JP2017018297A - Game machine - Google Patents

Game machine Download PDF

Info

Publication number
JP2017018297A
JP2017018297A JP2015138196A JP2015138196A JP2017018297A JP 2017018297 A JP2017018297 A JP 2017018297A JP 2015138196 A JP2015138196 A JP 2015138196A JP 2015138196 A JP2015138196 A JP 2015138196A JP 2017018297 A JP2017018297 A JP 2017018297A
Authority
JP
Japan
Prior art keywords
combination
game
winning
special
symbols
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Granted
Application number
JP2015138196A
Other languages
Japanese (ja)
Other versions
JP5879590B1 (en
Inventor
優輝 長田
Yuki Osada
優輝 長田
純一 ▲高▼橋
純一 ▲高▼橋
Junichi Takahashi
孝洋 石原
Takahiro Ishihara
孝洋 石原
大輔 河江
Daisuke Kawae
大輔 河江
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Olympia KK
Original Assignee
Olympia KK
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Olympia KK filed Critical Olympia KK
Priority to JP2015138196A priority Critical patent/JP5879590B1/en
Application granted granted Critical
Publication of JP5879590B1 publication Critical patent/JP5879590B1/en
Publication of JP2017018297A publication Critical patent/JP2017018297A/en
Expired - Fee Related legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Landscapes

  • Slot Machines And Peripheral Devices (AREA)
  • Game Rules And Presentations Of Slot Machines (AREA)

Abstract

PROBLEM TO BE SOLVED: To shift earlier from a normal game state to an internal special combination state and thereby to create an activation standby state for a high net increase AT earlier, while suppressing an excessive increase in a replay game probability during the internal special combination state.SOLUTION: In a game state of an internal special combination state, at an input of 3 pieces of tokens and at an input of 2 pieces of tokens, an RBB1 lottery winning area and an RBB2 lottery winning area are respectively shifted to replay game lottery winning areas. A display of a combination of accessory activation symbols related to a carry-over is caused to become difficult or impossible. An RBB2 lottery winning probability is increased to a relation where an expectation value for the internal special combination state at an input of 2 pieces becomes greater than an expectation value for an acquisition game medium number per a unit input game medium number during the RBB1 activation. An assist time is to be activated in an internal special combination state at an input of 3 pieces.SELECTED DRAWING: Figure 6

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出力させるアシストタイム(ATともいう)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 gaming inside the special role where the right to win the special role that activates the feature for facilitating winnings is carried, the push order of the stop button and the pattern to be aimed are displayed on the liquid crystal display device etc. Further, the present invention relates to a gaming machine in which an assist time (also referred to as AT) for outputting 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投入遊技媒体数を超える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、獲得遊技媒体数を容易に増やせる所謂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. With regard to the elected role, it will be in a situation where either the elected player who can get a high payout exceeding the number of game media input at the correct answer or the re-gamer will win with high probability, and in this situation, the AT is activated at a predetermined opportunity To notify the correct pushing order to the player, the basic specifications of Fuyaseru number acquired game media easily called RBB-AT machine is disclosed.

特許第5656035号公報Japanese Patent No. 5656035

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(遊技機規則第6条別表第五(1)ロ(リ))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 (Pachislot Machine Rules Article 6 Attached Table 5 (1) B) , Can not provide the play to enjoy to the extent to the player by payout is too low.

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(遊技機規則第6条別表第五(1)ロ(カ))、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(遊技機規則第6条別表第五(1)ハ(ニ)a)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 based on the fact that the probability variation of the winning combination is not allowed between the gaming states in which the accessory is not operating (the gaming machine rule Article 6 Attached Table 5 (1) B) ), The bonus specifications for the winning combination must be kept the same both inside and generally during the special role in the gaming state where the role is not operating under the same prescribed number. Based on the correct idea that it is appropriate to use the probabilistic fluctuation of the re-gamer triggered by the internal winning of the game (Article 6 Attached Table 5 (1) C (d) a) of the Gaming Machine Rules).

