JP2016202587A - Game machine - Google Patents

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JP2016202587A
JP2016202587A JP2015087981A JP2015087981A JP2016202587A JP 2016202587 A JP2016202587 A JP 2016202587A JP 2015087981 A JP2015087981 A JP 2015087981A JP 2015087981 A JP2015087981 A JP 2015087981A JP 2016202587 A JP2016202587 A JP 2016202587A
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winning
symbol
game
combination
winning combination
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JP5953526B1 (en
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孝洋 石原
Takahiro Ishihara
孝洋 石原
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Olympia KK
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Abstract

PROBLEM TO BE SOLVED: To further easily achieve a high net increase AT within a proper ball putout range exceeding a lower limit 55% and less than an upper limit 120% by combining RBB-AT.SOLUTION: When s is a total winning combination constant number obtained by aggregating winning combination constants obtained by multiplying the number of winning combination establishment values for each area, a random-shooting display probability, and a dividend ratio obtained by dividing the number of acquisitions by the number of insertions, r is the number of replay winning combination establishment values, and M is a random number range, then an expectation value without replay is Eo=s/(M-r) and an expectation value with replay is Ei=(s+r)/M. The expectation value Eo without replay when a generator is operated is set higher than that when all generators are not operated, and the expectation value with a replay when the generator is operated is set lower than that when at least one generator is not operated. AT (Assist Time) is actuated in a game state (in an internal state of the regulation number of 3 pieces) when the expectation value with replay becomes higher than that when the generator is operated.SELECTED DRAWING: Figure 5

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、入賞を容易にするための役物を作動させる特別役の当せんの権利が持ち越された特別役内部中の遊技状態等において、液晶表示装置等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ナビ情報を報知させるアシストタイム(以下、ATという)を作動可能にした遊技機に係る。   The present invention relates to a spinning machine, other slot machines, arcade game machines, and other gaming machines. In particular, in the state of the game inside the special role where the right to win the special role that activates the feature to facilitate winnings is carried out, the push order of the stop button and the pattern to be aimed are displayed on the liquid crystal display device etc. In addition, the present invention relates to a gaming machine in which an assist time (hereinafter referred to as AT) for informing navigation information intended to display a combination of symbols corresponding to a winning combination determined by an internal lottery is operable.

特許文献1に、入賞役についての当せん確率又は図柄の組合せ数を増加させる第一種特別役物RBに係る役物連続作動装置RBBを特別役に用い、一般中の遊技状態で特別役に当せんするも役物作動図柄の組合せを表示できずに特別役の当せんの権利が持ち越された特別役内部中の遊技状態に移行すると、役物作動図柄の組合せの表示を敢えて困難なものとし、一般中の遊技状態における特別役の当せんエリア及び不当せんエリアを再遊技役の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、毎遊技、主に、適合停止操作となる押し順正解時に高配当が得られる択役か再遊技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、所定契機でATを作動させることにより、択役についての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所謂RBB−AT機の基本仕様が開示されている。   In Patent Document 1, the consecutive action device RBB related to the first kind special agent RB that increases the winning probability or the number of combinations of symbols for the winning combination is used for the special role, and it is not used for the special role in the general gaming state. However, if it is not possible to display the combination of the actor's action symbols and the game state is moved to the inside of the special role where the right to win the special role is carried over, it will be difficult to display the combination of the actor's action symbols. The game will continue to maintain a high replay high probability state by shifting the special game winning area and the mischievous area to the regaming game winning area. In the situation where either an elector who can get a high payout at the correct answer or a re-game player wins with high probability, under this situation, the AT is operated at a predetermined opportunity, and the correct answer push order for the elector is played To And knowledge, the basic specifications of the so-called RBB-AT machine as a game medium of high payout can be easily acquired discloses exceed the number of charged game medium.

特許第5656035号公報Japanese Patent No. 5656035

以上のAT機において、規定数すなわち投入遊技媒体数が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)を高純増の評価を受け得る2〜3枚例えば2.8枚とするには、特別役内部中の遊技状態時、押し順正解時に8枚役等の高配当役を入賞させる複数の択役の何れかに当せんする確率を、例えば乱数範囲65536に対して当せん値数が37080の37080/65536とし、これ以外は再遊技役に当せんするものとし、
AT純増=(8枚−3枚)×37080/65536≒2.8枚
という計算根拠に基づいて実現できる。
In the above AT machines, under a three-game game with a prescribed number, that is, three inserted game media, a net increase per game (one game) by the AT (the number of acquired game media-the number of input game media) is evaluated as a high net increase. To get 2 to 3 cards, for example 2.8, you can't hit any of the multiple winning combinations that will win a high payout such as 8 in the game state inside the special role For example, the number of winning values for the random number range 65536 is 37080/65536 with a value of 37080.
AT net increase = (8-3 sheets) × 37080 / 65536≈2.8 sheets.

また、再遊技役の当せん確率が8978/65536≒1/7.3の通常値で且つ特別役の抽せんをする一般中の遊技状態時、当せん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による取りこぼし無しの条件下、単位投入遊技媒体数(投入1枚)あたりの獲得遊技媒体数の期待値は、主に択役の存在により、8/3×37080/(65536−8978)≒1.75(175%)と高くなるが、役物作動中の遊技状態で獲得できる遊技媒体数が投入遊技媒体数よりも少なくなる所謂減るボーナス仕様とすることにより、17500回等の長期間遊技における出玉率を120%等の所定の規定上限値未満に抑制できることが見込まれる。   In addition, in the normal gaming state in which the probability of winning a re-gamer is 8978/65536 ≒ 1 / 7.3 and a special game is being drawn, the combination of the highest payout symbols corresponding to the winner is always The expected value of the number of game media acquired per unit input game media (one input) is 8/3 × 37080 mainly due to the existence of alternatives under the condition that there is no missing by simulation test assumed to be displayed. / (65536-8978) ≒ 1.75 (175%), but with the so-called bonus specification that the number of game media that can be acquired in the gaming state during the operation of the accessory is less than the number of input game media, It is expected that the payout rate in a long-term game such as 17500 times can be suppressed below a predetermined prescribed upper limit value such as 120%.

しかし、遊技者が遊技時間の大半を費やすことになる特別役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正解した時のみに8枚の高配当が得られるため、獲得遊技媒体数の期待値は概ねAT作動時の6分の1に落ち、3枚投入時に8枚配当となるものは実質上8枚×1/6=1.33枚配当、すなわち、投入1枚あたりについては1.33枚/3枚≒0.44(約44%)に下がり、出玉率が半分よりもやや高い55%等の所定の規定下限値にも満たない低調なものに止まり、逆に出玉が低過ぎることにより遊技者に程度に楽しむ遊びを提供できない。   However, the game is in a special role inside which the player spends most of the game time, and it is free by a test firing test that performs stop operation in any order and at any timing under non-AT where AT does not operate When hitting, only when the correct answer is selected in the order of one of the six push orders of left middle right, left / right middle, middle left / right, middle right left, right left middle, right middle left, right / left Since a high payout of 1 card can be obtained, the expected value of the number of acquired game media falls to about one-sixth of that at the time of AT operation, and what becomes a payout of 8 when 3 cards are inserted is effectively 8 x 1/6 = 1 .33 payouts, that is, for each input, 1.33 sheets / 3 sheets ≒ 0.44 (about 44%), and the prescribed specified lower limit value such as 55%, where the payout rate is slightly higher than half However, it is difficult for the player to play because the ball is too low. It can not provide the play to enjoy.

従来の知見によれば、特別役内部中にフリー打ちで下限55%超えを達成するには、特別役内部中の遊技状態における再遊技役の当せん確率を高く即ち再遊技役の当せん値数を大きくし、獲得遊技媒体数の期待値計算において分母で効く(乱数範囲−再遊技役当せん値数)を小さくして期待値を高めることが有益な方策であると考えられてきた。この考え自体は、役物が作動しない役物非作動中の遊技状態間での入賞役の確率変動が禁止されていることから、同一規定数下どちらも役物非作動中の遊技状態にある特別役内部中も一般中も、入賞役の当せん仕様を同一に保つ必要があり、期待値を変動させるには、特別役の内部当せんを契機とした再遊技役の確率変動を利用するのが適切であるという正しい考え方に基づく。   According to the conventional knowledge, in order to achieve the lower limit of 55% by free hitting inside the special role, the winning probability of the re-gamer in the gaming state inside the special role is increased, that is, the number of winning values of the re-game character is increased. It has been considered that it is a useful policy to increase the expected value by increasing the value and reducing the effective value in the denominator in the expected value calculation of the number of acquired gaming media (random number range-number of re-playing player winning values). This idea itself is in the gaming state in which the winning combination is inactive under the same prescribed number, because the probability variation of the winning combination between the gaming state in which the winning combination is not operating is prohibited. It is necessary to keep the same winning specifications for the winning roles both inside and outside the special role. To change the expected value, it is necessary to use the probability change of the replaying role triggered by the internal winning of the special role. Based on the right idea of being appropriate.

ところが、確かに再遊技確率が高いほど非AT下での期待値を高め得て下限55%超えが容易になるが、反面、AT下で遊技者に還元できる遊技媒体数が非AT下に比べて顕著に高め得ないことになり、遊技にメイハリがなくなったり、AT中の獲得遊技媒体数やATの作動確率等を低下せざるをえなくなったりし、高純増ATの効果が没却される恐れがあると共に、AT下でも再遊技が頻発するため、ATの継続をゲーム数で管理する場合には遊技媒体の増加に寄与しないゲーム数が増えて遊技者の期待ほどには遊技媒体が増えず、ATの継続を遊技媒体の純増数又は択役のナビ回数で管理する場合にも遊技媒体の増加速度が遅くなり、遊技興趣が殺がれる恐れがある。   However, the higher the replay probability, the higher the expected value under non-AT and the easier it is to exceed the lower limit of 55%. On the other hand, the number of game media that can be returned to the player under AT is lower than under non-AT. As a result, the effects of the high net increase AT will be lost. In addition, there are fears that replays occur frequently even under AT. Therefore, when continuation of AT is managed by the number of games, the number of games that do not contribute to the increase in game media increases, and the number of game media increases as the player expects. In addition, when the continuation of AT is managed by the net increase of game media or the number of navigations of alternative roles, the increase rate of the game media is slowed down, and there is a risk that the game entertainment will be killed.

よって、本来、特別役内部中は再遊技役の当せん確率をあまり増加させずに下限55%超えを達成することが望ましく、このためには、入賞役自体の当せん仕様により期待値を高めるべきであるが、この場合には、特別役内部中と同じ入賞役の当せん仕様とすべき一般中の遊技状態での期待値も高まるし、役物作動中の遊技状態時、個々の入賞役の当せん確率を低下させずに合計当せん確率を高めるべき第一種特別役物について求められる要請から、役物作動中の遊技状態での期待値も高めざるを得ず、獲得遊技媒体数が投入遊技媒体数よりも少なくなる減るボーナスを適用するにしても、その出玉抑制効果は一定範囲内に止まり、一般中の遊技状態での取りこぼし無しの条件下で120%未満の上限規制をクリアすることが困難になる。   Therefore, it is originally desirable to achieve a lower limit of 55% without increasing the chance of winning a re-gamer within the special role. To this end, the expected value should be raised by the winning specification of the winning combination itself. However, in this case, the expected value in the general gaming state that should be the winning specification of the same winning role as in the special role inside will also increase, and in the gaming state when the role is active, the individual winning role will not be won Due to the demand for the first type special feature that should increase the total winning probability without reducing the probability, the expected value in the gaming state during the operation of the accessory must be increased, and the number of acquired game media is the input game media Even if you apply a decreasing bonus that will be less than the number, the effect of restraining the ball will remain within a certain range, and the upper limit regulation of less than 120% can be cleared under the condition of no missing in the general gaming state It becomes difficult.

本発明では、RBB−AT等による減るボーナス仕様との組合せにおいて、所定の規定下限55%超え及び規定上限120%未満の適正出玉範囲内における高純増ATを一層容易に実現できる遊技機を提供することを課題とする。   The present invention provides a gaming machine that can more easily realize a high net increase AT within an appropriate payout range exceeding a predetermined specified lower limit of 55% and a specified upper limit of less than 120% in combination with a bonus specification reduced by RBB-AT or the like. The task is to do.

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、新たな遊技媒体の投入無しで次遊技が行える再遊技役、所定配当数の遊技媒体を獲得できる入賞役、入賞を容易にするための役物を作動させる特別役を含む複数の役について予め区分した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、所定の有効ラインに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V)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 the variable display start operation when the game medium is inserted, a random number value for internal lottery is extracted, and a re-game player who can play the next game without inserting a new game medium, a prize that can acquire a game medium with a predetermined payout number. Internal lottery that determines whether a winning combination is included in the winning area based on whether the extracted random number belongs to a winning area divided in advance for a plurality of winning roles including special roles that activate the winning combination and the winning combination. Means (K);
Variable display control means (reel control) that allows the variable display of the variable display elements to be stopped based on the corresponding stop operation and to allow the display of the symbol combination corresponding to the winning combination determined by the internal lottery on a predetermined effective line. A gaming machine including means V) is assumed.

「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)。
「入賞」とは、図柄について遊技メダル等(遊技メダル又は遊技球(遊技機規則第6条別表第二(1)ハ))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う(遊技機規則第6条別表第二(3)ニ)。「再遊技」とは、遊技メダル等の投入をすることによらずに行うことができる遊技をいう(遊技機規則第6条別表第二(3)イ)。なお、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) .
“Winning” is displayed as a combination required in order to acquire a game medal or the like (game medal or game ball (gaming machine rule Article 6 Attached Table 2 (1) C)) for the symbol. That means (Guide Machine Rules Article 6 Attached Table 2 (3) D) “Re-game” refers to a game that can be played without inserting game medals or the like (gaming machine rule Article 6 Appendix 2 (3) b). In addition, the operation of the re-game, the accessory, and the accessory continuous operation device is not a prize (National Institute of Technology, Chofu 155, May 26, 2004). (4) (1) B (C)).

以上の遊技機において、前記特別役を、役物作動中の遊技状態で獲得が見込まれる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が1未満(例えば0.6373(63.73%))となる第一種特別役物又は第一種特別役物に係る役物連続作動装置(RBB1,RBB2)で構成している。
「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う(遊技機規則第6条別表第二(3)ト)。
「第一種特別役物に係る役物連続作動装置」とは、第一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)。
「規定数」とは、遊技の結果を一回得るために投入をする必要がある遊技メダル等の数として遊技の種類ごとに定められたものをいう(遊技機規則第6条別表第二(3)ヘ)。
「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)。
In the above gaming machine, the expected value of the number of game media to be acquired per unit input game media (one) that is expected to be acquired in the gaming state in which the special item is operating is less than 1 (for example, 0.6373 ( 63.73%)), it is composed of a first-class special accessory or an accessory continuous actuating device (RBB1, RBB2) related to the first-type special accessory.
“First-class special feature” is a feature that increases the number of symbol combinations related to winnings per prescribed number or increases the probability that a conditional device related to winnings per prescribed number will operate. It means that the operation can be continued until the game result is obtained no more than 12 times (game machine rule Article 6 Attached Table 2 (3) G).
The “continuous actuating device related to the first type special feature” is a device capable of continuously operating the first type special feature, which is activated when a specific symbol combination is displayed in advance. This means that the operation ends when it is determined (Attached Table 2 (3) H of the Attached Rules of the Gaming Machine Rules).
“Prescribed number” means the number of game medals that need to be inserted in order to obtain a single game result for each type of game (Article 6 Attached Table 2 of the Game Machine Rules) 3) F).
"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).

また、前記内部抽せん手段(K)を、当せんエリアの区分に応じた入賞役について当せんと決定する入賞役当せん値数と、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に規定時間内(190ms以内等)に当せんに係る入賞役に対応した図柄の組合せを有効ラインに表示できる表示確率と、有効ラインに表示された入賞役についての図柄の組合せによる獲得遊技媒体数を投入遊技媒体数で割った配当比とを掛算して求める入賞役定数を一の遊技状態において抽せん対象とする全入賞役について合算した総入賞役定数をs、再遊技役の当せんと決定する再遊技役当せん値数をr、内部抽せん用の乱数の数値範囲をM(65536等)と置き、
再遊技抜き期待値をEo=s/(M−r)、
再遊技込み期待値をEi=(s+r)/M
で各定義した場合に、前記特別役に係る役物作動中の遊技状態での再遊技抜き期待値Eoを、全ての役物非作動中の遊技状態での再遊技抜き期待値よりも高くし、かつ、前記特別役に係る役物作動中の遊技状態での再遊技込み期待値Eiを、少なくとも一の役物非作動中の遊技状態での再遊技込み期待値よりも低い仕様にしている。
In addition, when the internal lottery means (K) is operated in a predetermined time when the winning combination winning value determined to be a winning combination according to the winning area classification is stopped in any order and at any timing ( The display probability that the combination of symbols corresponding to the winning combination relating to the winning combination can be displayed on the active line within 190 ms, etc., and the number of game media acquired by the combination of symbols regarding the winning combination displayed on the effective line is the number of input gaming media The total number of winning combination constants for all winning combinations subject to lottery in one gaming state, which is calculated by multiplying the divided payout ratio, is s, and the number of replaying role winning values determined to be the winning of the replaying role R, and the numerical range of the random number for the internal lottery as M (65536 etc.),
The expected value without replays is Eo = s / (M−r),
The expected value including replays is Ei = (s + r) / M
In each of the above definitions, the expected re-emission value Eo in the gaming state during operation of the special item for the special role is set higher than the expected re-emission value in the gaming state in which all the functional items are inactive. In addition, the replay inclusion expected value Ei in the gaming state during operation of the special feature is set to a specification lower than the expected replay inclusion value in the gaming state in which at least one accessory is not operated. .

