of the AT or the like is determined by the main control device MC, but may be determined by the peripheral control device SC.
The swing type gaming machine is originally used for the pachinko shop business in Article 2, Paragraph 1, Item 7 of the Law Concerning Regulation of Customs Business and Optimization of Business, etc. Machines are not limited to this, but slot machines used for business operations in stores, etc. of Article 2, Paragraph 1, Item 8 of the Act, arcade game machines that are not subject to the regulation of the Act, and reels are expressed with images etc. It can also be applied to simulation game machines. In the above description, it goes without saying that the probability, number, combination of symbols, etc. are merely examples.

1L;左リール,1C;中リール,1R;右リール(各可変表示要素)
2;メダル投入口、3;ベットボタン、4;精算ボタン
5;スタートレバー(スタートスイッチ)
6L,6C,6R;各ストップスイッチ
6L;左ストップボタン、6C;中ストップボタン、6R;右ストップボタン
7;演出表示装置、70;液晶表示装置
8;リールパネル、80;表示窓
CN;制御装置、MC;主制御装置、SC;周辺制御装置
K;内部抽せん手段、S;リール制御手段(可変表示制御手段)
M;メダル払出手段、E;メダル自動投入手段、F;フリーズ実行手段
J;遊技状態移行手段
H1;第1AT決定手段、H2;第2AT決定手段、H3;AT上乗せ決定手段
H4;AT管理手段、H5;AT指示情報出力手段
X;ナビ手段、Y;音声ナビ手段、Z;演出表示手段、W;効果音出力手段
1L; Left reel, 1C; Middle reel, 1R; Right reel (each variable display element)
2; medal slot, 3; bet button, 4; checkout button 5; start lever (start switch)
6L, 6C, 6R; each stop switch 6L; left stop button, 6C; middle stop button, 6R; right stop button 7; production display device 70; liquid crystal display device 8; reel panel 80; display window CN; , MC; main control device, SC; peripheral control device K; internal lottery means, S; reel control means (variable display control means)
M: medal payout means, E: automatic medal insertion means, F: freeze execution means J: gaming state transition means H1; first AT determination means, H2; second AT determination means, H3; AT addition determination means H4; AT management means, H5; AT instruction information output means X: Navigation means, Y: Voice navigation means, Z: Production display means, W: Sound effect output means

Claims (3)