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、遊技にメリ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 effect of the high net increase AT will be lost due to the lack of sharpness in the game, the number of acquired game media in the AT, the AT operation probability, etc. must be reduced. 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、特別役の当せんエリアを極力小さくして特別役内部中に移行した場合にシフトする再遊技役の当せんエリアの増加分を抑制すべきであるが、このようにした場合には、一般中の遊技状態で特別役になかなか当せんできず、特別役内部中の遊技状態に移行するまでに長期間を要し、遊技者がATを享受し得る土俵に上がるまでの準備期間が長引き、営業開始時に客付きの悪い台に陥る恐れがある等の弊害が懸念される。   Therefore, it is originally desirable to achieve the lower limit of 55% without increasing the probability of winning a re-playing role in the special role inside. The increase in the winning area of the re-playing role that shifts when shifting to the inside should be suppressed, but in this case, it is difficult to win the special role in the general gaming state, It takes a long time to shift to the game state in the middle, prolonging the preparation period until the player is able to enjoy AT, and there is a possibility of falling into a bad base with customers at the start of business, etc. Concerned.

本発明では、内部中の遊技状態での再遊技確率の過大な上昇を抑えつつ、一般中の遊技状態からAT作動待ちとなる特別役内部中の遊技状態に早期に移行させて該内部中の遊技状態をずっと維持でき、営業開始の早い段階から第1規定数による高純増ATの作動待ち状況を効果的に作り出せる遊技機を提供することを課題とする。   In the present invention, while suppressing an excessive increase in the replay probability in the game state in the interior, the game state in the general state is shifted from the general game state to the game state in the special role waiting for the AT operation at an early stage. It is an object of the present invention to provide a gaming machine that can maintain a gaming state for a long time and that can effectively create a waiting state for an operation of a high net increase AT according to a first specified number from an early stage of business start.

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、役物作動図柄の組合せの表示により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. Included in the winning area depending on whether or not the extracted random number value belongs to the winning area divided in advance for a plurality of winning combinations including special roles that activate the winning combination by displaying the combination of winning combination and winning combination action symbols An internal lottery means (K) for determining whether or not a role is to be played,
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、前記特別役には、一遊技の投入遊技媒体数が第1規定数 (例えば3枚)のときに第1当せん確率(例えば819/65536)により抽せんをする第1特別役(RBB1)と、一遊技の投入遊技媒体数が第1規定数と異なる第2規定数 (例えば2枚)のときに第1当せん確率よりも高い第2当せん確率(例えば15300/65536)により抽せんをする第2特別役(RBB2)とを含む。
「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)。
In the above gaming machines, the special combination includes the first special combination that draws with the first winning probability (for example, 819/65536) when the number of input game media of one game is the first specified number (for example, three). (RBB1) and a second winning probability (for example, 15300/65536) higher than the first winning probability when the number of input game media of one game is a second specified number (for example, two) different from the first specified number And a second special role (RBB2).
“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).