入賞役定数は、例えば、規定数3枚の役物非作動中(一般中及び内部中)の遊技状態時については以下のように計算される。なお、内部抽せん用乱数の数値範囲M=65536、図柄の組合せ総数は16×16×16=4096としている。
イ)当せん値数1022、表示確率256/4096(図柄引込率)、配当比1/3(規定数3枚時に1枚配当)の当せんエリア1区分の「チャンス役」なら、
1022×256/4096×1/3で計算される。
ロ)当せん値数が各々1000、表示確率1、配当比1の、当せんエリア4区分の「3枚役ALL1〜4」なら、
4000×1×1で計算される。
ハ)当せん値数が当せんエリア4区分の1ブロック毎に各々6180、押し順正解時、表示確率1/6(押し順正解率(1/6)×図柄引込率(1))で配当比8/3(規定数3枚時に8枚配当)、押し順不正解時、表示確率5/12(押し順不正解率(5/6)×図柄引込率(1/2))で配当比1/3(規定数3枚時に1枚配当)、全6ブロック、24区分の「高配当択役」なら、
37080×(1/6×8/3+5/12×1/3)で計算される。
ニ)当せん値数が各々1000、押し順正解時、表示確率1/3(押し順正解率(1/3)×図柄引込率(1))で配当比1、押し順不正解時、表示確率1/6(押し順不正解率(2/3)×図柄引込率(1/4))で配当比1/3の、当せんエリア4区分の「3枚択役左1〜4」なら、
4000×(1/3×1+1/6×1/3)で計算される。
ホ)当せん値数が各々1000、押し順正解時、表示確率2/3(押し順正解率(2/3)×図柄引込率(1))で配当比1、押し順不正解時、表示確率1/12(押し順不正解率(1/3)×図柄引込率(1/4))で配当比1/3の、当せんエリア4区分の「3枚択役左以外1〜4」なら、
4000×(2/3×1+1/12×1/3)で計算される。
この例の場合、総入賞役定数s≒29984.6となり、再遊技役当せん値数r=15434(特別役内部中、規定数3枚)の場合、
Eo=29984.6/(65536−15434)≒0.5985(59.85%)、
Ei=(29984.6+15434)/65536≒0.6930(69.30%)となる。
The winning combination constant is calculated as follows, for example, in the gaming state when the specified number of three items is inactive (in general and inside). It should be noted that the numerical value range of random numbers for internal lottery is M = 65536, and the total number of symbol combinations is 16 × 16 × 16 = 4096.
B) If the winning value is 1022, the display probability is 256/4096 (symbol drawing rate), and the payout ratio is 1/3 (one payout when the specified number is 3), the winning area 1 division,
It is calculated as 1022 × 256/4096 × 1/3.
B) If the number of winning values is 1000, the display probability is 1, and the payout ratio is 1, the winning area is divided into 4 divisions, “ALL 3 to 4 ALL”.
Calculated as 4000 × 1 × 1.
C) The number of winning values is 6180 for each block of the winning area 4 divisions, when pushing correct answer, display probability 1/6 (pressing correct answer rate (1/6) x symbol pulling rate (1)), payout ratio 8 / 3 (8 payouts when the specified number is 3), incorrect push order, display probability 5/12 (push order incorrect answer rate (5/6) x symbol draw rate (1/2)) 3 (1 payout when the specified number is 3), 6 blocks, 24 categories of “high payout option”
It is calculated by 37080 × (1/6 × 8/3 + 5/12 × 1/3).
D) The number of winning values is 1000, when the correct answer is the push order, the display probability is 1/3 (push order correct answer rate (1/3) x symbol pull-in rate (1)), the payout ratio is 1, and when the push order is incorrect, the display probability 1/6 (push order incorrect answer rate (2/3) x symbol pull-in rate (1/4)) with a payout ratio of 1/3, in the winning area 4 division "3 choice left 1 to 4"
It is calculated by 4000 × (1/3 × 1 + 1/6 × 1/3).
E) The number of winning values is 1000, when the correct answer is the push order, the display probability is 2/3 (push order correct answer rate (2/3) x symbol pull-in rate (1)), the payout ratio is 1, and when the push order is incorrect, the display probability 1/12 (push order incorrect answer rate (1/3) x symbol pull-in rate (1/4)) with a payout ratio of 1/3, in the winning area 4 division "1 to 4 other than left for 3 choices"
It is calculated by 4000 × (2/3 × 1 + 1/12 × 1/3).
In the case of this example, the total winning combination constant s ≈ 29984.6, and the re-playing combination winning value number r = 15434 (inside the special combination, the prescribed number is 3),
Eo = 29984.6 / (65536-15434) ≈0.5985 (59.85%),
Ei = (29984.6 + 15434) /65536≈0.6930 (69.30%).

特別役に係る役物作動中の遊技状態での入賞役定数は、例えば、以下のように計算される。
へ]当せん値数10741、表示確率1、配当比8/3(限定する規定数3枚時に8枚配当)の当せんエリア1区分の「小役ALL」なら、
10741×1×8/3で計算される。
ト]当せん値数が39362、表示確率1、配当比1/3(限定する規定数3枚時に1枚配当)の当せんエリア1区分の「1枚役ALL」なら、
39362×1×1/3で計算される。
この例の場合、総入賞役定数s≒41763.3となり、再遊技役当せん値数r=0の場合、
Eo=Ei=41763.3/65536≒0.6373(63.73%)となる。
For example, the winning combination constant in the gaming state during operation of the special item is calculated as follows.
F] If you have a “small role ALL” in the winning area 1 category with a winning value of 10741, a display probability of 1, and a payout ratio of 8/3 (8 payouts for a limited number of 3)
It is calculated as 10741 × 1 × 8/3.
G) If the winning value number is 39362, the display probability is 1, and the payout ratio is 1/3 (one payout when the limited number is 3), the winning area is 1 division “ALL”.
It is calculated by 39362 × 1 × 1/3.
In this example, the total winning combination constant s≈41763.3, and when the re-playing combination winning value r = 0,
Eo = Ei = 41763.3 / 65536≈0.6373 (63.73%).

そして、前記特別役に係る役物作動中の遊技状態での低い再遊技込み期待値(例えばEi=63.73%)に対して高い再遊技込み期待値(例えばEi=69.30%)となる少なくとも一の役物非作動中の遊技状態時(例えば特別役内部中、規定数3枚)に、前記内部抽せん手段(K)で決定した当せん役に対応した図柄の組合せを有効ラインに表示させることを意図するナビ情報を遊技者に報知させるアシストタイム(AT)を作動可能にしている。   Then, a high replay inclusion expectation value (for example, Ei = 69.30%) with respect to a low replay inclusion expectation value (for example, Ei = 63.73%) in the gaming state during the operation of the special item related to the special combination, When the game state is inactive (for example, inside the special role, the specified number is 3), the combination of symbols corresponding to the winning combination determined by the internal lottery means (K) is displayed on the active line. The assist time (AT) for notifying the player of the navigation information intended to be operated is enabled.

以上により、再遊技抜き期待値Eoが全ての役物非作動中の遊技状態よりも高い特別役に係る役物作動中の遊技状態は、役物の作動により獲得できる遊技媒体数が投入遊技媒体数よりも少なくなる所謂減るボーナス仕様のため、その再遊技抜き期待値Eoは0より大で1未満となり、これよりも低い全ての役物非作動中の遊技状態での再遊技抜き期待値Eo=s/(M−r)も0より大で1未満となり、s<M−rよってs+r<Mの関係から、再遊技込み期待値Ei=(s+r)/Mも0より大で1未満となる。図6に示すように、横軸にrを、縦軸に期待値Eo,Eiをとって特性曲線を描くと、0<Eo,Ei<1の範囲すなわち0<r<(M−s)の範囲では、Eoの−rによる反比例曲線が下(小値)に、Eiの+rによる正比例直線が上(大値)に位置し、Eo<Ei、すなわち再遊技込み期待値Eiが再遊技抜き期待値Eoより大きくなる関係となる。   As described above, the number of game media that can be acquired by the operation of the bonus game is the number of game media that can be acquired by the action of the bonus game in the game status of the special feature that is higher than the game status in which all the bonuses are not in operation. Because of the so-called reduced bonus specification that is less than the number, the expected value Eo without replay is greater than 0 and less than 1, and lower than this, the expected value Eo without replay in the gaming state in which all the actors are inactive = S / (M−r) is also greater than 0 and less than 1, and s <M−r, and therefore, from the relationship of s + r <M, the expected value Ei = (s + r) / M is also greater than 0 and less than 1 Become. As shown in FIG. 6, when a characteristic curve is drawn with r on the horizontal axis and expected values Eo and Ei on the vertical axis, a range of 0 <Eo, Ei <1, that is, 0 <r <(M−s). In the range, the inversely proportional curve by -r of Eo is located at the bottom (small value), and the straight line of Ei at + r is located at the top (large value), and Eo <Ei, that is, the replay inclusion expected value Ei is the expectation without replaying The relationship becomes larger than the value Eo.

よって、アシストタイムATを作動可能とする役物非作動中の遊技状態に比べて再遊技抜き期待値Eoは高いが再遊技込み期待値Eiは低い特別役に係る役物作動中の遊技状態での出玉を、ATを作動可能とする役物非作動中の遊技状態での非AT下での出玉との相対的関係において、ギリギリの或は効率的な低目の値に抑制でき、減るボーナス仕様による出玉抑制効果を巧妙に高めることができる。したがって、役物作動中の遊技状態で獲得できる遊技媒体数が投入遊技媒体数よりも少ない所謂減るボーナス仕様の第1種特別役物又は第1種特別役物に係る役物連続作動装置との組合せにおいて、所定の規定下限55%超え及び規定上限120%未満の適正出玉範囲内での高純増ATを一層容易に実現することができる。   Therefore, compared with the gaming state in which the accessory is not activated, which enables the assist time AT, the expected value Eo without replay is high, but the expected value Ei with replay is low. In the relative relationship with the ball under non-AT in the gaming state in which the actor is inactive, which can activate the AT, it can be suppressed to the last value of the last minute or efficient, It is possible to skillfully increase the effect of restraining the appearance of balls by reducing the bonus specifications. Therefore, the number of game media that can be acquired in the game state during the operation of the accessory is less than the number of input game media, so-called bonus type of the first type special feature or the type of special feature continuous action device related to the first type special feature In the combination, it is possible to more easily realize the high net increase AT within the appropriate payout range exceeding the predetermined specified lower limit 55% and less than the specified upper limit 120%.

以上のものにおいて、特別役に係る役物作動中の遊技状態での再遊技役当せん値数rを0とし、特別役に係る役物作動中の遊技状態での再遊技抜き期待値Eoと再遊技込み期待値Eiとを同じにしているのが好ましい。r=0とした場合、Eo=Ei=s/Mとなり、アシストタイムATの作動可能な役物非作動中の遊技状態に対して、個々の入賞役(NML1〜21)の当せん確率を低下させることなく合計当せん確率を高めながら、アシストタイムATの作動可能な役物非作動中の遊技状態における再遊技抜き期待値Eo(例えば0.5985=59.85%)よりも高く同再遊技込み期待値Ei(例えば0.6930=69.30%)よりも低い所望期待値(例えば0.6373=63.73%)となるように、役物作動中の遊技状態での総入賞役定数s、すなわち、例えば高配当(3枚投入8枚配当)が得られる「小役ALL」や低配当(3枚投入1枚配当)に止める「1枚役ALL」等の当せんエリアの大きさを容易に決定することができる。   In the above, the re-playing game winning value r in the gaming state during the operation of the special character for the special role is set to 0, and the re-playing expected value Eo in the gaming state in the special character operating for the special role is re-established. It is preferable that the game inclusion expectation value Ei is the same. When r = 0, it becomes Eo = Ei = s / M, and the winning probability of each winning combination (NML1 to 21) is reduced with respect to the gaming state in which the assisting time AT is operable and inactive. While the total winning probability is increased, the replay-including expectation is higher than the replay-rejected expected value Eo (for example, 0.5985 = 59.85%) in the gaming state in which the assisting time AT is operable without being activated. The total winning combination constant s in the gaming state during the operation of the winning combination so that the desired expected value (for example, 0.6373 = 63.73%) lower than the value Ei (for example, 0.6930 = 69.30%), That is, for example, the size of the winning area such as “small role ALL” for obtaining a high payout (8 payouts for 3 inserts) and “single win ALL” for only low payout (1 payout for 3 inserts) can be easily set. Can be determined.

本発明遊技機の正面図。The front 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. 図柄の組合せ一覧表。A list of symbol combinations. 当選エリアと当せん値数等の一覧表。A list of winning areas and winning numbers. 遊技状態の遷移図。Transition diagram of gaming state. 再遊技抜き期待値及び再遊技込み期待値の特性曲線。Characteristic curve of expected value without replay and expected value with replay. 遊技状態別の入賞役当せん値数一覧表。A list of the number of winning prizes by game state. 制御装置のブロック図。The block diagram of a control apparatus. ステッピングモータの励磁パルス説明図。Explanatory drawing of the excitation pulse of a stepping motor. 択役当せん時に作成する停止候補検索データ例の説明図。Explanatory drawing of the example of a stop candidate search data produced at the time of selection choice. 押し順正解時(左中右)の枚数優先に従う停止制御説明図。Stop control explanatory drawing according to the priority of the number of sheets in the correct answer in the pressing order (left middle right). 押し順不正解時(左右中)の枚数個数併用の停止制御説明図。Stop control explanatory drawing of the combined number of sheets at the time of incorrect push order (right and left). 押し順不正解時(中左右)の個数優先に従う停止制御説明図。Stop control explanatory drawing according to number priority at the time of pushing order incorrect answer (middle right and left). 押し順不正解時(中右左)の個数優先に従う停止制御説明図。Stop control explanatory drawing according to the number priority at the time of pushing order incorrect answer (middle right left). 押し順不正解時(右左中)の個数優先に従う停止制御説明図。Stop control explanatory drawing according to the number priority at the time of pushing order incorrect answer (middle right and left). 押し順不正解時(右中左)の個数優先に従う停止制御説明図。Stop control explanatory drawing according to number priority at the time of pushing order incorrect answer (right middle left). AT作動例の遊技説明図。Game explanatory drawing of AT operation example. 第2実施形態に係る遊技状態の遷移図。The transition figure of the gaming state concerning a 2nd embodiment.

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、箱型のリアキャビネット8R及び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、内部にメインリール100(メインとなる回胴)を収めるリールパネル8、メインリール100の動作と協働して変動表示等させる左中右の演出図柄7L,7C,7Rや背景動画、アシストタイムAT作動中の所定ナビ情報等をフルカラーで映し出す演出表示装置7を構成する大画面の液晶表示装置70、上装飾ランプ81,左装飾ランプ82,右装飾ランプ83,リールパネル8の角に臨む4つのアクセント装飾ランプ84,液晶表示装置70の上・左・右に臨む門形装飾ランプ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 box-shaped rear cabinet 8R and door-shaped upper and lower front cabinets 8E and 8F. In the upper front cabinet 8E, the reel panel 8 that houses the main reel 100 (main drum), the left middle right design symbols 7L, 7C, and 7R that are displayed in a variable manner in cooperation with the operation of the main reel 100. A large-screen liquid crystal display device 70, an upper decoration lamp 81, a left decoration lamp 82, a right decoration lamp 83, and a reel panel constituting the effect display device 7 that projects the predetermined navigation information during operation of the assist time AT and the like in full color. Four accent decoration lamps 84 facing the corners of the eight corners, and a portal decoration lamp 85 facing the top, left, and right of the liquid crystal display device 70 are provided. 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、メインリール100を構成する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16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の定常回転数(定速回転数)は約80回転/分(本実施形態のものは約79.9回転/分)であり、約750ms(本実施形態のものは約751ms)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平均約46.9msとなる。よって、遊技機規則第6条別表第五(1)イ(ト)において通常時のリール停止操作から停止までの規定時間が「190ms以内」というのは、((190÷46.9)−1)の整数解=3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 which are a plurality of variable display elements constituting the main reel 100, and each reel band 10L, 10C, 10R. Three consecutive frames out of a total of 16 symbols on the outer periphery of the window face the window. The steady rotation speed (constant speed rotation speed) of each of the reels 1L, 1C, and 1R is about 80 rotations / minute (this embodiment is about 79.9 rotations / minute), and about 750 ms (this embodiment is about Rotate once in approximately 751 ms). During normal forward rotation, each symbol scrolls from top to bottom, and the average time required for the symbol to move one frame is about 46.9 ms. Therefore, in the gaming machine rule Article 6 Attached Table 5 (1) A (G), the specified time from the normal reel stop operation to the stop is “within 190 ms” ((190 ÷ 46.9) -1 ) Integer solution = 3 frames 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、例えば上上中ライン(左上−中上−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)、中段ライン(左中−中中−右中)、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、上上中ラインを含めた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 3 × 3 = 9 symbol display positions specified by columns and stages, for example, only the upper / upper / middle line (upper left / middle / upper / right middle) is set as an effective line. However, the upper line (upper left-middle upper-upper right), the middle line (middle left-middle middle-right middle), the lower line (lower left-middle lower-lower right), the lower line (upper left-middle middle-lower right) Adjacent to the same line or one step, such as a line that rises to the right (lower left-middle middle-upper right), an upper V-shaped line (upper left-middle middle-upper right), and a lower V-shaped line (middle left-middle lower-right middle) Another line obtained by connecting the symbol display positions with one straight line or a broken line may be used as an effective line, or two or more lines including upper, upper, and middle lines may be used as 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第1規定数として例えば3枚(3枚掛け)又は第1規定数と異なる第2規定数として例えば2枚(2枚掛け)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、メインリール100の各リール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. The bet button 3 for pulling down, for example, three (three) multiplied as the first prescribed number necessary for the game or the second prescribed number different from the first prescribed number, for example, two (two) multiplied, and the number remaining in the credit Corresponding to the settlement button 4 for dropping the medal to the medal tray 8G, the start lever 5 for starting the variable display (rotation) of each reel 1L, 1C, 1R of the main reel 100, and each reel 1L, 1C, 1R. Left stop button 6L, which serves as a stop switch for individually stopping variable display of the corresponding reel, middle stop button C, right stop button 6R, medal return button 20 depressed when the medal insertion slot 2 downstream medal clogging, comprises a door key hole 8K.

液晶表示装置70の左右の下部には、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。   In the lower left and right sides of the liquid crystal display device 70, there are 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 one, two, and three winning medals. 1 to 3 lamps EL1 to be lit each time, a bet lamp ELb to be lit when a medal can be accepted, a start lamp ELs to be lit when a start operation by the start lever 5 is possible, and a combination of symbols relating to replay The game basic lamps 30 including a replay lamp ELr that is turned on when displayed are provided.

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、2枚掛け時の規定数になる。さらに1枚入れると3枚ランプEL3が点灯し、3枚掛け時の規定数になる。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。2枚掛け遊技は2枚ランプEL2が点灯した時点で、3枚掛け遊技は3枚ランプEL3が点灯した時点で始動操作をすることになる。3枚ランプEL3の点灯後、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。   When the bet lamp ELb is lit, when one medal is inserted from the medal insertion slot 2 with the hanging medal being 0, the one lamp EL1 is lit. It becomes the prescribed number. When one more sheet is inserted, the three-sheet lamp EL3 is lit and becomes the specified number when three sheets are loaded. 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. A two-hatch game is started when the two-lamp EL2 is lit, and a three-hatch game is started when the three-lamp EL3 is lit. If a medal is inserted into the medal slot 2 without operating the start lever 5 after the three-lamp EL3 is lit, the counter of the credit indicator DL1 is advanced and can be stored up to a predetermined upper limit of 50. 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.

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、バー、ブドウ、プラム、べル、チェリー、リプレイ、ブランク1、ブランク2の全8種類の図柄を、図柄番号0,1〜15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。各リール1L,1C,1Rは、全16コマの図柄を配する16コマリールであり、全21コマの図柄を配する標準的な21コマリールよりも小径のリールとしている。各リール帯10L,10C,10の上端と下端は結ばれて輪状になり、エンドレスに図柄をスクロールさせる。   As shown in FIG. 2, there are 8 types of bars, grapes, plums, bells, cherries, replays, blanks 1 and blanks 2 on the outer peripheral surfaces of the reel bands 10L, 10C and 10R of the reels 1L, 1C and 1R. The symbols are drawn by printing or the like according to the symbol numbers 0, 1 to 15 and according to a unique vertical arrangement. Each of the reels 1L, 1C, and 1R is a 16-frame reel that arranges symbols of 16 frames, and has a smaller diameter than a standard 21-frame reel that arranges symbols of 21 frames. The upper and lower ends of each reel strip 10L, 10C, 10 are connected to form a ring, and the symbols are scrolled endlessly.

各リール1L,1C,1Rの駆動には、標準的な21コマリール駆動用の1ステップ角が約1.43度、1−2相励磁により504ステップで一回転する仕様のステッピングモータを用いている。21コマリールの場合、一図柄あたり504/21=24ステップの均等ステップ数を割付けることができるが、16コマリールでは、504/16=31.5で整数解にならないため、不均等ステップ数を割付けている。   For driving each reel 1L, 1C, 1R, a stepping motor having a specification in which one step angle for driving a standard 21-frame reel is about 1.43 degrees and rotates once in 504 steps by 1-2 phase excitation is used. . In the case of 21-frame reels, an equal number of steps of 504/21 = 24 steps can be assigned per symbol, but in the case of 16-frame reels, 504/16 = 31.5 is not an integer solution, so an uneven number of steps is assigned. ing.