複数コマの図柄を可変表示させる複数の可変表示要素を有し、
遊技媒体の投入下における可変表示開始操作に基づいて、内部抽せん用の乱数値を抽出し、第一種特別役物又は第一種特別役物を連続して作動させる役物連続作動装置に係る役物を作動させる特別役の当せんエリアと、投入遊技媒体数を超える遊技媒体を獲得できる高配当役を当せん対象に含み適合する停止操作がされたとき高配当役を入賞させることができる複数の択役の当せんエリアと、新たな遊技媒体の投入無しで次遊技が行える再遊技役の当せんエリアとを含む複数の当せんエリアに対する抽出した前記乱数値の属否により当せんエリアに含まれる役の当否を決定する内部抽せん手段と、
前記可変表示要素の可変表示を、対応する停止操作に基づいて各停止させ、内部抽せんで決定した当せん役に対応した図柄の組合せの表示を許容させる可変表示制御手段と、
前記択役についての高配当役を入賞させることができる適合停止操作情報を含む停止操作情報を遊技者に報知させるナビ手段とを含む遊技機において、
前記特別役の内部抽せんをする一般中の遊技状態にて前記特別役に当せんするも役物を作動させる役物作動図柄の組合せを表示できずに前記特別役の当せんの権利が持ち越された内部中の遊技状態では、前記特別役の内部抽せんはせず、再遊技役の当せん確率を一般中の遊技状態よりも高め、かつ、任意の順序及び任意のタイミングで停止操作をした場合の投入遊技媒体数に対する獲得遊技媒体数の比率が所定下限値を上回る仕様にしていると共に、前記択役についての適合停止操作情報を報知する前記ナビ手段の作動下で高配当役を入賞させることができる有利遊技期間と、役物作動図柄の組合せを表示させる役物作動図柄停止操作情報を報知する前記ナビ手段の作動下で役物が作動する役物作動中の遊技状態への移行を促す役物作動図柄表示待ち期間とを生起可能にしており、
役物作動中の遊技状態では、一般中又は内部中の遊技状態である役物非作動中の遊技状態において前記択役毎に当せんさせることとしている適合停止操作が異なる高配当役を重複当せんさせ、かつ、遊技媒体を獲得できる入賞に係る役についてのトータル当せん確率を役物非作動中の遊技状態よりも高くするが、前記重複当せんさせる確率を役物非作動中の遊技状態において高配当役の何れかが当せんする確率よりも低くすることにより、一般中の遊技状態に復帰させる作動終了までの獲得遊技媒体数が投入遊技媒体数を下回る仕様にしており、
役物作動中の遊技状態と一般中の遊技状態とを合わせた遊技状態では、当せん役に対応した図柄の組合せが必ず表示されるとした場合の投入遊技媒体数に対する獲得遊技媒体数の比率が所定上限値を下回る仕様にしていることを特徴とする遊技機。
It has a plurality of variable display elements that variably display the symbols of multiple frames,
Based on a variable display start operation under the insertion of a game medium, a random number value for an internal drawing is extracted, and a first-class special feature or a first-class special feature is continuously operated. A winning area for a special role that activates a winning combination and a high paying role that can win more game media than the number of input game media. The winning or failing of the roles included in the winning area by the presence or absence of the extracted random number for multiple winning areas including the winning area of the winning combination and the winning area of the re-playing player who can play the next game without inserting new game media Internal lottery means to determine,
Variable display control means for allowing each variable display of the variable display element to stop based on a corresponding stop operation, and allowing display of a combination of symbols corresponding to the winning combination determined by the internal drawing;
In a gaming machine including navigation means for notifying a player of stop operation information including adaptive stop operation information that can win a high payout for the option combination,
The inside where the right to win the special role is carried over without being able to display the combination of the action pattern that activates the special item even if the special role is won in the general gaming state where the special role is drawn inside In the game state in the middle, the internal game of the special role is not drawn, the winning probability of the re-gamer is higher than that in the general game state, and the throwing game when the stop operation is performed in any order and at any timing The ratio of the number of acquired game media to the number of media exceeds the predetermined lower limit value, and an advantage that a high payout combination can be won under the operation of the navigation means for informing the appropriate stop operation information about the option combination An action for urging the player to enter a gaming state during the action of the action in which the action is activated under the operation of the navigation means for informing the action of the action of the action to display the combination of the action of the action and the action symbol for displaying the combination of the action of the action. Design And to allow the occurrence and 示待 Chi period,
In the gaming state during the operation of a bonus, in the gaming state in which the bonus is not in operation, which is a general or internal gaming state, the high payouts with different conforming stop operations that are to be won for each of the alternatives are duplicated. In addition, the total winning probability for the winning combination that can acquire the game medium is higher than the gaming state in which the actor is not in operation, but the probability of overlapping winning is higher in the gaming state in which the actor is inactive. By making it lower than the probability of winning either of them, the number of acquired game media until the end of the operation to return to the general gaming state is less than the number of input game media,
In the game state that combines the game state in which the actor is operating and the game state in the general state, the ratio of the number of acquired game media to the number of game media input when the combination of symbols corresponding to the winning combination is always displayed. A gaming machine characterized in that the specification is below a predetermined upper limit.
前記役物作動図柄表示待ち期間は、前記有利遊技期間を生起させる決定のないとき又は生起された前記有利遊技期間が所定終了条件の具備により終了したときに生起させ、前記役物作動図柄表示待ち期間の生起から少なくとも役物作動中の遊技状態に移行するまでの間は前記有利遊技期間を生起させる決定処理をしない仕様にしている請求項1記載の遊技機。   The character act symbol display waiting period occurs when there is no decision to cause the advantageous game period or when the advantageous game period that has occurred ends when a predetermined end condition is met, 2. The gaming machine according to claim 1, wherein a determination process for generating the advantageous game period is not performed during the period from the occurrence of the period to the transition to a gaming state in which an accessory is operating. 内部中の遊技状態における役物作動図柄の組合せの表示は、当せんに係る択役についての高配当役を入賞させることができる適合停止操作とは異なる所定の停止操作が所定タイミングでされたときに可能にしている請求項1又は2記載の遊技機。   The display of the combination of the actor action symbols in the game state in the inside is displayed when a predetermined stop operation different from the suitable stop operation that can win a high payout for the winning combination related to the winning is performed at a predetermined timing The gaming machine according to claim 1 or 2, which is made possible.
JP2015010768A 2015-01-22 2015-01-22 Game machine Pending JP2016131861A (en)

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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2019213792A (en) * 2018-06-14 2019-12-19 山佐株式会社 Game machine
JP2021058424A (en) * 2019-10-07 2021-04-15 株式会社オリンピア Game machine

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2019213792A (en) * 2018-06-14 2019-12-19 山佐株式会社 Game machine
JP7060875B2 (en) 2018-06-14 2022-04-27 山佐株式会社 Pachinko machine
JP2021058424A (en) * 2019-10-07 2021-04-15 株式会社オリンピア Game machine

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