その不均等ステップ数は、ステップ数の多い方を32、ステップ数の少ない方を30とし、その差を2以上の偶数、具体的には最も好ましい例として2ステップとしており、且つ、何れも偶数としている。0を含む図柄番号が4の倍数となる図柄番号0,4,8,12に対応する各図柄に少ない方の偶数ステップ数30を割付け、その他の図柄番号1,2,3,5,6,7,9,10,11,13,14,15の各図柄に多い方の偶数ステップ数32を割付けている。こうして、ステップ数30を割付ける図柄とステップ数32を割付ける図柄とを所定の繰返しパターン(「30,32,32,32」の4回繰返しパターン)により配置し、各リール1L,1C,1Rの外周に各図柄をほぼ均等に分散して配置している。   The number of non-uniform steps is 32 for the larger number of steps and 30 for the smaller number of steps, and the difference is an even number of 2 or more, more specifically, 2 steps as the most preferable example. It is said. The smaller even number of steps 30 is assigned to each of the symbols corresponding to symbol numbers 0, 4, 8, and 12 whose symbol number including 0 is a multiple of 4, and the other symbol numbers 1, 2, 3, 5, 6, The larger even number of steps 32 is assigned to each of the symbols 7, 9, 10, 11, 13, 14, and 15. In this way, the symbols for assigning the number of steps 30 and the symbols for assigning the number of steps 32 are arranged in a predetermined repetitive pattern (four repetitive patterns of “30, 32, 32, 32”), and each reel 1L, 1C, 1R is arranged. The symbols are arranged almost evenly distributed on the outer periphery.

図柄中、プラムとベルは、それぞれ中間に3コマを介在させて4コマ置きに配置しており、任意のタイミングで停止操作しても最大3コマ滑りの範囲内で有効ラインに引込むことができる(引込率1)。図柄番号15,0,1〜6の計8コマの第1領域内の特定引込図柄、すなわち左リール1Lのブランク1又はチェリー、中リール1Cのブランク1又はブランク2、右リール1Rのチェリー又はブランク2は、第1領域内から最大3コマ滑りの範囲内で有効ラインに引込むことができるが、図柄番号7〜14の計8コマの第2領域からは引込むことができない(引込率1/2)。第2領域内の特定引込図柄、すなわち左リール1Lのバー又はブランク2、中リール1Cのバー又はチェリー、右リール1Rのバー又はブランク1は、第2領域内から最大3コマ滑りの範囲内で有効ラインに引込むことができるが、第1領域からは引込むことができない(引込率1/2)。   In the design, plums and bells are placed every 4 frames with 3 frames in between, and even if they are stopped at any timing, they can be pulled into the effective line within a range of up to 3 frames. (Retraction rate 1). Specific drawing symbols in the first area of 8 frames in total of symbol numbers 15, 0, 1 to 6, that is, left reel 1L blank 1 or cherry, middle reel 1C blank 1 or blank 2, right reel 1R cherry or blank 2 can be drawn into the effective line within the range of a maximum of three frames from the first area, but cannot be drawn from the second area of a total of eight frames of symbol numbers 7 to 14 (drawing rate 1/2) ). The specific drawing symbols in the second area, that is, the bar or blank 2 of the left reel 1L, the bar or cherry of the middle reel 1C, and the bar or blank 1 of the right reel 1R are within a range of a maximum of 3 frames from the second area. Although it can be drawn into the effective line, it cannot be drawn from the first area (drawing rate 1/2).

図3に、内部抽せんで決定す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。入賞を容易にする役物を作動させる特別役に、左図柄「バー」−中図柄「バー」−右図柄「ブドウ」の表示で始まる役物作動中に、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が1未満、つまり総獲得遊技媒体数が総投入遊技媒体数を下回る見込みとなり、総獲得遊技媒体数が第1上限例えば30枚を超過するとその作動を終了させる第1特別役RBB1と、左図柄「バー」−中図柄「ブドウ」−右図柄「バー」の表示で始まる役物作動中に、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が1未満、つまり総獲得遊技媒体数が総投入遊技媒体数を下回る見込みで且つ第1特別役よりも少ない遊技媒体の獲得に止まり、総獲得遊技媒体数が第2上限例えば8枚を超過するとその作動を終了させる第2特別役RBB2とを定義している。第1特別役RBB1に係る役物作動中の遊技状態が継続する第1特別役RBB1作動中の遊技数は、第2特別役RBB2に係る役物作動中の遊技状態が継続する第2特別役RBB2作動中の遊技数よりも多く見込める。これら特別役RBB1,RBB2は、何れも第一種特別役物に係る役物連続作動装置で構成している。   FIG. 3 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). The number of game media input per unit (1 piece) during the action starting with the left symbol “bar”-middle symbol “bar”-right symbol “grape” as a special character that activates the character to facilitate winning. The expected value of the number of acquired game media per game is less than 1, that is, the total number of acquired game media is expected to be lower than the total number of input game media, and the operation is terminated when the total number of acquired game media exceeds the first upper limit, for example, 30 cards. The number of game media acquired per unit input game media (1) during the action of the first special role RBB1, and the symbol starting with the display of the left symbol "bar"-middle symbol "grape"-right symbol "bar" Expected value is less than 1, that is, the total number of game media is expected to be less than the total number of input game media and the number of game media is less than the first special role, and the total number of game media acquired is the second upper limit, for example, 8 2nd special role R which ends the operation when it exceeds it It has defined and B2. The number of games during operation of the first special combination RBB1 in which the game state during operation of the special feature RBB1 continues is the second special combination in which the game state during operation of the special feature RBB2 continues Expect more than the number of games in RBB2 operation. These special roles RBB1 and RBB2 are both constituted by an accessory continuous operation device according to the first type special accessory.

新たな遊技媒体の投入無しで元の掛け数と同じ掛け数で次遊技が行える再遊技役としてREP1〜3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NML1〜21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REP1について言うと、左リール1Lの図柄はリプレイ又はブドウという意味である。備考欄に、各役に対応した表示窓80中の表示出目例を示す。   REP 1 to 3 are defined as replaying players who can play the next game with the same multiplier as the original multiplication without introducing new game media, and NML 1 to 21 are defined as winning combinations that can acquire game medals, that is, small roles. Yes. There are some that list a plurality of symbols in one column. For example, for REP1, the symbol on the left reel 1L means replay or grape. In the remarks column, examples of display items in the display window 80 corresponding to each combination are shown.

小役のうち、NML1〜5は、規定数3枚時に8枚、規定数2枚時に4枚の、投入数を上回るメダルを獲得できる高配当役である。NML6〜8は、規定数3枚時も規定数2枚時も3枚のメダルを獲得できる中配当役である。NML9〜21は、規定数3枚時も規定数2枚時も投入数を下回る1枚のメダルを獲得できる低配当役である。   Among the small roles, NML1 to NML5 are high payout combinations that can win medals exceeding the inserted number of 8 when the specified number is 3, and 4 when the specified number is 2. The NMLs 6 to 8 are medium payout combinations that can win three medals when the prescribed number is three and when the prescribed number is two. NML 9 to 21 are low payout combinations that can earn one medal that is less than the number inserted when the specified number is three or two.

低配当役のうち、NML9〜12の第1グループは、左図柄プラムと中及び右図柄の第1又は第2領域の特定引込図柄の各引込率を乗じ、NML13〜16の第2グループは、中図柄ベルと左及び右図柄の第1又は第2領域の特定引込図柄の各引込率を乗じ、NML17〜20の第3グループは、右図柄プラムと左及び中図柄の第1又は第2領域の特定引込図柄の各引込率を乗じたそれぞれ1/4が図柄引込率となる。第1グループ中、NML9と12を重複当せんさせるNML9+12の場合、NML10と11を重複当せんさせるNML10+11の場合、第2グループ中、NML13と16を重複当せんさせるNML13+16の場合、NML14と15を重複当せんさせるNML14+15の場合、第3グループ中、NML17と20を重複当せんさせるNML17+20の場合、NML18と19を重複当せんさせるNML18+19の場合、それぞれ1/2が図柄引込率となる。   Among the low payout roles, the first group of NML 9-12 is multiplied by the respective pull-in rates of the specific symbol of the first or second area of the left symbol plum and the middle and right symbols, and the second group of NML 13-16 is The third group of NML 17-20 is multiplied by the respective drawing rates of the specific drawing symbols of the first and second areas of the middle symbol bell and the left and right symbols, and the third group of NML 17-20 is the first or second area of the right symbol plum and the left and middle symbols Each of the specific drawing symbols multiplied by the respective pulling rates becomes 1/4 as the symbol pulling rate. In the case of NML9 + 12 that duplicates NML9 and 12 in the first group, in the case of NML10 + 11 that duplicates NML10 and 11, in the case of NML13 + 16 that duplicates NML13 and 16 in the second group, NML14 and 15 are duplicated. In the case of NML14 + 15, in the third group, in the case of NML17 + 20 in which NML17 and 20 are overlapped, in the case of NML18 + 19 in which NML18 and 19 are overlapped, 1/2 is the symbol pull-in rate.

図4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の数値範囲M=65536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。   FIG. 4 shows the relationship between each winning area in the internal lottery and the operating condition device (winning combination). In the internal lottery, when the start lever 5 is operated, a 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 is preliminarily divided into a numerical range M = 65536 that can be taken. The condition device related to the operation in the game, that is, the winning combination is determined depending on which winning area it belongs to.

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、チャンス役、3枚役ALL1〜4、高配当択役であって8枚又は4枚の高配当が得られる正解押し順を第1番目「左」第2番目「中」とする高配当択役左中1〜4、同正解押し順を第1番目「左」第2番目「右」とする高配当択役左右1〜4、同正解押し順を第1番目「中」第2番目「左」とする高配当択役中左1〜4、同正解押し順を第1番目「中」第2番目「右」とする高配当択役中右1〜4、同正解押し順を第1番目「右」第2番目「左」とする高配当択役右左1〜4、同正解押し順を第1番目「右」第2番目「中」とする高配当択役右中1〜4、3枚択役であって3枚配当が得られる正解押し順を第1番目「左」とする3枚択役左1〜4、同正解押し順を第1番目「左以外」とする3枚択役左以外1〜4、再遊技役に対応するリプレイ1〜4、レア役リプ、BAR狙えリプ、特別役に対応するRBB1,RBB2を含み、各欄列挙の条件装置(役)を単独当せん又は重複当せんさせ、遊技状態(遊技の種類)に応じて抽せん対象役及びその当せん値数を定めている。   The winning area is a small role ALL, a single role ALL, a chance role, a triple role ALL1-4, a high payout option, corresponding to a winning role (small role) that does not win any role. The right push order to obtain 8 or 4 high payouts is the first “left” and the second “middle” is the high payout choice left middle 1 to 4, the same correct push order is the first “left” 2nd “right” high payout choice left and right 1-4, same right push order as first “middle” 2nd “left” high payout choice left 1-4, same correct push order 1 to 4 for high payout choices with the first “middle” and 2nd “right”, and 1 to the right for high payout choices with the right push order as the first “right” and the second “left” -4, the right correct push order is the first “right” and the second “middle”. 3 for the first “left” 1 to 4 alternatives left to 1-4, the same correct answer pressing order is “other than left” 1 to 4 other than left left, replays 1 to 4 corresponding to re-playing players, rare role lip, BAR target lip, RBB1 and RBB2 corresponding to special roles are included, and the condition device (role) listed in each column is won by a single or multiple wins, and the lottery target role and the number of winning values are determined according to the game state (type of game). .

小役ALLは、NML1〜5の何れかの8枚役を入賞させ、1枚役ALLは、NML9〜21の何れかの1枚役を入賞させる。チャンス役は、1枚役NML21を図柄引込率4×8×8/(16×16×16)=256/4096で入賞させる。3枚役ALL1〜4は、3枚役NML6〜8の何れかを入賞させる。各高配当択役は、押し順正解時に重複当せん役に含む高配当役(8枚又は4枚)を入賞させ、押し順不正解時に図柄引込率1/2で1枚役を入賞させる。3枚択役左1〜4、3枚択役左以外1〜4は、押し順正解時に3枚役を入賞させ、押し順不正解時に図柄引込率1/4で1枚役を入賞させる。図柄引込率が1でない図柄の組合せに係る入賞役(小役)は取りこぼす場合がある。   The small role ALL wins any of the eight winning combinations NML 1 to 5, and the one winning combination ALL wins any one of the NML 9 to 21 winning combinations. As a chance combination, a single combination NML 21 is awarded with a symbol drawing rate of 4 × 8 × 8 / (16 × 16 × 16) = 256/4096. The three-piece combination ALL1 to 4 wins any of the three-piece combinations NML6 to 8. Each high payout winning combination wins a high payout combination (8 or 4) included in the duplicate winning combination when the pushing order is correct, and wins a single combination with a symbol drawing rate of 1/2 when the pushing order is incorrect. The three winning combinations 1 to 4 other than the left three winning combinations 1 to 4 win the three winning combinations when the pressing order is correct, and win the one winning combination at the symbol drawing rate of 1/4 when the pressing order is incorrect. There may be cases where a winning combination (small combination) related to a combination of symbols whose symbol pull-in rate is not 1 is missed.

特別役RBB1,RBB2の抽せんをする一般中の遊技状態時、第1規定数3枚の3枚掛け遊技と、第2規定数2枚の2枚掛け遊技とを可能にしている。再遊技役の確率はどちらも8978/65536≒1/7.3である。第1特別役RBB1は、規定数3枚時のみに第1当せん確率例えば6446/65536≒1/10.17で抽せんし、第2特別役RBB2は、規定数2枚時のみに第1当せん確率よりも高い第2当せん確率例えば10442/65536≒1/6.28により抽せんする。ただし、本機は、アシストタイムATの作動によりメダルを増やす仕様であり、これら特別役RBB1,RBB2は何れも役物作動中に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が1未満となる減るボーナスであり、遊技機筐体8B等に特別役の存在を明示する一切の宣伝文句等もなく、専ら遊技機の内部状態として存在価値を有する。一般中、入賞役(小役)全体の当せん値数は、規定数3枚時は50102、規定数2枚時は46106である。   In a general gaming state in which the special roles RBB1 and RBB2 are drawn, a three-game game with a first prescribed number of three and a two-game game with a second prescribed number of two are enabled. The probabilities for replaying players are both 8978 / 65536≈1 / 7.3. The first special role RBB1 draws with the first winning probability only when the specified number is three, for example, 6446 / 65536≈1 / 10.17, and the second special role RBB2 only has the first winning probability when the specified number is two. It draws with a higher second winning probability, for example, 10442 / 65536≈ 1 / 6.28. However, this machine is designed to increase the number of medals by operating the assist time AT, and these special roles RBB1 and RBB2 are expected to have the number of acquired game media per unit input game media (one) during the operation of the game. It is a bonus to reduce the value to be less than 1, and there is no advertising phrase that clearly indicates the presence of the special role in the gaming machine housing 8B or the like, and it has a presence value exclusively as an internal state of the gaming machine. In general, the number of winning values of the winning combination (small combination) is 50102 when the specified number is 3, and 46106 when the specified number is 2.

特別役RBB1,RBB2に当せんするも対応する作動図柄の組合せを表示できずにその当せんの権利が持ち越された第1特別役内部中(RBB1内部中)又は第2特別役内部中(RBB2内部中)においても、規定数3枚と2枚を選べる。規定数3枚時、一般中のRBB1の当せん値数と不当せんエリアの値数を再遊技役の当せん値数にシフトして再遊技役の当せん値数を15434に、再遊技役の確率を1/15434≒1/4.25と適度に高めている。規定数2枚時、一般中のRBB2の当せん値数と不当せんエリアの値数を再遊技役の当せん値数にシフトして再遊技役の当せん値数を19430に、再遊技役の確率を1/19430≒1/3.37とRRB1内部中よりも大きく高めている。入賞役(小役)全体の当せん値数は、規定数3枚時は50102、規定数2枚時は46106で、一般中と同じである。役物が作動している場合を除き、入賞役(小役)の確率変動は禁止されているからである(遊技機規則第6条別表第五(1)ロ(カ))。規定数が同じの場合、RBB1内部中とRBB2内部中は同一仕様になる。このため、一般中に2枚掛けで当せんし易いRBB2の当せんを得て早期にRBB2内部中に移行させ、3枚掛けで且つ再遊技役の確率上昇を適度に抑えた遊技状態下でアシストタイムATの作動を予定するのが適切となる。   Inside the first special role (inside RBB1) or inside the second special role (inside RBB2) when the special action RBB1, RBB2 was won but the corresponding action symbol combination could not be displayed and the right to win was carried over ), You can choose the prescribed number of 3 and 2. When the specified number is 3, the number of RBB1 winning values and the number of unbounced areas in general are shifted to the winning number of replaying players, and the winning number of replaying players is set to 15434. 1 / 15434≈1 / 4.25, which is moderately increased. When the specified number is 2, the number of RBB2 winning values and the number of unbounced areas in general are shifted to the replaying player winning number, and the replaying player winning value is 19430, and the replaying player probability is increased. 1/1 / 19430≈1 / 3.37, which is higher than inside RRB1. The number of winning values of the winning combination (small role) is 50102 when the specified number is 3, and 46106 when the specified number is 2, which is the same as that in general. This is because the probability change of the winning combination (small combination) is prohibited except when the combination is in operation (the gaming machine rule Article 6 Attached Table 5 (1) B). When the prescribed number is the same, the inside of RBB1 and the inside of RBB2 have the same specification. For this reason, in general, an RBB2 winning that is easy to win with 2 cards is obtained and transferred to the inside of the RBB2 at an early stage. It is appropriate to schedule an AT operation.

第1特別役に係る役物作動中(RBB1作動中)及び第2特別役に係る役物作動中(RBB2作動中)は、規定数を一律3枚に限定している。小役ALLと1枚役ALLを合せて当せん値数を50103とし、規定数3枚の一般中及び内部中の50102よりも1だけ大きくしている。   The specified number is limited to three uniformly during the operation of the accessory relating to the first special combination (in operation of RBB1) and during the operation of the accessory relating to the second special combination (in operation of RBB2). The combination of the small role ALL and the single role ALL is 50103, which is 1 larger than the standard number 50102 in the general and internal numbers.

図5に示すように、遊技状態は、規定数を考慮すると、「規定数3枚一般中」「規定数2枚一般中」「規定数3枚RBB1内部中」「規定数2枚RBB1内部中」「規定数3枚RBB2内部中」「規定数2枚RBB2内部中」「規定数3枚RBB1作動中」「規定数3枚RBB2作動中」の8つとなる。ただし、工場出荷直前の最終確認試験、或は、店舗導入時の受入確認試験等において、メーカー作業員又は店舗係員等により、「規定数2枚一般中」から当せん確率が高く当せんし易いRBB2の当せんを得てRBB2内部中に予め移行させておく運用を予定している。一般中は液晶表示装置70にメーカーロゴマーク等を表示させ、内部中に移行すると、液晶表示装置70に演出図柄7L,7C,7Rを表示し、準備完了を知らせる。また、入賞役(小役)全体の当せん値数及び配当を3枚掛け時に優遇しており、しかも、ATの作動を3枚掛け時に限定することとしているため、事実上、遊技者は「規定数3枚RBB2内部中」で遊技を進めることになる。   As shown in FIG. 5, in consideration of the prescribed number, the gaming state is “ordinary number 3 in general”, “regulated number 2 in general”, “regulated number 3 in RBB1 inside” “specified number 2 in RBB1 inside” ”“ Inside the specified number of 3 sheets in the RBB2 ”,“ Inside the specified number of 2 sheets in the RBB2 ”,“ In operation of the specified number of 3 sheets of RBB1 ”, and“ In operation of the specified number of 3 sheets of RBB2 ”. However, in the final confirmation test immediately before shipment from the factory or the acceptance confirmation test at the time of store introduction, the RBB2 of the RBB2 that has a high probability of winning from the “regular number of 2 in general” by a manufacturer worker or store staff, etc. An operation is planned in which a winning combination is obtained and transferred to the inside of the RBB 2 in advance. In general, the manufacturer logo mark or the like is displayed on the liquid crystal display device 70, and when the inside is shifted to the inside, the effect symbols 7L, 7C, and 7R are displayed on the liquid crystal display device 70 to notify the completion of preparation. In addition, since the winning value (dividend) of the winning combination (small role) and the dividend are given preferential treatment when 3 cards are applied, and the AT operation is limited to 3 cards, in effect, the player The game will be progressed in “within several RBB2 inside”.

RBB2内部中は、持ち越しに係るRBB2に対応する作動図柄の組合せは、規定数3枚時、規定数3枚一般中に抽せんしないRBB2の当せんフラグは成立し得ず無効となるため、また、規定数2枚時も、不当せんエリアがなく且つ取りこぼしてもRBB2作動図柄の組合せを表示できないフルヒット仕様にしているため各々揃えられず、RBB2内部中からRBB2作動中には移行しない。仮に、上記運用が徹底されず、遊技者が規定数3枚一般中から遊技を始め、自力でRBB1内部中に移行させたとしても、RBB1内部中とRBB2内部中は同一仕様のため、RBB2内部中と全く同じ遊技性を享受でき、RBB1内部中も、持ち越しに係るRBB1に対応する作動図柄の組合せは、規定数2枚時、規定数2枚一般中に抽せんしないRBB1の当せんフラグは成立し得ず無効となるため、また、規定数3枚時も、不当せんエリアがなく且つ取りこぼしてもRBB1作動図柄の組合せを表示できないフルヒット仕様にしているため各々揃えられず、RBB1内部中からRBB1作動中にも移行しない。その上、本実施形態では、RBB2内部中又はRBB1内部中に滞在時、電源オンオフやリセット処理等をしても一般中に復帰しない仕様にしており、一旦内部中に滞在すると作動中や一般中の遊技状態に移ることはない。   In the inside of RBB2, the combination of operation symbols corresponding to carry-over RBB2 is invalid because the winning flag of RBB2, which is not drawn in general when the specified number is 3, is not valid. Even in the case of several 2 sheets, there is no fraud area, and even if they are missed, the combination of RBB2 operation symbols cannot be displayed because they are full hit specifications, so they are not aligned, and do not shift from inside RBB2 to during RBB2 operation. Even if the above operation is not thorough and the player starts playing from a specified number of 3 in general and moves inside the RBB1 by himself, the inside of the RBB1 and the inside of the RBB2 have the same specifications, so the inside of the RBB2 You can enjoy exactly the same gameplay as the inside, and even inside RBB1, the combination of operation symbols corresponding to carry-over RBB1 will be the winning flag of RBB1, which is not drawn when the specified number is 2, when the specified number is 2 It becomes invalid, and even when the specified number is 3, even if there is no fraud area and it is not possible to display the combination of RBB1 operation symbols even if it is omitted, it is not aligned, and RBB1 from inside RBB1 It does not shift during operation. In addition, in this embodiment, when staying in the RBB2 or inside the RBB1, the specification is such that it does not return to the general state even if the power is turned on / off or reset is performed. The game state will not change.

ただし、店舗側において、内部抽せん仕様の設定(規定数に応じた入賞役、再遊技役、特別役についての当せん確率の組合せ(遊技機規則第6条別表第二(3)ヘ))を有利不利に複数段階について変更するいわゆる設定変更をした場合、少なくともRBB1作動中は、好ましくはRBB2作動中も、一般中の遊技状態に復帰させる仕様にしている。これにより、遊技者若しくはメーカー作業員又は店舗係員等により、誤って或は意図せずに、一般中のRBB1の当せんゲームでRBB1作動図柄の組合せを表示させてRBB1作動中に移行させてしまったり、一般中のRBB2の当せんゲームでRBB2作動図柄の組合せを表示させてRBB2作動中に移行させてしまったとしても、長期間となるRBB1作動中を消化することなく、また、或る程度の期間となるRBB2作動中を消化することなく、直ちに、一般中からRBB1内部中又はRBB2内部中に移行させる準備をやり直すことができるようにしている。なお、RBB1作動中又はRBB2作動中を除く他の遊技状態時に設定変更をした場合は、元の遊技状態を維持する仕様にしており、RBB1内部中又はRBB2内部中に設定変更をしても各々内部中を維持できるものとしている。   However, on the store side, it is advantageous to set the internal lottery specifications (combination of winning probabilities, re-games, and special roles according to the specified number (the second rule (3) in Table 6 of the Gaming Machine Rules)) When a so-called setting change is made to change disadvantageously for a plurality of stages, the specification is such that at least during the RBB1 operation, preferably during the RBB2 operation, the game state is returned to the general gaming state. As a result, a player, a manufacturer worker, a store clerk, etc. accidentally or unintentionally displayed a combination of RBB1 action symbols in a general RBB1 winning game and shifted to the RBB1 action. Even if a combination of RBB2 action symbols is displayed in a general RBB2 winning game and a transition is made during RBB2 operation, it does not digest RBB1 operation for a long time, and for a certain period of time Without being digested during the operation of RBB2, the preparation for shifting from the inside to the inside of RBB1 or the inside of RBB2 can be redone immediately. In addition, when the setting is changed during other gaming states except during the RBB1 operation or RBB2 operation, the specification is to maintain the original gaming state, and even if the setting is changed inside the RBB1 or inside the RBB2, The inside can be maintained.

市場において、本機は事実上3枚掛け専用機と同等になる。メダル投入口2から遊技の都度メダルを手入れする遊技者にとって、現在市場投入されている殆どの機種が3枚掛け専用機であることから3枚投入に慣れており、特段の混乱は生じない。また、クレジットから掛けメダルを引き落とす場合、ベットボタン3を1回又は奇数回押すと規定数3枚に、2回又は偶数回押すと規定数2枚となるよう、押圧毎に3枚掛けと2枚掛けが切り替わるようにしており、現在市場投入されている殆どの機種のベットボタンが一回の押圧で3枚掛けのマックスベットが実現されることから、通常1回の押圧で3枚掛けとなるため、特段の混乱は生じない。もっとも、3枚掛け用ベットボタンと2枚掛け用ベットボタンとを個別に設けてもよい。なお、一般中に当せんゲームで役物作動図柄を表示できたときに限り移行するRBB1作動中又はRBB2作動中は、ベットボタン3を押すと押圧回数にかかわらず一律3枚掛けが実現される。   In the market, this machine is practically equivalent to a three-sheet dedicated machine. For players who maintain medals from the medal slot 2 every time they play, most models currently on the market are three-seat dedicated machines, so there is no particular confusion. Also, when deducting medals from credits, 3 bets for each press and 2 so that the specified number is 3 when the bet button 3 is pressed once or odd times, and the specified number is 2 when pressed twice or even times. Since the stacking is switched, the bet buttons of most models currently on the market can realize a 3-bed max bet with a single press. Therefore, no particular confusion occurs. However, a three-sheet betting button and a two-sheet betting button may be provided individually. In general, during the RBB1 operation or the RBB2 operation that is shifted only when the action symbol can be displayed in the winning game, when the bet button 3 is pressed, a uniform three-sheet multiplication is realized regardless of the number of times of pressing.

各遊技状態において、当せんエリアの区分に応じた入賞役について当せんと決定する入賞役当せん値数と、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に190msの規定時間内に当せんに係る入賞役に対応した図柄の組合せを有効ラインに表示できる表示確率と、有効ラインに表示された入賞役についての図柄の組合せによる獲得遊技媒体数を投入遊技媒体数で割った配当比とを掛算して求める入賞役定数を遊技状態に応じた抽せん対象の全入賞役について合算した総入賞役定数をs、再遊技役の当せんと決定する再遊技役当せん値数をr、内部抽せん用の乱数の数値範囲をMとした場合の、再遊技抜き期待値Eo=s/(M−r)、再遊技込み期待値Ei=(s+r)/Mを各求めると以下のとおりとなる。   In each gaming state, the number of winning combination winning values determined to be winning for the winning combination according to the division of the winning area, and the winnings related to winning within a specified time of 190 ms when stopping in any order and at any timing Multiply the display probability that the combination of symbols corresponding to the combination can be displayed on the active line and the payout ratio obtained by dividing the number of game media earned by the combination of symbols displayed on the effective line by the number of input game media. The total winning combination constant is s, which is the total of all winning combinations subject to drawing according to the gaming state, r is the replaying player winning value that is determined to be the winning of the replaying player, and a random number for internal drawing. When the range is assumed to be M, the replay-free expected value Eo = s / (M−r) and the replay-included expected value Ei = (s + r) / M are obtained as follows.

ア)規定数3枚一般中
s=1022×256/4096×1/3 ;チャンス役
+4000×1×1 ;3枚択役ALL
+37080×(1/6×8/3+5/12×1/3);高配当択役
+4000×(1/3×1+1/6×1/3) ;3枚択役左
+4000×(2/3×1+1/12×1/3) ;3枚択役左以外
≒29984.6、
r=8978のため、
Eo=29984.6/(65536−8978)≒0.5302(53.02%)
Ei=(29984.6+8978)/65536≒0.5945(59.45%)
A) Specified number of 3 sheets in general s = 1022 × 256/4096 × 1/3; chance role + 4000 × 1 × 1; 3 sheets selection role ALL
+ 37080 × (1/6 × 8/3 + 5/12 × 1/3); high payout option + 4000 × (1/3 × 1 + 1/6 × 1/3); three-card option left + 4000 × (2/3 × 1 + 1/12 × 1/3); 3 sheets other than left choice ≒ 29984.6,
Because r = 8978
Eo = 29984.6 / (65536-8978) ≈0.5302 (53.02%)
Ei = (29984.6 + 8978) /65536≈0.5945 (59.45%)

イ)規定数2枚一般中
s=1022×256/4096×1/2 ;チャンス役
+4×1×3/2 ;3枚択役ALL
+37080×(1/6×4/2+5/12×1/2);高配当択役
+4000×(1/3×3/2+1/6×1/2 ;3枚択役左
+4000×(2/3×3/2+1/12×1/2) ;3枚択役左以外
≒26622.9、
r=8978のため、
Eo=26622.9/(65536−8978)≒0.4707(47.07%)
Ei=(26622.9+8978)/65536≒0.5432(54.32%)
B) Specified number of 2 sheets in general s = 1022 x 256/4096 x 1/2; Chance role +4 x 1 x 3/2;
+ 37080 × (1/6 × 4/2 + 5/12 × 1/2); high payout option + 4000 × (1/3 × 3/2 + 1/6 × 1/2; left 3 option + 4000 × (2/3) × 3/2 + 1/12 × 1/2); 3 sheets selection role other than left ≒ 26622.9,
Because r = 8978
Eo = 26622.9 / (65536-8978) ≈0.4707 (47.07%)
Ei = (26622.9 + 8978) /65536≈0.5432 (54.32%)

ウ)規定数3枚RBB1内部中、規定数3枚RBB2内部中
s≒29984.6、
r=15434のため、
Eo=29984.6/(65536−15434)≒0.5985(59.85%)
Ei=(29984.6+15434)/65536≒0.6930(69.30%)
C) Specified number 3 in the RBB1 inside, Specified number 3 in the RBB2 s≈2998.44.6,
Because r = 15434
Eo = 29984.6 / (65536-15434) ≈0.5985 (59.85%)
Ei = (29984.6 + 15434) /65536≈0.6930 (69.30%)

エ)規定数2枚RBB1内部中、規定数2枚RBB2内部中
s≒26622.9、
r=19430のため、
Eo=26622.9/(65536−19430)≒0.5774(57.74%)
Ei=(26622.9+19430)/65536≒0.7027(70.27%)
D) Specified number 2 in the RBB1 inside, Specified number 2 in the RBB2 inside s≈26622.9,
Because r = 19430,
Eo = 26622.9 / (65536-19430) ≈0.5774 (57.74%)
Ei = (26622.9 + 19430) /65536≈0.7027 (70.27%)

オ)規定数3枚RBB1作動中、規定数3枚RBB2作動中
s=10741×1×8/3;小役ALL
+39362×1×1/3;1枚役ALL
≒41763.3、
r=0のため、
Eo=Ei=41763.3/65536≒0.6373(63.73%)
E) Specified number 3 sheets RBB1 in operation, Specified number 3 sheets RBB2 in operation s = 10741 × 1 × 8/3;
+ 39362 × 1 × 1/3; one-piece role ALL
≒ 41763.3,
Because r = 0,
Eo = Ei = 41763.3 / 65536≈0.6373 (63.73%)

以上のように、規定数3枚RBB1作動中又は規定数3枚RBB2作動中の遊技状態での再遊技抜き期待値Eo≒63.73%を、全ての役物非作動中の遊技状態、すなわち規定数3枚一般中、規定数2枚一般中、規定数3枚RBB1内部中、規定数3枚RBB2内部中、規定数2枚RBB1内部中、規定数2枚RBB2内部中での再遊技抜き期待値53.02%,47.07%,59.85%,57.74%よりも高くし、かつ、規定数3枚RBB1作動中又は規定数3枚RBB2作動中の遊技状態での再遊技込み期待値Ei≒63.73%を、少なくとも一の役物非作動中の遊技状態、すなわち規定数3枚RBB1内部中、規定数3枚RBB2内部中、規定数2枚RBB1内部中、規定数2枚RBB2内部中での再遊技込み期待値69.30%,70.27%よりも低い仕様にしている。   As described above, the replay-removed expected value Eo≈63.73% in the gaming state in which the specified number of three RBB1 is in operation or in the specified number of three RBB2 is operated, No replays in the specified number 3 in general, in the specified number 2 in general, in the specified number 3 in RBB1, inside the specified number 3 in RBB2, in the specified number 2 in RBB1, in the specified number 2 in RBB2 Replay in the gaming state in which the expected value is higher than 53.02%, 47.07%, 59.85%, 57.74% and the specified number of three RBB1 is operating or the specified number of three RBB2 is operating The expected value Ei ≒ 63.73% is at least one gaming state inactive, that is, inside the specified number 3 RBB1, inside the specified number 3 RBB2, inside the specified number 2 RBB1, inside the specified number Expected value including replay in the inside of the two RBB2 69. 0%, and a lower specification than the 70.27 percent.

そして、規定数3枚RBB1作動中又は規定数3枚RBB2作動中の遊技状態での低い再遊技込み期待値Eo≒63.73%に対して高い再遊技込み期待値となる少なくとも一の役物非作動中の遊技状態時、すなわち、規定数3枚RBB1内部中と規定数3枚RBB2内部中との遊技状態時に、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有効ラインに表示させることを意図するナビ情報を遊技者に報知させるアシストタイムを作動可能にしている。   And, at least one item that has a high replay inclusion expectation value for a low replay inclusion expectation value Eo≈63.73% in the gaming state in which the prescribed number three RBB1 is operating or the specified number three RBB2 is operating In the non-operating gaming state, that is, in the gaming state of the inside of the specified number 3 RBB1 and the inside of the specified number 3 RBB2, the combination of symbols corresponding to the winning combination determined by the internal lottery is displayed on the effective line. The assist time for informing the player of the navigation information intended to be enabled is enabled.

図6に示すように、横軸に再遊技役当せん値数rを、縦軸に期待値Eo,Eiをとって特性曲線を描くと、Eoはr=M=65536で無限大となる−rの反比例曲線に、Eiは+rの正比例直線となる。規定数3枚時も、規定数2枚時も、0<Eo,Ei<1の範囲すなわち0<r<(M−s)の範囲では、Eo<Ei、すなわち再遊技込み期待値Eiが再遊技抜き期待値Eoよりも大きくなる。規定数3枚の一般中及び内部中(RBB1内部中又はRBB2内部中)、s=29984.6、Eo及びEiの縦軸交点はs/M=0.4575となる。規定数2枚の一般中及び内部中(RBB1内部中又はRBB2内部中)、s=26622.9、同縦軸交点はs/M=0.4062となる。   As shown in FIG. 6, when the characteristic curve is drawn with the re-game winning value r on the horizontal axis and the expected values Eo and Ei on the vertical axis, Eo becomes infinite at r = M = 65536. In the inverse proportional curve, Ei becomes a direct proportional line of + r. When the specified number is three and the specified number is two, Eo <Ei, that is, the replay-including expected value Ei is re-established in the range of 0 <Eo, Ei <1, ie, 0 <r <(M−s). It becomes larger than the expected value Eo without game. In the normal number and the inside number of three (inside RBB1 inside or inside RBB2), s = 29984.6, and the vertical axis intersection of Eo and Ei is s / M = 0.4575. In the normal number and the inside number of two sheets (inside the RBB1 or inside the RBB2), s = 26622.9, and the intersection of the vertical axes is s / M = 0.4062.

s及びrが特定される規定数3枚一般中、Eoは座標(8978,0.5302)で、Eiは座標(8978,0.5945)で各特定される。規定数3枚内部中(RBB1内部中又はRBB2内部中)、Eoは座標(15434,0.5985)で、Eiは座標(15434,0.6930)で各特定される。規定数3枚RBB1又はRBB2作動中、r=0、s=41763.3で、Eo=Ei=s/Mは座標(0,0.6373)で特定される。   Of the three specified numbers in which s and r are specified, Eo is specified by coordinates (8978, 0.5302), and Ei is specified by coordinates (8978, 0.5945). In the inside of the specified number of 3 sheets (inside RBB1 or RBB2), Eo is specified by coordinates (15434, 0.5985), and Ei is specified by coordinates (15434, 0.6930). When the specified number of RBB1 or RBB2 is in operation, r = 0, s = 41763.3, and Eo = Ei = s / M is specified by coordinates (0, 0.6373).

同じくs及びrが特定される規定数2枚一般中、Eoは座標(8978,0.4707)で、Eiは座標(8978,0.5432)で各特定される。規定数2枚内部中(RBB1内部中又はRBB2内部中)、Eoは座標(19430,0.5774)で、Eiは座標(19430,0.7027)で各特定される。RBB1又はRBB2作動中は規定数を3枚限定としており、上記同様、r=0、s=41763.3で、Eo=Ei=s/Mは座標(0,0.6373)で特定される。   Similarly, Eo is specified by coordinates (8978, 0.4707), and Ei is specified by coordinates (8978, 0.5432), in general, two specified numbers in which s and r are specified. Eo is specified by coordinates (19430, 0.5774) and Ei is specified by coordinates (19430, 0.7027), inside the prescribed number of 2 sheets (inside RBB1 or RBB2). During the operation of RBB1 or RBB2, the specified number is limited to three, and as described above, r = 0, s = 41763.3, and Eo = Ei = s / M is specified by coordinates (0, 0.6373).

以上の仕様により、アシストタイムATを作動可能とする役物非作動中の遊技状態すなわち規定数3枚RBB2内部中又は規定数3枚RBB1内部中の遊技状態に比べて再遊技抜き期待値Eoは高いが再遊技込み期待値Eiは低いRBB1作動中又はRBB2作動中の遊技状態での出玉を、ATを作動可能とする遊技状態での非AT下での出玉との相対的関係において、ギリギリの或は効率的な低目の値に抑制でき、減るボーナス仕様による出玉抑制効果を巧妙に高めることができる。   Based on the above specifications, the expected value Eo without re-game is compared with the gaming state in which the accessory is not activated, that is, the inside of the specified number 3 RBB2 or the gaming state in the specified number 3 RBB1. Expected value Ei with a high replay is low, but in a relative relationship between a ball in a gaming state during RBB1 operation or RBB2 operation and a ball under non-AT in a gaming state in which AT can be operated, It is possible to suppress to the last minute or efficient low value, and to skillfully increase the effect of reducing the amount of balls due to the reduced bonus specification.

図7に示すように、RBB1作動中又はRBB2作動中の役物作動中の遊技状態時、個々の入賞役(NML1〜21)の当せん値数(当せん確率)は、他の役物非作動中の遊技状態よりも低下させることなく(全て増加)、合計の入賞役(小役ALL+1枚役ALL)の当せん値数(当せん確率)も、他の役物非作動中の合計入賞役(チャンス役+3枚択役ALL+高配当択役+3枚択役左+3枚択役左以外)よりも高めている。よって、減るボーナスでありながら、第一種特別役物についての要件を完全に満たしている。   As shown in FIG. 7, in the gaming state with the RBB1 in operation or the RBB2 in operation, the winning number (winning probability) of each winning combination (NML1-21) The number of winning points (winning probability) of the total winning combination (all winning combination ALL + 1 piece winning ALL) is also the total winning combination (chance winning combination) when other items are inactive It is higher than (+3 selection option ALL + high dividend selection option + 3 selection option left + 3 selection option left). Therefore, it satisfies the requirements for the first-class special object, even though the bonus is reduced.

アシストタイムATを作動可能とする規定数3枚RBB2内部中又は規定数3枚RBB1内部中の遊技状態時、再遊技込み期待値Eiよりも低い値となる再遊技抜き期待値はEo=0.5985(59.85%)であり、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%を所定量上回り、上限の1.2倍(120%)を超えることもない。   In the gaming state in the prescribed number of three RBB2 or the prescribed number of three RBB1 in which the assist time AT can be operated, the expected value without replaying which is lower than the expected value Ei for replaying is Eo = 0. 5985 (59.85%), exceeding the predetermined lower limit value 11/20 = 55% prescribed in the fifth (1) b (ri) of Article 6 Attached Table of the Gaming Machine Rules, exceeding the predetermined amount by 1.2 Double (120%) is not exceeded.

アシストタイムAT作動による純増は、投入遊技媒体数に対して獲得遊技媒体数が異なることとなる入賞役についての、高配当役の入賞と取りこぼし無しの入賞とを前提に計算できるため、
AT純増=(8−3)×37080/65536;高配当択役
+(1−3)×1022/65536 ;チャンス役
≒2.8枚/ゲームとなり、高純増ATを実現できる。
The net increase due to the assist time AT operation can be calculated on the premise of winning a high payout and winning without missing, with respect to a winning combination in which the number of acquired gaming media differs from the number of inserted gaming media.
AT net increase = (8-3) × 37080/65536; high payout selection combination + (1-3) × 1022/65536; chance combination≈2.8 sheets / game, and high net increase AT can be realized.

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。
このため、規定数3枚一般中の取りこぼし無しの条件下での総入賞役定数sは、
s=1022×1×1/3 ;チャンス役
+4000×1×3/3 ;3枚択役ALL
+37080×1×8/3;高配当択役
+4000×1×3/3 ;3枚択役左
+4000×1×3/3 ;3枚択役左以外
≒111220.66となり、r=8978のため、
Eo=111220.66/(65536−8978)≒1.9665(約196.65%)となる。よって、
17500ゲーム換算投入メダル数=3×17500=52500枚
17500ゲーム換算獲得メダル数=1.9665×3×17500≒103241.3枚となる。
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. The requirement is that the maximum number of game medals or the like that can be acquired by a combination of symbols is acquired.
For this reason, the total winning combination constant s under the condition that the specified number of 3 sheets is not overlooked is
s = 1022 × 1 × 1/3; Chance role + 4000 × 1 × 3/3; Three-sheet selection role ALL
+ 37080 × 1 × 8/3; high payout choice + 4000 × 1 × 3/3; left of 3 choices + 4000 × 1 × 3/3; other than left of 3 choices ≈111220.66, r = 8978 ,
Eo = 111220.66 / (65536-8978) ≈1.9665 (about 196.65%). Therefore,
17500 game conversion inserted medals = 3 × 17500 = 52500 17500 game conversion acquired medals = 1.9665 × 3 × 17500≈103241.3

また、シミュレーション試験では規定数3枚一般中にRBB1に当せんすると当せんゲームでRBB1作動図柄の組合せを表示でき、RBB1作動中は、30枚超過で終了するが、複数通りの終了遊技数を平均化したシミュレート値で約17.47ゲームを見込むことができ、この間、
投入メダル数=3×17.47=52.41枚、
獲得メダル数=0.6373×3×17.47=33.40枚
となり、RBB1作動中の継続数の長さから33.40枚−52.41枚=−19.01枚という十分なメダル減少効果を達成できる。
17500ゲーム中のRBB1作動による投入メダル数
=52.41×17500×6446/(65536−8978)≒104531.7枚、
17500ゲーム中のRBB1作動による獲得メダル数
=33.40×17500×6446/(65536−8978)≒66616.3枚となる。
In addition, in the simulation test, if you hit RBB1 in the specified number of three games in general, you can display the combination of RBB1 action symbols in the winning game, and while RBB1 is working, it will end with more than 30 cards, but average the number of finished games in multiple ways With the simulated value you can expect about 17.47 games,
Number of inserted medals = 3 x 17.47 = 52.41
The number of medals earned = 0.6373 x 3 x 17.47 = 33.40, which is a sufficient medal reduction of 33.40-52.41 = -19.01 from the length of the number of continuations during RBB1 operation. The effect can be achieved.
Number of medals inserted by RBB1 operation during 17500 games = 52.41 × 17500 × 6446 / (65536-8978) ≈104531.7
The number of medals earned by RBB1 operation during 17500 games is 33.40 × 17500 × 6446 / (65536-8978) ≈66616.3.

したがって、規定数3枚時、
総投入メダル数=52500+104531.7=157031.7枚、
総獲得メダル数=103241.3+66616.3=169857.6枚となり、
出玉率=169857.6/157031.7≒1.082(約108.2%)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)を下回り、規則に適合する。また、
役物比率=66616.3/169857.6≒0.3922(約39.22%)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)を下回り、規則に適合する。
Therefore, when the specified number is 3,
Total number of inserted medals = 52500 + 104531.7 = 170331.7
Total number of medals = 103241.3 + 666616.3 = 169857.6
The yield rate = 169857.6 / 170331.7 ≒ 1.082 (about 108.2%), and the predetermined upper limit of the yield rate specified in the fifth (1) b (nu) of the gaming machine rules Article 6 Attached Table It falls below 120% (1.2 times) and meets the rules. Also,
The ratio of items = 666616.3 / 169857.6 ≒ 0.3922 (about 39.22%), and the upper limit 60% (60%) specified in Article 5 Attached Table 5 (1) B Less than or equal to the rules.

同様に、規定数2枚一般中の取りこぼし無しの条件下での総入賞役定数sは、
s=1022×1×1/2 ;チャンス役
+4×1×3/2 ;3枚択役ALL
+37080×1×4/2;高配当択役
+4000×1×3/2 ;3枚択役左
+4000×1×3/2 ;3枚択役左以外
=86677となり、r=8978のため、
Eo=86677/(65536−8978)≒1.5325(約153.25%)となる。よって、
17500ゲーム換算投入メダル数=2×17500=35000枚
17500ゲーム換算獲得メダル数=1.5325×2×17500≒53637.5枚となる。
Similarly, the total winning combination constant s under the condition that the specified number of two sheets is not dropped out is
s = 1022 × 1 × 1/2; Chance role + 4 × 1 × 3/2; Three-sheet selection role ALL
+ 37080 × 1 × 4/2; high payout option + 4000 × 1 × 3/2; left 3 option left + 4000 × 1 × 3/2; other than 3 left option = 86677, r = 8978
Eo = 86677 / (65536-8978) ≈1.5325 (about 153.25%). Therefore,
17500 game conversion inserted medals = 2 × 17500 = 35000 17500 game conversion acquired medals = 1.5325 × 2 × 17500≈53637.5

また、シミュレーション試験では規定数2枚一般中にRBB2に当せんすると当せんゲームでRBB2作動図柄の組合せを表示でき、RBB2作動中は、8枚超過で終了するが、複数通りの終了遊技数を平均化したシミュレート値で約5.687ゲームを見込むことができ、この間、
投入メダル数=3×5.687=17.06枚、
獲得メダル数=0.6373×3×5.687=10.87枚
となり、RBB2作動中の継続数に応じて10.87枚−17.06枚=−6.19枚のメダル減少効果が生まれる。
17500ゲーム中のRBB2作動による投入メダル数
=17.06×17500×10442/(65536−8978)≒55119.7枚、
17500ゲーム中のRBB2作動による獲得メダル数
=10.87×17500×10442/(65536−8978)≒35120.2枚となる。
Also, in the simulation test, if you hit RBB2 in the normal number of 2 cards, you can display the combination of RBB2 operation symbols in the winning game, and while RBB2 is operating, it will end with more than 8 cards, but average the number of end games in multiple ways About 5.687 games can be expected with the simulated value,
Number of inserted medals = 3 x 5.687 = 17.06
Number of medals won = 0.6373 x 3 x 5.687 = 10.87, and medal reduction effect of 10.87--17.06 = -6.19 depending on the number of continuations during RBB2 operation .
Number of medals inserted by RBB2 operation during 17500 games = 17.06 x 17500 x 10442 / (65536-8978) ≒ 55119.7
The number of medals obtained by RBB2 operation during 17500 games is 10.87 × 17500 × 10442 / (65536-8978) ≈35120.2.

したがって、規定数2枚時、
総投入メダル数=35000+55119.7=90119.7枚、
総獲得メダル数=53637.5+35120.2=88757.7枚となり、
出玉率=88757.7/90119.7≒0.985(約98.5%)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)を下回り、規則に適合する。また、
役物比率=35120.2/88757.7≒0.3957(39.57%)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)を下回り、規則に適合する。
Therefore, when the specified number is 2,
Total number of inserted medals = 35000 + 55119.7 = 9019.7,
The total number of medals = 53637.5 + 35120.2 = 88757.7,
The yield rate = 88757.7 / 90119.7 ≈ 0.985 (approximately 98.5%), and the predetermined upper limit for the yield rate specified in Article 5 Attached Table 5 (1) B It falls below 120% (1.2 times) and meets the rules. Also,
The ratio of bonuses = 35120.2 / 88757.7 ≒ 0.3957 (39.57%), and the upper limit 60% (60%) prescribed in the gaming machine rules Article 6 Attached Table 5 (1) B (wo) Below, conforms to the rules.

以上、役物作動中の遊技状態で獲得できる遊技媒体数が投入遊技媒体数よりも少ない所謂減るボーナス仕様の第1種特別役物又は第1種特別役物に係る役物連続作動装置RBB1,RBB2との組合せにおいて、所定の規定下限55%超え及び規定上限120%未満の適正出玉範囲内で、AT純増≒2.8枚/ゲームの高純増ATを適性且つ容易に実現できるに至った。   As described above, the number of game media that can be acquired in the game state during the operation of the accessory is less than the number of input game media, the so-called bonus specification type 1 special feature or the type continuous action device RBB1, related to the first type special feature. In combination with RBB2, AT net increase ≒ 2.8 cards / game high net increase AT can be realized appropriately and easily within the appropriate payout range exceeding the specified specified lower limit 55% and less than the specified upper limit 120%. .

図8に示すように、各リール1L,1C,1Rの外周の所定角度位置には、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中の上段等に定める1コマ分の基準位置を例えば図柄番号15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。   As shown in FIG. 8, reel indexes 1Li, 1Ci, 1Ri made of protrusions are integrated at predetermined angular positions on the outer circumferences of the reels 1L, 1C, 1R. Further, each reel index 1Li, 1Ci, 1Ri crosses when a symbol of symbol number 15, for example, passes a reference position for one frame determined at an arbitrary fixed rotation angle, for example, the upper stage in 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.

なお、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中の中段や下段に定めてもよいし、表示窓80外に定めてもよい。基準位置と有効ラインとが異なる場合には、基準位置に停止対象とする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対象の図柄を決定することになる。また、リールインデックスは、任意の固定した回転角においてリール一回転毎にオン又はオフが少なくとも1回検出されるものであれば、リールに一体化する突起物等をセンサで検知するものに代え、ステッピングモータのシャフトに一体化するディスクの切欠き等をセンサで検知するもの等、どのようなタイプのものでもよい。   Note that the reference position does not necessarily coincide with the active line, and may be determined at the middle or lower level in the display window 80 or may be determined outside the display window 80. If the reference position and the active line are different, stop the design to be stopped so that the symbol corresponding to the winning combination is displayed on the active line when the symbol to be stopped is stopped at the reference position. It will be. In addition, if the reel index is detected at least once every turn of the reel at an arbitrary fixed rotation angle, the reel index is replaced with a sensor that detects a protrusion integrated with the reel with a sensor, Any type may be used such as a sensor that detects a notch or the like of a disk integrated with a shaft of a stepping motor.

図9[a]に示すように、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、定常回転時、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、1割込み時間t=1.49ms毎に交互に繰返す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。   As shown in FIG. 9A, each of the stepping motors 12L, 12C, and 12R (SM) for connecting the shaft SH that is the drive shaft to each of the reels 1L, 1C, and 1R has a large number of rotor teeth on the outer periphery of the iron core. Permanent magnet built-in type rotor Rm, and multiple sets of magnetic poles having a plurality of small stator teeth on the inner periphery of the magnetic pole, A phase, B phase, C phase (A bar phase (A reversed phase)), D phase (B bar) And a stator Sw wound around a phase (inversion phase of B), and supplying a one-phase excitation pulse for turning on one winding during steady rotation, one winding and adjacent The half-step angle is obtained by updating one step of the excitation pulse by 1-2 phase excitation that alternately repeats the step of supplying the two-phase excitation pulse for turning on the other windings every 1 interrupt time t = 1.49 ms. Displace by (one step angle by two step update). Further, forward rotation and reverse rotation are made possible by changing the step update direction of the excitation pulse.

定常回転時、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が横切るリールインデックス検出時に、図柄番号15と共に基点ステップ数値として図柄番号15に対応する図柄のステップ数32の降順管理による初期値31をセットして1相励磁から励磁を始め、励磁パルスを1ステップ更新する1割込毎に、ステップカウンタの値31から30,29,・・・1,0と更新しつつ、2相励磁、1相励磁、2相励磁、1相励磁、2相励磁・・・と励磁パルスを順次切換えていく。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14に、ステップカウンタの値に図柄番号14に対応する図柄のステップ数32の初期値31をセットし、1割込毎に、ステップカウンタの値を31から30,29,・・・1,0と更新する。ステップ数30の図柄については、ステップカウンタの値を初期値29から28,・・・1,0と更新することになる。なお、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。   At the time of steady rotation, when a reel index crossed by each reel index 1Li, 1Ci, 1Ri is detected by each index sensor 11L, 11C, 11R, descending order management of the number of steps 32 of the symbol corresponding to the symbol number 15 as the base step step value together with the symbol number 15 The initial value 31 is set to start the excitation from one-phase excitation, and for every interrupt in which the excitation pulse is updated one step, the step counter values 31 to 30, 29,... Two-phase excitation, one-phase excitation, two-phase excitation, one-phase excitation, two-phase excitation, and so on are sequentially switched. At the next step update when the step counter becomes 0, the symbol number is set to 14, and the step counter value is set to the initial value 31 of the number of steps of the symbol corresponding to the symbol number 14, and step by step The counter value is updated from 31 to 30, 29,. For symbols with 30 steps, the value of the step counter is updated from the initial value 29 to 28,. The symbol number and step counter storage areas are secured in the RAM of the main controller MC for each reel 1L, 1C, 1R.

図柄番号0のステップカウンタが0になった次割込のステップ更新時に再びリールインデックスが検出される予定となるが、例えば10割込時間等に定める所定の許容時間を超えてリールインデックスの検出がない場合はリール回転エラーとして加速処理から起動をやり直す所定のリカバリー処理等を行うことになるが、許容時間内ならリールインデックスの検出時に図柄番号15と共に基点ステップ数値の31をセットする。図柄番号0のステップカウンタが0になる前にリールインデックスが検出されたときには、リールインデックスの検出時に図柄番号15と共に基点ステップ数値の31をセットする補正を行う。ステッピングモータSMは、同期はずれとなるいわゆる脱調が起こらない限り、定常回転時、504回のステップ更新により丁度一回転し、物理的なリールインデックスの検出時の励磁パルスを1相励磁又は2相励磁のどちらかに固定的に特定でき、本実施形態では、1相励磁に特定している。   The reel index is scheduled to be detected again at the time of the next interrupt step update when the symbol number 0 step counter becomes 0. For example, the reel index is detected exceeding a predetermined permissible time set for 10 interrupt time or the like. If there is not, a predetermined recovery process is restarted from the acceleration process as a reel rotation error, but if it is within the allowable time, the base step step value 31 is set together with the symbol number 15 when the reel index is detected. When the reel index is detected before the step counter of the symbol number 0 becomes 0, correction is performed to set the base step step value 31 together with the symbol number 15 when the reel index is detected. The stepping motor SM is rotated once by a step update of 504 times during steady rotation unless a so-called out-of-synchronization occurs, and the excitation pulse when detecting the physical reel index is one-phase excitation or two-phase. It can be fixedly specified as either excitation, and in this embodiment, it is specified as one-phase excitation.

最大滑りコマ数が3コマとなる16コマリールでは、各ストップボタン6L,6C,6Rを押した時点で基準位置に到達している図柄の上流に後続する0コマ目〜3コマ目の計4コマから停止図柄を決定することになる。この場合、どのタイミングでストップボタン6L,6C,6Rを押しても、3つがステップ数32の図柄、1つがステップ数30の図柄となり、基準位置から最も遠い3コマ目の図柄を引込む場合にも、ストップボタンによる停止操作の検出に1割込、3コマ目の図柄を引込むのに最大32×3+30×1=126割込、合計で最大127割込、よって、1.49ms×127=189.23msが最大時間となり、遊技機規則で定める停止までの規定時間190ms以内を満足できる。   For a 16-frame reel with a maximum number of sliding frames of 3 frames, a total of 4 frames from the 0th frame to the 3rd frame following the symbol that has reached the reference position when each stop button 6L, 6C, 6R is pressed. The stop symbol will be determined from In this case, even when the stop button 6L, 6C, 6R is pressed at any timing, three symbols are 32 steps, one symbol is 30 steps, and the third frame furthest from the reference position is drawn. 1 interrupt for detection of stop operation by the stop button, 32 × 3 + 30 × 1 = 126 interrupts for drawing the third frame, 127 interrupts in total, so 1.49 ms × 127 = 189.23 ms Is the maximum time, and can satisfy the prescribed time of 190 ms until the stop set by the gaming machine rules.

図9[b]に示すように、各図柄を基準位置に停止させる停止パルスは、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201.15ms)について全てオンにする全相励磁パルスを用いている。各リールインデックス1Li,1Ci,1Riの検出時の起点ステップ数31での励磁パルスを1相励磁に特定し、不均等とするステップ数32と30は何れも偶数としているため、一図柄に対するステップ更新はステップ数32のものもステップ数30のものも何れも1相励磁で始まり2相励磁で終わり、全相励磁による停止パルスを供給する直前の励磁パルスは必ず2相励磁となり、滑らかで綺麗な停止が行える。   As shown in FIG. 9B, the stop pulse for stopping each symbol at the reference position is a period of time (for example, 201.15 ms corresponding to 135 interrupts) for each of the A-phase, B-phase, C-phase, and D-phase windings. ) All-phase excitation pulses that are turned on are used. The excitation pulse at the starting step number 31 at the time of detection of each reel index 1Li, 1Ci, 1Ri is specified as one-phase excitation, and the number of steps 32 and 30 to be unequal is set to an even number. Both the step number 32 and the step number 30 start with one-phase excitation and end with two-phase excitation, and the excitation pulse immediately before supplying the stop pulse by all-phase excitation is always two-phase excitation, which is smooth and beautiful You can stop.

図9[c]に示すように、停止から定常回転に到達させる加速シーケンスは、前回の停止時の全相励磁による停止パルスの直前の2相励磁パルスパターンから励磁を始め、最初は42割込時間62.58msの長いオン時間の2相励磁とし、次のステップ更新で9割込時間13.41msの1相励磁、次のステップ更新で11割込時間16.39msの2相励磁、次のステップ更新で1割込時間1.49msの1相励磁、次のステップ更新で4割込時間5.96msの2相励磁、次のステップ更新で1割込時間1.49msの1相励磁、次のステップ更新で2割込時間2.98msの2相励磁、次のステップ更新で1割込時間1.49msの1相励磁というように、徐々にオン時間を短くしていき、約106ms経過後に定常回転に到達させる。加速処理に要した時間の経過後で50ms等の所定の停止禁止期間を確保し、さらに最初にリールインデックスを検出した以後、ストップボタン6L,6C,6Rの内蔵LED61,62,63を点灯させてストップボタン6L,6C,6Rによる停止操作を受付可能にする。   As shown in FIG. 9 [c], in the acceleration sequence for reaching the steady rotation from the stop, the excitation starts from the two-phase excitation pulse pattern immediately before the stop pulse by the all-phase excitation at the previous stop, and initially interrupts 42 times. Two-phase excitation with a long on-time of 62.58 ms, one-phase excitation with a 9-interrupt time of 13.41 ms in the next step update, two-phase excitation with an 11-interrupt time of 16.39 ms in the next step update, 1-phase excitation with 1 interrupt time of 1.49 ms in step update, 2-phase excitation with 4. interrupt time of 5.96 ms in next step update, 1-phase excitation with 1 interrupt time of 1.49 ms in next step update, next The on-time is gradually shortened, such as two-phase excitation with a 2-interrupt time of 2.98 ms in the step update of 1 step and one-phase excitation with a 1.49 ms interrupt time in the next step update. Reach steady rotation . After the time required for the acceleration process has elapsed, a predetermined stop prohibition period such as 50 ms is secured, and after the reel index is detected for the first time, the built-in LEDs 61, 62, 63 of the stop buttons 6L, 6C, 6R are turned on. A stop operation by the stop buttons 6L, 6C, 6R can be accepted.

図8に示すように、遊技機筐体8Bの内部に組込む制御装置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NCとを含む。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。   As shown in FIG. 8, the control device CN incorporated in the gaming machine housing 8B transmits the main control device MC corresponding to the main board in the gaming machine rule, and transmits from the main control device MC according to the unidirectional communication specification. Peripheral control device NC corresponding to “peripheral board” in the gaming machine rules for receiving information to be received. 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”.

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、スタートレバー5の操作を契機に図3〜7の仕様による内部抽せんを実行して当せん役を決定する内部抽せん手段Kを構築していると共に、各リール(回胴)1L,1C,1Rを回転させ且つその回転を対応するストップボタン6L,6C,6Rの操作に基づいて各停止させ、有効ラインに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、遊技機規則第6条別表第二(3)ロでいう回胴回転装置を制御する回胴回転装置制御手段V1と同別表第二(3)ハでいう回転停止装置を制御する回転停止装置制御手段V2を含むリール制御手段Vを構築している。   On the ROM of the main controller MC, an internal lottery means K for determining the winning combination by executing the internal lottery according to the specifications of FIGS. 3 to 7 when the start lever 5 is operated is constructed. Rotating cylinder) 1L, 1C, 1R is rotated and the rotation is stopped based on the operation of the corresponding stop button 6L, 6C, 6R, and the combination of symbols corresponding to the winning combination determined by the internal lottery on the effective line Control the rotation stopping device V1 and the rotation stopping device control means V1 which controls the rotation rotating device referred to in the second table (3) b) of the gaming machine rules Article 6 of the Rules of the gaming machine that allow the display. The reel control means V including the rotation stop device control means V2 is constructed.

回胴回転装置制御手段V1は、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を正転側に加速処理して定常回転数に到達させる。加速処理中、全リール1L,1C,1Rの全図柄に対して、内部抽せんで決定した当せん役に応じて、再遊技役>入賞役(小役)>特別役の順に従う役別優先順位付けと、当せん役が入賞役(小役)の場合には、払出枚数が多い高配当の小役を優先引込みする枚数優先及び図柄の組合せの種類が多い小役を優先引込みする個数優先に対応させる役内優先順位付けとをした停止候補検索データをRAM上で作成し、後の停止制御のロジック演算に備える。   The rotation rotating device control means V1 accelerates the reels 1L, 1C, 1R to the normal rotation side after the operation of the start lever 5 and 4.1 seconds of the minimum game interval from the start of the previous game, and rotates normally. Let the number reach. During acceleration processing, prioritization according to the order of re-playing role> winning role (small role)> special role for all symbols on all reels 1L, 1C, 1R according to the winning combination determined by internal lottery In the case where the winning combination is a winning combination (small combination), the number priority for drawing in the high paying small combination with a large number of payouts and the number priority with priority drawing for the small combination with many kinds of combinations of symbols are made to correspond. Stop candidate search data that has been given priorities within the role is created on the RAM, and prepared for the logic operation of the subsequent stop control.

停止候補検索データは、例えば、当せん役が再遊技役なら、当せんに係る再遊技役の図柄の組合せを構成する各リール1L,1C,1Rの各図柄が有効ライン(上上中ライン)に表示されることとなるときの基準位置(上段)の図柄に16進数表記で08Hを、その他の図柄に01Hを記録したものとなる。当せん役が択役以外の小役なら、枚数優先に従い、当せんに係る小役の図柄の組合せを構成する各リール1L,1C,1Rの各図柄が有効ラインに表示されることとなるときの基準位置の図柄に84H(上位の8は配当(8枚払出))等を、その他の図柄に01Hを記録したものとなる。当せん役が択役なら、さらに、個数優先にも対応させるため、当せんに係る小役の図柄の組合せを構成する各リール1L,1C,1Rの各図柄が有効ラインに表示されることとなるときの基準位置の図柄に24H(上位の2は他列の図柄の種類の数との積)等を、その他の図柄に01Hを記録したものも作成する。   Stop candidate search data, for example, if the winning combination is a re-gamer, each symbol of each reel 1L, 1C, 1R constituting a combination of symbols of the re-gamer related to the winning is displayed on the active line (upper middle line) In this case, 08H is recorded in hexadecimal notation on the symbol at the reference position (upper stage) and 01H is recorded on the other symbols. If the winning combination is a winning combination other than the elected winning combination, in accordance with the priority of the number, the standard when each symbol of each reel 1L, 1C, 1R constituting the combination of the winning combination related to winning will be displayed on the effective line The position symbol is 84H (the top 8 is a payout (8 payouts)) and the like, and the other symbols are 01H. If the winning combination is an optional combination, the symbols of the reels 1L, 1C, 1R constituting the combination of the symbols of the small combination related to the winning combination will be displayed on the effective line in order to correspond to the number priority. In addition, 24H (the top 2 is the product of the number of symbol types in the other columns) etc. are recorded in the reference position symbol, and 01H is recorded in the other symbols.

当せん役がRBB1なら、左図柄「バー」−中図柄「バー」−右図柄「ブドウ」が有効ライン(上上中ライン)に表示されることとなるときの基準位置(上段)の図柄に02Hを、その他の図柄に01Hを記録したものとなり、当せん役がRBB2なら、「バー」−「ブドウ」−「バー」が有効ライン(上上中ライン)に表示されることとなるときの基準位置(上段)の図柄に02Hを、その他の図柄に01Hを記録したものとなる。当せん役のない外れなら、全ての図柄に01Hを記録したものとなる。01Hは消極的に表示を許容させる最下位優先順位を示す。   If the winning combination is RBB1, the symbol of the reference position (upper row) when the left symbol "bar"-middle symbol "bar"-right symbol "grape" is displayed on the active line (upper middle line) is 02H. If the winning symbol is RBB2, the reference position when "Bar"-"Grape"-"Bar" will be displayed on the active line (upper middle line) The (upper) symbol is 02H and the other symbols are 01H. If there is no winning combination, 01H is recorded on all symbols. 01H indicates the lowest priority order that passively allows display.

RBB1内部中は、停止候補検索データに「バー」−「バー」−「ブドウ」と対応づけて02Hが記録されるが、RBB1内部中に再遊技役や小役に当せんすると、当せんに係る再遊技役や小役の図柄の組合せを構成する各リール1L,1C,1Rの各図柄に対応づけて、02Hよりも大きい再遊技役の08Hや小役の84H,24H等が重複して記録される。同様に、RBB2内部中は、停止候補検索データにおける「バー」−「ブドウ」−「バー」と対応づけて02Hが記録されるが、RBB2内部中に再遊技役や小役に当せんすると、当せんに係る再遊技役や小役の図柄の組合せを構成する各リール1L,1C,1Rの各図柄に対応づけて、02Hよりも大きい再遊技役の08Hや小役の84H,24H等が重複して記録される。これにより、再遊技役>入賞役(小役)>特別役の順に従う役別優先順位付けが維持される。本実施形態では、再遊技役と入賞役(小役)との重複当せんのない仕様にしたが、これらの重複当せんがある場合、再遊技役に対応する08Hに代え、小役に対応する最大値(84H等)よりも大きい例えばF8H等を記録することになる。   During RBB1, the stop candidate search data is recorded as “H” in association with “Bar”-“Bar”-“Grape”. In association with the symbols of the reels 1L, 1C, 1R constituting the combination of the symbols of the game role and the small role, the re-game role 08H, the small role 84H, 24H, etc., which are larger than 02H, are recorded in duplicate. The Similarly, in the inside of RBB2, 02H is recorded in association with “bar”-“grape”-“bar” in the stop candidate search data, but if it does not hit a replaying role or small role inside RBB2, it will not win Corresponding to the symbols of the reels 1L, 1C, 1R constituting the combination of the symbols of the replaying role and small role relating to the replaying role 08H, the small role 84H, 24H, etc., which are larger than 02H, are duplicated. Recorded. Thereby, the prioritization according to the role in the order of re-playing role> winning role (small role)> special role is maintained. In the present embodiment, the specification is such that there is no overlapping winning combination between the re-playing role and the winning combination (small role). However, if these winnings are duplicated, the maximum corresponding to the small role is replaced with 08H corresponding to the re-playing role. For example, F8H or the like larger than the value (84H or the like) is recorded.

RBB1又はRBB2内部中に、例えば左リール1Lの「バー」を図柄の組合せに含む小役に当せんした場合、左リール1Lの「バー」が有効ラインに表示されることとなるときの基準位置の図柄には84H+02H=86Hや24H+02H=26H等が記録され、「バー」を図柄の組合せに含む再遊技役に当せんした場合、左リール1Lの「バー」が有効ラインに表示されることとなるときの基準位置の図柄には08H+02H=0AHが記録されることになる。   In the inside of RBB1 or RBB2, for example, if a small character that includes the “bar” of the left reel 1L in the symbol combination is hit, the “bar” of the left reel 1L is displayed on the active line. 84H + 02H = 86H, 24H + 02H = 26H, etc. are recorded on the symbol, and when a re-game player who includes “bar” in the symbol combination is hit, the “bar” on the left reel 1L will be displayed on the active line In this case, 08H + 02H = 0AH is recorded in the symbol of the reference position.

図10に示すように、例えば、RBB2内部中に高配当択役左中1に当せんした場合、左中右が正解の押し順となり、押し順正解時、枚数優先により高配当役NML1を入賞させる。不正解の押し順のうち、左右中の場合、第1番目の停止時は枚数優先により、第2番目の停止から個数優先により、1枚役NML9又はNML12を1/2の確率で入賞させるか取りこぼしとなる。中左右、中右左の場合、個数優先により1枚役NML13又はNML16を1/2の確率で入賞させるか取りこぼしとなる。右左中、右中左の場合、個数優先により1枚役NML17又はNML20を1/2の確率で入賞させるか取りこぼしとなる。   As shown in FIG. 10, for example, when the inside of the RBB 2 hits the middle 1 of the high payout electing role, the left middle right is the correct pushing order, and when the pushing order is correct, the high paying role NML1 is won with priority on the number. . If the wrong answer is pushed to the left or right, whether the winning combination NML9 or NML12 is won with a probability of 1/2 with priority given to the number at the first stop and priority given to the number from the second stop It will be missed. In the case of middle left / right and middle right / left, the winning combination NML 13 or NML 16 is won with a probability of 1/2 or lost. In the case of right-left middle and right-middle left, it is determined whether the winning combination NML17 or NML20 is won with a probability of ½ or not.

規定数3枚時、枚数優先に対応させて初期作成する停止候補検索データは、左リール1Lの「プラム」図柄に対応させて84H(上位の8は配当数)を、左リール1Lの「バー」「チェリー」「ブランク1」「ブランク2」の各図柄に対応させて14H(上位の1は配当数)を、中リール1Cの「リプレイ」「ブドウ」の各図柄に対応させて84Hを、中リール1Cの「ベル」「バー」「チェリー」「ブランク1」「ブランク2」の各図柄に対応させて14Hを、右リール1Rの「リプレイ」「ブドウ」の各図柄に対応させて1コマ上に84Hを、右リール1Rの「バー」「チェリー」「ブランク1」「ブランク2」の各図柄に対応させて1コマ上に14Hを、その他の図柄に対応させて01Hを記録したものとなる。   When the specified number is 3, the stop candidate search data that is initially created in correspondence with the number priority is 84H (the top 8 is the number of dividends) corresponding to the “plum” symbol of the left reel 1L and the “bar” of the left reel 1L. "Herry", "Blank 1" and "Blank 2" corresponding to each symbol 14H (the top one is the number of dividends), 84H corresponding to each symbol of "Replay" "Grape" on the middle reel 1C, Corresponding to each symbol of “bell” “bar” “cherry” “blank 1” “blank 2” of the middle reel 1C, one frame corresponding to each symbol of “replay” “grape” of the right reel 1R 84H on the top, 14H on one frame corresponding to each of the symbols "bar", "cherry", "blank 1" and "blank 2" on the right reel 1R, and 01H corresponding to the other symbols Become.

規定数2枚時、枚数優先に対応させて初期作成する停止候補検索データは、左リール1Lの「プラム」図柄に対応させて44H(上位の4は配当数)を、左リール1Lの「バー」図柄に対応させて16H(下位の6は小役の04HとRBB2の02Hの和)を、左リール1Lの「チェリー」「ブランク1」「ブランク2」の各図柄に対応させて14Hを、中リール1Cの「リプレイ」図柄に対応させて44Hを、中リール1Cの「ブドウ」図柄に対応させて46H(下位の6は小役の04HとRBB2の02Hの和)を、中リール1Cの「ベル」「バー」「チェリー」「ブランク1」「ブランク2」の各図柄に対応させて14Hを、右リール1Rの「リプレイ」「ブドウ」の各図柄に対応させて1コマ上に44Hを、右リール1Rの「バー」図柄に対応させて1コマ上に16H(下位の6は小役の04HとRBB2の02Hの和)を、中リール1Cの「チェリー」「ブランク1」「ブランク2」の各図柄に対応させて1コマ上に14Hを、その他の図柄に対応させて01Hを記録したものとなる。   When the specified number is 2, the stop candidate search data that is initially created in accordance with the priority of the number is 44H (the upper 4 is the number of dividends) corresponding to the “plum” symbol of the left reel 1L and the “bar” of the left reel 1L. ”16H corresponding to the symbol (lower 6 is the sum of 04H of small role and 02H of RBB2), 14H corresponding to each symbol of“ cherry ”“ blank 1 ”“ blank 2 ”of the left reel 1L, 44H corresponding to the “replay” symbol of the middle reel 1C, 46H corresponding to the “grape” symbol of the middle reel 1C (lower 6 is the sum of 04H of the small role and 02H of RBB2), 14H corresponding to each symbol of "Bell" "Bar" "Cherry" "Blank 1" "Blank 2", 44H on each frame corresponding to each symbol of "Replay" "Grape" on the right reel 1R , “Roll” on the right reel 1R 16H on the top of the frame corresponding to the pattern (lower 6 is the sum of 04H of the small role and 02H of RBB2) corresponding to each pattern of “cherry” “blank 1” “blank 2” of the middle reel 1C 14H is recorded on one frame and 01H is recorded in correspondence with other symbols.

規定数3枚時、個数優先に対応させて初期作成する停止候補検索データは、左リール1Lの「プラム」図柄に対応させて44H(上位の4は他列の図柄の種類の数との積)を、左リール1Lの「バー」「チェリー」「ブランク1」「ブランク2」の各図柄に対応させて24H(上位の2は他列の図柄の種類の数との積)を、中リール1Cの「ベル」図柄に対応させて44Hを、中リール1Cの「リプレイ」「ブドウ」「バー」「チェリー」「ブランク1」「ブランク2」の各図柄に対応させて24Hを、右リール1Rの「プラム」図柄に対応させて1コマ上に44Hを、右リール1Rの「リプレイ」「ブドウ」「バー」「チェリー」「ブランク1」「ブランク2」の各図柄に対応させて1コマ上に24Hを、その他の図柄に対応させて01Hを記録したものとなる。   When the specified number is 3, the stop candidate search data that is initially created corresponding to the number priority is 44H (the upper 4 is the product of the number of symbol types in the other columns corresponding to the “plum” symbol of the left reel 1L. ) Corresponding to each symbol of “bar”, “cherry”, “blank 1”, “blank 2” on the left reel 1L, and 24H (the top 2 is the product of the number of symbol types in the other row) 44H corresponding to the "Bell" symbol of 1C, 24H corresponding to each symbol of "Replay", "Grape", "Bar", "Cherry", "Blank 1" and "Blank 2" of the middle reel 1C, 1R on the right reel 44H on top of each frame corresponding to the “Plum” symbol of the top, and one frame above corresponding to each of the “Replay”, “Grape”, “Bar”, “Cherry”, “Blank 1”, and “Blank 2” symbols on the right reel 1R. 24H to 01H corresponding to other symbols It made what was recorded.

規定数2枚時、個数優先に対応させて初期作成する停止候補検索データは、左リール1Lの「プラム」図柄に対応させて44Hを、左リール1Lの「バー」図柄に対応させて26H(下位の6は小役の04HとRBB2の02Hの和)を、左リール1Lの「チェリー」「ブランク1」「ブランク2」の各図柄に対応させて24Hを、中リール1Cの「ベル」図柄に対応させて44Hを、中リール1Cの「ブドウ」図柄に対応させて26H(下位の6は小役の04HとRBB2の02Hの和)を、中リール1Cの「リプレイ」「バー」「チェリー」「ブランク1」「ブランク2」の各図柄に対応させて24Hを、右リール1Rの「プラム」図柄に対応させて1コマ上に44Hを、右リール1Rの「バー」図柄に対応させて1コマ上に26H(下位の6は小役の04HとRBB2の02Hの和)を、右リール1Rの「リプレイ」「ブドウ」「チェリー」「ブランク1」「ブランク2」の各図柄に対応させて1コマ上に24Hを、その他の図柄に対応させて01Hを記録したものとなる。   The stop candidate search data that is initially created corresponding to the number priority when the specified number is two is 44H corresponding to the “plum” symbol of the left reel 1L and 26H (corresponding to the “bar” symbol of the left reel 1L. The lower 6 is the sum of the small role 04H and the RBB2 02H) corresponding to the symbols “cherry” “blank 1” “blank 2” on the left reel 1L, and “bell” symbol on the middle reel 1C. 44H, 26H (lower 6 is the sum of 04H of small role and 02H of RBB2), and "Replay" "Bar" "Cherry" of medium reel 1C ”“ Blank 1 ”and“ Blank 2 ”corresponding to each symbol 24H, corresponding to the“ Plum ”symbol on the right reel 1R, 44H on one frame, and“ Bar ”symbol on the right reel 1R 26H (bottom) No. 6 is the sum of 04H of small role and 02H of RBB2) 24H on one frame corresponding to each pattern of “Replay” “Grape” “Cherry” “Blank 1” “Blank 2” on the right reel 1R , 01H is recorded corresponding to the other symbols.

第1番目の停止では、停止操作の検出時に基準位置に到達している図柄の上流側に連続する0コマ目(即止め)、1コマ目、2コマ目、3コマ目の計4コマの後続図柄について、加速処理中に作成した停止候補検索データに基づき、最も優先順位の高い最上位の図柄を検索するロジック演算を行うと共に、同じ値の最上位の図柄が複数ある場合は予めROM上で定義した停止テーブルを参照することにより、最も引込み優先順位の高い唯一の停止図柄を決定し、決定した停止図柄が基準位置に到達するタイミング、すなわち基準位置の図柄が決定した停止図柄の図柄番号に更新され且つステップカウンタの値が停止図柄に対応するステップ数の初期値31又は29となるときに、第1停止に係るリールのステッピングモータSMに全相励磁等による停止パルスを供給する。   In the first stop, a total of four frames in the 0th frame (immediate stop), the 1st frame, the 2nd frame, and the 3rd frame on the upstream side of the symbol that has reached the reference position when the stop operation is detected. For subsequent symbols, based on the stop candidate search data created during the acceleration process, perform a logic operation to search for the highest symbol with the highest priority, and if there are multiple symbols with the same value, store them in the ROM in advance. By referring to the stop table defined in step 1, the only stop symbol with the highest pull-in priority is determined, and the timing at which the determined stop symbol reaches the reference position, that is, the symbol number of the stop symbol determined by the reference position symbol When the value of the step counter becomes the initial value 31 or 29 of the number of steps corresponding to the stop symbol, all-phase excitation or the like is performed on the reel stepping motor SM related to the first stop. And it supplies a stop pulse by.

第1停止が完了すると、次のストップボタンの操作を受付可能とするまでの停止操作間隔期間中(例えば約200msの間)に、第1停止による表示出目に応じて、表示の対象外となる図柄及び又は図柄の組合せの種類の数が変わることとなる図柄について、未停止リールの停止候補検索データを書き換え、第2番目以後の停止に備える。   When the first stop is completed, during the stop operation interval period until the next stop button operation can be accepted (for example, for about 200 ms), the display is not subject to display according to the display result of the first stop. For the symbol and / or the number of symbol combination types to be changed, the stop candidate search data of the unstopped reel is rewritten to prepare for the second and subsequent stops.

第2番目の停止では、停止操作の検出時に基準位置に到達している図柄の上流側に連続する同じく4コマの後続図柄について、第1番目の停止後に書き換えた停止候補検索データに基づき、上記同様なロジック演算あるいはロジック演算及び停止テーブルの参照により、最も引込み優先順位の高い唯一の停止図柄を決定し、決定した停止図柄が基準位置に到達するタイミングで同様に停止パルスを供給する。   In the second stop, on the basis of the stop candidate search data rewritten after the first stop, the succeeding symbols of the same four frames that continue to the upstream side of the symbol that has reached the reference position when the stop operation is detected. By referring to the same logic operation or logic operation and the stop table, the only stop symbol with the highest drawing priority is determined, and the stop pulse is similarly supplied at the timing when the determined stop symbol reaches the reference position.

第2停止が完了すると、最後のストップボタンの操作を受付可能とするまでの停止操作間隔期間中(例えば約200msの間)に、第1,第2停止による表示出目に応じて、表示の対象外となる図柄及び又は当せんしていない役の完成を阻止するために蹴飛ばして停止不可とする図柄について、未停止リールの停止候補検索データを書き換え、第3番目の停止に備える。   When the second stop is completed, during the stop operation interval period until the last stop button operation can be accepted (for example, for about 200 ms), the display of the first stop and the second stop is displayed. In order to prepare for the third stop, the stop candidate search data of the unstopped reel is rewritten with respect to the symbols that are not the target and / or the symbols that are not kicked to prevent the completion of the winning combination and cannot be stopped.

第3番目の停止では、停止操作の検出時に基準位置に到達している図柄の上流側に連続する同じく4コマの後続図柄について、第2番目の停止後に書き換えた停止候補検索データに基づき、上記同様なロジック演算あるいはロジック演算及び停止テーブルの参照により、最も引込み優先順位の高い図柄で且つ当せんしていない役が完成することのない唯一の停止図柄を決定し、決定した停止図柄が基準位置に到達するタイミングで同様に停止パルスを供給する。こうして、全リール1L,1C,1Rの停止が完了し、1回の遊技の結果が導出される。   In the third stop, on the basis of the stop candidate search data rewritten after the second stop, the succeeding symbols of the same four frames that continue to the upstream side of the symbol that has reached the reference position when the stop operation is detected. By referring to the same logic operation or logic operation and the stop table, the only stop symbol that has the highest drawing priority and that does not complete the winning combination is determined, and the determined stop symbol is the reference position. Similarly, a stop pulse is supplied at the arrival timing. Thus, the stop of all reels 1L, 1C, 1R is completed, and the result of one game is derived.

図11に示すように、例えば、RBB2内部中、規定数3枚時、高配当択役左中1(NML1+9+12+13+16+17+20)に当せんし、[1]左中右の押し順に正解したとする。ストップボタンを押すタイミングは不問であり、図示例はほんの一例である。以下、同様である。左ストップボタン6Lを押したとき基準位置の上段に左リール1Lの図柄番号8のブドウ図柄が到達しており、図柄番号8のブドウ図柄よりも上流側に後続する4コマから停止図柄を決定することになる。押し順正解時に適用する枚数優先に対応する停止候補検索データから、図柄番号5のプラム図柄に対応させて最上位の最も大きい数字84Hが記録されているため、図柄番号5のプラム図柄が2コマ滑って上段に引込まれ、左リール1Lに対応するRAM上の図柄番号が5、同ステップカウンタが図柄番号5のステップ数32の初期値31となるときに停止パルスを供給する。これにより、左リール1Lの上段の適位置に図柄番号5のプラム図柄が停止する。   As shown in FIG. 11, for example, when the prescribed number is 3 in the RBB 2, it is assumed that a high payout winning combination left middle 1 (NML1 + 9 + 12 + 13 + 16 + 17 + 20) is hit and [1] left middle right push order is correct. The timing of pressing the stop button is not questioned, and the illustrated example is only an example. The same applies hereinafter. When the left stop button 6L is pressed, the grape symbol of symbol number 8 on the left reel 1L has reached the upper stage of the reference position, and the stop symbol is determined from the four frames following upstream of the grape symbol of symbol number 8. It will be. Since the highest number 84H is recorded in correspondence with the plum symbol of symbol number 5 from the stop candidate search data corresponding to the priority of the number of sheets applied in the correct pressing order, the plum symbol of symbol number 5 has two frames. When the symbol number on the RAM corresponding to the left reel 1L is 5, and the step counter reaches the initial value 31 of the number of steps 32 of the symbol number 5, the stop pulse is supplied. As a result, the plum symbol of symbol number 5 stops at an appropriate position on the upper stage of the left reel 1L.

第2番目に中ストップボタン6Cを押したとき基準位置の上段に中リール1Cの図柄番号7のバー図柄が到達しており、図柄番号7のバー図柄よりも上流側に後続する4コマから停止図柄を決定することになる。第1停止完了後の時点で、中リールについての停止候補検索データは、図柄番号4のベル対応の14Hは01Hに書換えられている。図柄番号6のブドウ図柄に対応させて最上位の84Hが記録されているため、図柄番号6のブドウ図柄が0コマ滑って上段に即止めされ、中リール1Cに対応するRAM上の図柄番号が6、同ステップカウンタが図柄番号6のステップ数32の初期値31となるときに停止パルスを供給する。これにより、中リール1Cの上段の適位置に図柄番号6のブドウ図柄が停止する。   Second, when the middle stop button 6C is pressed, the bar symbol of symbol number 7 on the middle reel 1C has reached the upper stage of the reference position, and stops from the four frames following the symbol number 7 on the upstream side. The design will be determined. At the time after the completion of the first stop, the stop candidate search data for the middle reel is rewritten as 01H in 14H corresponding to the bell of symbol number 4. Since the uppermost 84H is recorded corresponding to the grape symbol of symbol number 6, the grape symbol of symbol number 6 slips 0 frames and immediately stops at the upper stage, and the symbol number on the RAM corresponding to the middle reel 1C is 6. A stop pulse is supplied when the step counter reaches the initial value 31 of the number 32 of steps of symbol number 6. Thereby, the grape symbol of symbol number 6 stops at an appropriate position on the upper stage of the middle reel 1C.

第3番目(最後)に右ストップボタン6Rを押したとき基準位置の上段に右リール1Rの図柄番号7のバー図柄が到達しており、図柄番号7のバー図柄よりも上流側に後続する4コマから停止図柄を決定することになる。なお、第2停止完了後の時点で、右リールについての停止候補検索データは、図柄番号7のバー対応1コマ上の14Hは01Hに書換えられている。また、図柄番号5のプラム対応1コマ上の14Hは停止禁止の00Hに書換えられている。図柄番号5のプラムの1コマ上の図柄番号4のベル図柄が上段に停止すると、当せんしていないNML4の「プラム」−「ブドウ」−「プラム」が上上中の有効ラインに表示されて不当入賞となるからである。図柄番号6のブドウ図柄に対応させて1コマ上の図柄番号5のプラム図柄に最上位の84Hが記録されているため、図柄番号5のプラム図柄が1コマ滑って上段に引込まれ、右リール1Rに対応するRAM上の図柄番号が5、同ステップカウンタが図柄番号5のステップ数32の初期値31となるときに停止パルスを供給する。これにより、右リール1Rの上段の適位置に図柄番号5のプラム図柄が停止して、中段の適位置に図柄番号6のブドウ図柄が停止する。よって、上上中の有効ラインに「プラム」−「ブドウ」−「ブドウ」が表示されて8枚役NML1が入賞し、8枚のメダルが払出される。   When the third (last) right stop button 6R is pressed, the bar symbol of symbol number 7 on the right reel 1R has reached the upper stage of the reference position, and 4 following the bar symbol of symbol number 7 upstream. The stop symbol is determined from the frame. At the time after the completion of the second stop, the stop candidate search data for the right reel is rewritten as 01H in 14H on one bar corresponding to symbol number 7. In addition, 14H on one frame corresponding to the plum of symbol number 5 is rewritten to 00H which is prohibited to stop. When the bell symbol of symbol number 4 on the top of the plum of symbol number 5 stops at the top, NML4 "Plum"-"Grape"-"Plum" which is not won is displayed on the upper and middle active lines This is because it is an unfair prize. Since the top 84H is recorded in the Plum symbol of Symbol No. 5 on the top frame corresponding to the grape symbol of Symbol No. 6, the Plum symbol of Symbol No. 5 slides one frame and is pulled up to the upper reel. A stop pulse is supplied when the symbol number on the RAM corresponding to 1R is 5, and the step counter reaches the initial value 31 of the number of steps 32 of symbol number 5. As a result, the plum symbol of symbol number 5 stops at an appropriate position on the upper stage of the right reel 1R, and the grape symbol of symbol number 6 stops at an appropriate position of the middle stage. Therefore, “Plum”-“Grape”-“Grape” is displayed on the upper and middle active lines, and the 8-piece NML1 wins, and 8 medals are paid out.

図12に示すように、[2]左右中の不正解の押し順をしたとする。この場合、第1停止に係る左リール1Lについては、枚数優先に従い、図11と同様に、この例の場合には左リール1Lの上段の適位置に図柄番号5のプラム図柄が停止する。不正解であることは、第2番目に右ストップボタン6Rの押圧を検知した時点で判明し、第2停止から個数優先に切換える。   As shown in FIG. 12, it is assumed that [2] the right and left middle incorrect answers are pushed. In this case, for the left reel 1L related to the first stop, in accordance with the number priority, the plum symbol of symbol number 5 stops at an appropriate position on the upper stage of the left reel 1L in this example, as in FIG. The incorrect answer is determined when the second stop of the right stop button 6R is detected, and the second stop is switched to the number priority.

第2停止時、右ストップボタン6Rを押したとき基準位置の上段に右リール1Rの図柄番号8のベル図柄が到達しているとする。第1停止完了後の時点で、枚数優先のみならず個数優先による停止候補検索データも書換えられ、図柄番号6のブドウ対応1コマ上の24Hは01Hに、図柄番号5のプラム対応1コマ上の44Hは01Hに各書換えられている。図柄番号7のバー図柄対応1コマ上の図柄番号6のブドウ図柄に最上位の24Hが記録されているため、図柄番号6のブドウ図柄が1コマ滑って上段に引込まれ、右リール1Rに対応するRAM上の図柄番号が6、同ステップカウンタが図柄番号6のステップ数32の初期値31となるときに停止パルスを供給する。これにより、右リール1Rの上段の適位置に図柄番号6のブドウ図柄が停止して、中段の適位置に図柄番号7のバー図柄が停止する。   When the right stop button 6R is pressed during the second stop, it is assumed that the bell symbol of symbol number 8 on the right reel 1R has reached the upper stage of the reference position. At the time after the first stop is completed, not only the number priority but also the stop candidate search data based on the number priority is rewritten, 24H on one frame corresponding to grape of symbol number 6 becomes 01H, on one frame corresponding to plum corresponding to symbol number 5 Each of 44H is rewritten to 01H. Since the top 24H is recorded in the grape symbol of symbol number 6 on one frame corresponding to the bar symbol of symbol number 7, the grape symbol of symbol number 6 slides one frame and is pulled up, and corresponds to the right reel 1R The stop pulse is supplied when the symbol number on the RAM to be processed is 6, and the step counter reaches the initial value 31 of the number of steps 32 of the symbol number 6. As a result, the grape symbol of symbol number 6 stops at an appropriate position on the upper stage of the right reel 1R, and the bar symbol of symbol number 7 stops at an appropriate position of the middle reel.

第3停止時、中ストップボタン6Cを押したとき基準位置の上段に中リール1Cの図柄番号8のベル図柄が到達しているとする。第2停止完了後の時点で、中リールについての個数優先による停止候補検索データは、図柄番号7のバー対応の24Hは14Hに、図柄番号6のブドウ対応の24Hは01Hに、図柄番号4のベル対応の44Hは01Hに各書換えられている。図柄番号7のバー図柄に対応させて最上位の14Hが記録されているため、図柄番号7のバー図柄が0コマ滑って上段に即止めされ、中リール1Rに対応するRAM上の図柄番号が7、同ステップカウンタが図柄番号7のステップ数32の初期値31となるときに停止パルスを供給する。これにより、中リール1Cの上段の適位置に図柄番号7のバー図柄が停止する。よって、上上中の有効ラインに「プラム」−「バー」−「バー」が表示されて1枚役NML12が入賞し、1枚のメダルが払出される。なお、中ストップボタン6Cを押したとき基準位置(上段)に既に図柄番号7のバー図柄が到達している場合、1枚役を取りこぼすことになる。   When the middle stop button 6C is pressed at the time of the third stop, it is assumed that the bell symbol of symbol number 8 of the middle reel 1C has reached the upper stage of the reference position. At the time after completion of the second stop, the stop candidate search data by the number priority for the middle reel is 24H corresponding to symbol No. 7 to 14H, 24H corresponding to grape No. 6 to 01H, and symbol No. 4 44H corresponding to the bell is rewritten to 01H. Since the highest 14H is recorded in correspondence with the bar symbol of symbol number 7, the bar symbol of symbol number 7 slips 0 frames and immediately stops at the upper stage, and the symbol number on the RAM corresponding to the middle reel 1R is 7. A stop pulse is supplied when the step counter reaches the initial value 31 of the number 32 of steps of symbol number 7. As a result, the bar symbol of symbol number 7 stops at the appropriate position on the upper stage of the middle reel 1C. Therefore, “Plum”-“Bar”-“Bar” is displayed on the upper and middle active lines, and the single NML 12 wins and one medal is paid out. If the bar symbol of symbol number 7 has already reached the reference position (upper stage) when the middle stop button 6C is pressed, one combination is missed.

図13,14,15,16に示すように、高配当択役左中1の当せん時の不正解の押し順のうち、第1番目に左ストップボタン6L以外が操作された[3]中左右、[4]中右左、[5]右左中、[6]右中左の場合、第1停止から個数優先により停止制御がされる。図13の例では1枚役NML13が入賞し、図14の例では1枚役NML16が入賞し、図15の例では1枚役NML20が入賞し、図16の例では1枚役NML17が入賞し、各1枚のメダルが払出される。また、それぞれ、第3停止時、表示対象となる第1又は第2領域の特定引込図柄を引込めないタイミングで停止操作すると取りこぼすことになる。なお、規定数2枚時、停止候補検索データには、持ち越しに係るRBB2により、左図柄「バー」、中図柄「ブドウ」、右図柄「バー」に対応させて、下位4ビットに06Hが記録されるが、より大きな枚数優先又は個数優先に従うデータが停止図柄を決定する4コマ内に存在し或は書換えによっても勝ち残ることになり、規定数3枚と同じ停止出目となり、勿論、持ち越しに係るRBB2の作動図柄の組合せは揃わない。   As shown in FIGS. 13, 14, 15, and 16, of the incorrect answer push order in the middle of the left of the high payout option combination, the first operation other than the left stop button 6 </ b> L is operated [3] In the case of [4] middle right / left, [5] right / left middle, and [6] right / middle left, stop control is performed from the first stop with the number priority. In the example of FIG. 13, the single winning combination NML 13 wins, in the example of FIG. 14 the single winning combination NML 16 wins, in the example of FIG. 15 the single winning combination NML 20 wins, and in the example of FIG. 16 the single winning combination NML 17 wins. Each one medal is paid out. In addition, at the time of the third stop, if the stop operation is performed at a timing at which the specific drawing symbols of the first or second area to be displayed are not drawn, they will be missed. When the specified number is 2, the stop candidate search data is recorded as 06H in the lower 4 bits in accordance with carry-over RBB2 corresponding to the left symbol “bar”, the middle symbol “grape”, and the right symbol “bar”. However, data with higher priority or higher priority is present in the four frames that determine the stop symbol, or it will be won by rewriting. The combination of the RBB2 operation symbols is not uniform.

なお、停止図柄を決定する4コマの中に、同一の最上位の数字が複数ある場合は、予めROM上に用意した停止テーブルを参照して、最上位の図柄の中から何れか一の図柄を停止図柄として決定することになる。また、再遊技役>入賞役(小役)>特別役の順に従う役別優先順位付けを下位4ビットで行うこととしたが、上位4ビットで行うようにしてもよい。図10の例では、正解押し順の左中右のときは、枚数優先によりNML1を入賞させ、不正解の押し順のうち第1停止時点では正解であるも第2停止で不正解が判明する左右中のときは、第1停止は枚数優先により、第2停止から個数優先によりNML9又はNML12の入賞か取りこぼすものとしたが、停止テーブルの参照は多少増えるが、正解押し順の左中右のとき、第1停止は個数優先により、第2停止から枚数優先によりNML1を入賞させ、不正解の押し順のうち第1停止時点では正解であるも第2停止で不正解が判明する左右中のときは、その他の不正解押し順と同様に最初から個数優先により、NML9又はNML12の入賞か取りこぼすものとしてもよい。さらに、ロジック演算において、上記のような停止候補検索データは用いず、これとは別の制御データ等を用いて上記同様な枚数優先又は個数優先に従う図柄の引込み及び蹴飛ばし処理を行うようにしても勿論よい。   In addition, when there are a plurality of the same highest digits in the four frames for determining the stop symbols, refer to the stop table prepared in advance on the ROM, and select one of the highest symbols. Will be determined as a stop symbol. In addition, although the prioritization according to the role according to the order of re-playing role> winning role (small role)> special role is performed in the lower 4 bits, it may be performed in the upper 4 bits. In the example of FIG. 10, when the correct answer pressing order is in the middle left and right, NML1 is won with priority given to the number of correct answers, and in the incorrect answer pressing order, the correct answer is found at the first stop point, but the incorrect answer is found at the second stop. When left and right, the first stop is given priority to the number of cards, and the second stop is given priority to the number of NML9 or NML12. At the time of the first stop, the NML 1 is won by the number priority, the number priority from the second stop, and the correct answer at the time of the first stop in the order of pushing the incorrect answers, but the incorrect answer is revealed at the second stop. In the case of, the winning of NML9 or NML12 may be missed with priority on the number from the beginning as in the other incorrect answer pressing order. Further, in the logic operation, the stop candidate search data as described above is not used, and the drawing-in and kick-out processing according to the number priority or the number priority similar to the above is performed using control data other than this. Of course.

図8に示すように、主制御装置MCのROM上には、遊技結果が入賞なら所定配当数のメダルを払出すメダル払出手段P、遊技結果が再遊技の作動なら次ゲームの掛けメダルを同一規定数で自動投入するメダル自動投入手段Q、遊技結果が図5に示す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今回ゲームの開始時又は次ゲーム以後の開始時に各リール1L,1C,1Rを逆回転させてバー図柄を一つずつ自動的に揃える「逆回転バー揃い」等の所定回胴演出の当否を決定するフリーズ抽せん手段F、その当せんに係る回胴演出を実行させる回胴演出実行手段G、回胴演出により揃えた図柄を回転方向にバラバラにして、同一図柄がほぼ横一線で回転することによりリール回転周期の体得すなわち所謂目押しのタイミング取りの体得が容易になってしまうのを防止するため、リール順次始動時にランダム遅延時間を挿入するランダムウエイト手段Wを構築している。   As shown in FIG. 8, on the ROM of the main controller MC, the medal payout means P for paying out medals of a predetermined number of payouts if the game result is a win, and the medals for the next game are the same if the game result is a re-game operation. Automatic medal insertion means Q that automatically inserts in a prescribed number, game state transition means J that shifts the gaming state shown in FIG. 5 if the game result is accompanied by a game state transition, and freeze lottery executed following the internal lottery (here This means that the reels 1L, 1C, and 1R are reversed at the start of the current game or at the start of the next game based on a predetermined probability determined for each winning role by interrupting the original game progress and performing a predetermined performance. Freeze lottery means F for determining whether or not a predetermined spinning effect such as “reverse rotating bar alignment” that rotates and automatically aligns the bar symbols one by one, and executes the spinning effect related to that winning The drum effect execution means G, the symbols arranged by the spinning drum effect are separated in the direction of rotation, and the same symbol is rotated almost horizontally, so that it is easy to learn the reel rotation cycle, that is, the so-called timing of the heading. In order to prevent this, random weight means W for inserting a random delay time at the time of sequential reel start is constructed.

また、規定数3枚限定下、択役等の正解押し順を報知するアシストタイムATの作動を所定条件下で確定させて所定開始契機で発動させるAT作動決定手段H1、所定上乗せ契機でATの作動を延長させるAT上乗せ決定手段H2、ATの開始から終了までを管理するAT継続管理手段H3、択役等の正解押し順を含むAT指示情報を決定して周辺制御装置NCに出力させるAT指示情報出力手段H4を構築している。   In addition, with a limited number of three, AT operation determining means H1 for confirming the operation of the assist time AT for informing the correct pushing order of the choice combination etc. under a predetermined condition and activating it at a predetermined start timing, AT at the predetermined additional timing AT addition determination means H2 for extending the operation, AT continuation management means H3 for managing from the start to the end of the AT, AT instruction information including the correct answer pushing order such as an option and the like, and an AT instruction to be output to the peripheral control device NC The information output means H4 is constructed.

例えば、内部抽せんでチャンス役に当せんし且つフリーズ抽せんでチャンス役の当せん時に所定確率例えば約1/3で当せんさせることとしている「逆回転バー揃い」の次ゲーム開始時挿入が決定されたとき、又は、内部抽せんでレア役リプ或はBAR狙えリプに当せんしたとき、若しくは、前回のAT終了からカウントするゲーム数が所定ゲーム数例えば1000ゲームに達したとき、ATの作動を確定させ、次々回ゲームから等、所定期間の前兆演出期間を経てATを発動させる。ATは、例えば、初期上乗せ特化ゾーンのオープニングアタックから開始させ、5又は10ゲーム等の所定ゲーム期間毎回AT中の純増枚数等を20〜500枚について上乗せする。オープニングアタック後は、チャンス役等の当せんを契機に50〜1000枚の上乗せをし、純増枚数の残りが0になるとATを終了させる。AT指示情報は、択役の正解の押し順例えば「左中右」等の直接情報の他、正解押し順を特定できる当せんエリアの番号等による間接情報を含む。   For example, when it is decided to insert at the start of the next game of “a set of counter rotating bars” that will be won with a predetermined probability, for example, about 1/3, when winning a chance role with internal drawing and winning a chance role with freezing drawing, Or, when you hit a rare role lip or BAR target lip with internal lottery, or when the number of games counted from the end of the previous AT reaches a predetermined number of games, for example 1000 games, confirm the operation of AT and play games one after another The AT is activated after a predetermined presentation period such as from. The AT, for example, starts from the opening attack of the initial specialization zone, and adds a net increase or the like during the AT every predetermined game period such as 5 or 10 games for 20 to 500. After the opening attack, 50 to 1000 sheets are added when the chance combination is won, and the AT is terminated when the remaining net increase is 0. The AT instruction information includes indirect information such as a winning area number that can specify the correct answer pressing order, in addition to direct information such as “left middle right” in the correct answer pressing order of the winning combination.

周辺制御装置NC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、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 NC 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 controls the liquid crystal display device 70 via the LCD driver circuit Dr7 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NC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、フリーズ及び回胴演出情報、AT作動確定及び発動情報、AT指示情報、AT上乗せ情報、AT終了情報、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 NC 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, Operation information of stop buttons 6L, 6C, 6R, game result information, game state information, freeze and rotation effect information, AT operation confirmation and activation information, AT instruction information, AT addition information, AT end information, error information, etc. Various information to be detected or determined or executed by the control device MC is included.

周辺制御装置NCのROM上には、主制御装置MCからの受信情報に基づいて、液晶表示装置70にAT指示情報出力手段H4から出力するAT指示情報に従ったナビ例えば正解押し順が「左中右」ならストップボタン位置に対応させて「123」等を表示させるナビ手段X1、ナビ手段X1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X2、演出図柄7L,7C,7Rを変動表示又は停止表示させると共に、遊技状態、回胴演出、前兆演出、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Y1、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Y2を構築している。   On the ROM of the peripheral controller NC, the navigation in accordance with the AT instruction information output from the AT instruction information output means H4 to the liquid crystal display device 70 based on the received information from the main controller MC, for example, the correct push order is “left If "middle right" is displayed, the navigation means X1 displays "123" or the like corresponding to the stop button position, and the voice indicating whether the stop button to be operated from the speakers 91 to 94 is left, middle or right in conjunction with the display of the navigation means X1. The voice navigation means X2 and the effect symbols 7L, 7C, and 7R that are notified in the above are displayed in a variable manner or stopped, and the development of the moving image that is displayed on the liquid crystal display device 70 is changed according to the gaming state, the spinning effect, the precursor effect, the AT period, etc. The effect display means Y1 to be displayed and the sound effect output means Y2 to output sound effects and BGM from the speakers 91 to 94 are constructed in conjunction with this.

図17に示すように、ATの作動は、例えば、内部抽せんでチャンス役に当せんし且つフリーズ抽せんで「逆回転バー揃い」の次ゲーム開始時挿入が決定されたとき確定される。2ゲーム目は、「逆回転バー揃い」の回胴演出から始まり、全リール1L,1C,1Rが低速で逆回転し、右リール1R、中リール1C、左リール1Lの順に停止(仮停止)して中段にバーが揃い、所定の仮停止時間経過後又は再度のスタートレバー5の操作後、ランダムウエイト手段Wにより0〜747.98msの範囲内の2.98ms刻みのランダムな遅延時間を挟んで、左リール1L、中リール1C、右リール1Rが順次加速され、全リールの定速回転到達後、ストップボタン6L,6C,6Rによる各リール1L,1C,1Rの停止に連動させて演出図柄7L,7C,7Rを同一キャラクタの図柄で揃え、「おめでとう」の音声祝福メッセージを出力させる。3ゲーム目に「上乗せをお楽しみ下さい」の音声メッセージと共にオープニングアタックからATが発動される。なお、2ゲーム目、回胴演出により揃ったバー図柄はランダム遅延時間の挿入により回転方向にバラバラになり、目押しのタイミング取りの体得期間という本来不必要で公正さに欠く遊びを誘発することもなく、当せん役この場合リプレイ1(REP1)の停止表示と共に演出図柄が揃うことを遊技者に効果的に楽しませることができる。   As shown in FIG. 17, the operation of the AT is determined when, for example, it is determined that insertion at the start of the next game of “reverse rotation bar alignment” is determined by the internal lottery and the freezing lottery. The second game starts with a spinning effect of “reverse rotation bar alignment”, and all reels 1L, 1C, 1R rotate at a low speed and stop in order of right reel 1R, middle reel 1C, left reel 1L (temporary stop). After the predetermined temporary stop time has elapsed or the start lever 5 has been operated again, the random weight means W inserts a random delay time in the range of 0 to 747.98 ms in increments of 2.98 ms. Then, the left reel 1L, the middle reel 1C, and the right reel 1R are sequentially accelerated, and after reaching the constant speed rotation of all the reels, the effect symbols are linked to the stop of each reel 1L, 1C, 1R by the stop buttons 6L, 6C, 6R. 7L, 7C, and 7R are aligned with the same character design, and a congratulatory voice congratulatory message is output. In the third game, an AT is activated from the opening attack along with a voice message “Please enjoy the addition”. In the second game, the bar symbols that have been gathered by the spinning effect will be scattered in the direction of rotation due to the insertion of a random delay time, and induce a play that is originally unnecessary and lacks fairness as a learning period for timing the timing. In this case, it is possible to effectively entertain the player that the production symbols are aligned with the stop display of replay 1 (REP1).

図18に示すように、規定数3枚一般中、RBB1の当せん値数を6445、RBB2の当せん値数を1にして、規定数3枚時に極低確率でRBB2を抽せんし、規定数2枚一般中、RBB2の当せん値数を10441、RBB1の当せん値数を1にして、規定数2枚時に極低確率でRBB1を抽せんする仕様にしてもよい。この場合、規定数3枚RBB1内部中、規定数2枚RBB1内部中、規定数3枚RBB2内部中、規定数2枚RRB2内部中の何れも、不当せんエリアがなく且つ取りこぼしてもRBB1又はRBB2作動図柄の組合せを表示できないフルヒット仕様にしているため役物作動図柄の組合せを揃えられず、RBB1内部中からRBB1作動中に移行することはないと共にRBB2内部中からRBB2作動中に移行することもなく、上記実施形態と同一の作用効果を奏する。   As shown in FIG. 18, the number of winning values for RBB1 is 6445, the number of winning values for RBB2 is 1, and the number of RBB2 is extracted with a very low probability when the number is 3 and the number is 2 In general, the number of winning values for RBB2 may be 10441, the number of winning values for RBB1 may be 1, and RBB1 may be extracted with a very low probability when the specified number is 2. In this case, there is no unjustified area inside the specified number 3 RBB1, inside the specified number 2 RBB1, inside the specified number 3 RBB2, inside the specified number 2 RRB2, and even if it is omitted, RBB1 or RBB2 Because it is a full hit specification that cannot display the combination of operation symbols, it is not possible to arrange the combination of the operation items of the actors, and there is no transition from inside RBB1 to RBB1 operation, and transition from inside RBB2 to RBB2 operation. In addition, the same operational effects as the above-described embodiment are obtained.

以上の実施形態では、特別役に第1特別役RBB1と第2特別役RBB2を用いたが、第1特別役RBB1のみを用いて構成してもよい。また、第一種特別役物に係る役物連続作動装置を用いて減るボーナスを構成したが、第一種特別役物を用いて減るボーナスを構成してもよい。さらに、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 first special combination RBB1 and the second special combination RBB2 are used as the special combination, but the first special combination RBB1 may be used alone. Moreover, although the bonus reduced using the accessory continuous action apparatus which concerns on a 1st type special combination was comprised, you may comprise the bonus reduced using a 1st type special combination. Further, the AT operation 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、V;リール制御手段(可変表示制御手段)
V1;回胴回転装置制御手段、V2;回転停止装置制御手段
P;メダル払出手段、Q;メダル自動投入手段、J;遊技状態移行手段
F;フリーズ抽せん手段、G;回胴演出実行手段
W;ランダムウエイト手段
H1;AT作動決定手段、H2;AT上乗せ決定手段
H3;AT継続管理手段、H4;AT指示情報出力手段
X1;ナビ手段、X2;音声ナビ手段
Y1;演出表示手段、Y2;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, V; reel control means (variable display control means)
V1; Crotch rotating device control means, V2: Rotation stop device control means P; Medal payout means, Q; Medal automatic insertion means, J; Game state transition means F; Freeze lottery means, G; Random weight means H1; AT operation determination means, H2; AT addition determination means H3; AT continuation management means, H4; AT instruction information output means X1; Navigation means, X2; Voice navigation means Y1; Production display means, Y2; Output means

そして、前記特別役に係る役物作動中の遊技状態での低い再遊技込み期待値(例えばEi=63.73%)に対して高い再遊技込み期待値(例えばEi=69.30%)となり且つ前記内部抽せん手段(K)で決定した当せん役に対応した図柄の組合せを有効ラインに表示させることを意図するナビ情報を遊技者に報知させるアシストタイムの作動を確定させるものを含む再遊技役の抽せんをする少なくとも一の役物非作動中の遊技状態時に、前記アシストタイム(AT)を作動可能にしている。 Then, a high replay inclusion expectation value (for example, Ei = 69.30%) with respect to a low replay inclusion expectation value (for example, Ei = 63.73%) in the gaming state during the operation of the special item related to the special combination, re including those for confirming the operation of Do Ri and the internal lottery means (K) assist time to broadcast the navigation information intended to be displayed on the activated line the combination of symbols corresponding to the winning combination determined the player in The assist time (AT) is made operable in a gaming state in which at least one accessory that draws a game character is inactive.

Claims (2)

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、新たな遊技媒体の投入無しで次遊技が行える再遊技役、所定配当数の遊技媒体を獲得できる入賞役、入賞を容易にするための役物を作動させる特別役を含む複数の役について予め区分した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、所定の有効ラインに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を含む遊技機において、
前記特別役を、役物作動中の遊技状態で獲得が見込まれる単位投入遊技媒体数あたりの獲得遊技媒体数の期待値が1未満となる第一種特別役物又は第一種特別役物に係る役物連続作動装置で構成し、
前記内部抽せん手段を、当せんエリアの区分に応じた入賞役について当せんと決定する入賞役当せん値数と、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に規定時間内に当せんに係る入賞役に対応した図柄の組合せを有効ラインに表示できる表示確率と、有効ラインに表示された入賞役についての図柄の組合せによる獲得遊技媒体数を投入遊技媒体数で割った配当比とを掛算して求める入賞役定数を一の遊技状態において抽せん対象とする全入賞役について合算した総入賞役定数をs、再遊技役の当せんと決定する再遊技役当せん値数をr、内部抽せん用の乱数の数値範囲をMと置き、
再遊技抜き期待値をEo=s/(M−r)、
再遊技込み期待値をEi=(s+r)/M
で各定義した場合に、前記特別役に係る役物作動中の遊技状態での再遊技抜き期待値Eoを、全ての役物非作動中の遊技状態での再遊技抜き期待値よりも高くし、かつ、前記特別役に係る役物作動中の遊技状態での再遊技込み期待値Eiを、少なくとも一の役物非作動中の遊技状態での再遊技込み期待値よりも低い仕様にし、
前記特別役に係る役物作動中の遊技状態での低い再遊技込み期待値Eiに対して高い再遊技込み期待値となる少なくとも一の役物非作動中の遊技状態時に、前記内部抽せん手段で決定した当せん役に対応した図柄の組合せを有効ラインに表示させることを意図するナビ情報を遊技者に報知させるアシストタイムを作動可能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 the variable display start operation when the game medium is inserted, a random number value for internal lottery is extracted, and a re-game player who can play the next game without inserting a new game medium, a prize that can acquire a game medium with a predetermined payout number. Internal lottery that determines whether a winning combination is included in the winning area based on whether the extracted random number belongs to a winning area divided in advance for a plurality of winning roles including special roles that activate the winning combination and the winning combination. Means,
Variable display control means for stopping the variable display of the variable display element based on a corresponding stop operation, and allowing a display of a combination of symbols corresponding to a winning combination determined by an internal lottery on a predetermined effective line In gaming machines,
The special combination is a first-class special combination or a first-class special combination in which an expected value of the number of game media to be acquired per unit-input game media that is expected to be acquired in a game state in which an actor is operating is less than 1. Consists of such an accessory continuous operation device,
If the internal lottery means stop the operation in any order and at any time, and the winning combination for the winning combination within the specified time when the internal lottery means is determined to be the winning combination for the winning combination according to the division of the winning area This is calculated by multiplying the display probability that the combination of symbols corresponding to can be displayed on the active line and the payout ratio obtained by dividing the number of game media obtained by the symbol combination for the winning combination displayed on the active line by the number of input game media. S is the total winning combination constant for all winning combinations that are subject to drawing in a single gaming state, r is the number of re-playing player winning values that are determined to be winning the re-playing player, and a random number for internal drawing. Set the range as M,
The expected value without replays is Eo = s / (M−r),
The expected value including replays is Ei = (s + r) / M
In each of the above definitions, the expected re-emission value Eo in the gaming state during operation of the special item for the special role is set higher than the expected re-emission value in the gaming state in which all the functional items are inactive. And, the re-playing expected value Ei in the gaming state during the operation of the special feature for the special role is set to a specification lower than the expected re-playing expected value in the gaming state in which at least one of the bonuses is not in operation,
In the gaming state in which at least one accessory is not in operation, the internal lottery means has a high expected replaying expectation value Ei with respect to a low expected replaying expectation value Ei in the gaming state in which the special feature is operating. A gaming machine characterized by enabling an assist time for notifying a player of navigation information intended to display a combination of symbols corresponding to a determined winning combination on an active line.
特別役に係る役物作動中の遊技状態での再遊技役当せん値数を0とし、特別役に係る役物作動中の遊技状態での再遊技抜き期待値Eoと再遊技込み期待値Eiとを同じにしている請求項1記載の遊技機。   The re-playing role winning value in the gaming state during the operation of the special character for the special role is set to 0, and the re-playing expected value Eo and the re-playing expected value Ei in the gaming state for the special character in operation The gaming machine according to claim 1, wherein the two are the same.
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