また、前記内部抽せん手段(K)は、第1特別役(RBB1)又は第2特別役(RBB2)に当せんするも対応する役物作動図柄の組合せを表示できずに当せんの権利が持ち越された特別役内部中の遊技状態時、第1規定数下では第1特別役の当せんエリア相当分(例えば、当せん値数819)を、第2規定数下では第2特別役の当せんエリア相当分(例えば、当せん値数15300)を再遊技役の当せんエリアに各シフトし且つ持ち越しに係る特別役に対応する役物作動図柄の組合せの表示を困難又は不可とする仕様にしていると共に、第1特別役(RBB1)に係る役物作動中の遊技状態時におけ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(例えば、再遊技抜き期待値Eo=再遊技込み期待値Ei≒64.81%)よりも、第2規定数下での特別役内部中の遊技状態時におけ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(例えば、再遊技抜き期待値Eo≒77.52%、再遊技込み期待値Ei≒85.85%)が大となる関係に、第2当せん確率を含む第2規定数での当せんエリアの内訳を設定している。   In addition, the internal lottery means (K) won the first special combination (RBB1) or the second special combination (RBB2), but could not display the combination of the corresponding function action symbols, and the right to win was carried over. When the game is in the special role, the winning area corresponding to the first special role (for example, 819 winning value) under the first prescribed number, and the equivalent to the winning area for the second special role under the second specified number ( For example, the winning value number 15300) is shifted to the winning area of the re-gamer and the combination of the character action symbols corresponding to the special role related to carryover is made difficult or impossible, and the first special Expected value of the number of acquired game media per number of unit-inserted game media in the game state during the operation of the role related to the role (RBB1) (for example, expected value Eo without replay = expected value including regame Ei≈64.81% )than, 2 Expected value of the number of game media acquired per unit input game media in the game state inside the special role under the prescribed number (for example, expected value Eo ≒ 77.52%, expected value Ei including regame) The breakdown of the winning area with the second specified number including the second winning probability is set in the relation in which (≈85.85%) becomes large.

そして、少なくとも第1規定数下での特別役内部中の遊技状態時、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出力するアシストタイム(AT)を作動可能にしている。   And at least in the gaming state in the special role inside the first specified number, the navigation information intended to display the combination of symbols corresponding to the winning combination determined by the internal lottery means (K) on the active line The output assist time (AT) is enabled.

以上により、第2規定数での遊技により当せん確率の高い第2当せん確率により第2特別役の当せんを得て、当せんゲームで第2特別役に係る役物作動図柄の組合せを表示しないことにより、特別役内部中の遊技状態に移行できる。第1特別役に係る役物作動中の遊技状態時におけ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よりも、第2規定数下での特別役内部中の遊技状態時におけ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大となる関係に、第2当せん確率を含む第2規定数での当せんエリアの内訳を設定しているため、第2当せん確率を相当程度高くできる。第2特別役 の当せんエリア相当分を再遊技役の当せんエリアにシフトした特別役内部中の遊技状態時の期待値は、第1特別役に係る役物作動中の期待値よりも相当程度高くなるが、これは第2規定数下での特別役内部中の遊技状態に限られ、第1規定数下での特別役内部中の遊技状態の期待値が高まるわけではない。このため、第1規定数下での特別役内部中の遊技状態の期待値を過剰に高めることなく、第2規定数での遊技により第2特別役の当せんを得てその役物作動図柄を表示しないことにより、特別役内部中の遊技状態に早期に移行させることができる。   By the above, by winning the second special role with the second winning probability having a high winning probability due to the game with the second specified number, and not displaying the combination of the actor action symbols related to the second special role in the winning game , Can shift to the gaming state inside the special role. The unit thrown in the game state in the special role inside the second specified number below the expected value of the number of game media acquired per unit thrown game medium number in the game state during the action of the first special role Since the breakdown of the winning area with the second prescribed number including the second winning probability is set in the relationship that the expected value of the number of acquired gaming media per number of gaming media is large, the second winning probability is considerably increased. it can. The expected value in the gaming state inside the special role that has shifted the portion corresponding to the winning area of the second special role to the winning area of the re-playing role is considerably higher than the expected value during the action of the feature related to the first special role However, this is limited to the gaming state inside the special combination under the second specified number, and the expected value of the gaming state inside the special combination under the first specified number does not increase. For this reason, without excessively increasing the expected value of the gaming state inside the special role under the first specified number, the winning of the second special role is obtained by the game with the second specified number, and the action pattern of the accessory is obtained. By not displaying, it is possible to quickly shift to the gaming state inside the special role.

また、第1規定数下での特別役内部中の遊技状態時、再遊技役の当せんエリアの増加分は、当せん確率の高い第2当せん確率とする第2特別役の当せんエリアの大きさよりも小さい第1特別役の当せんエリアに対応する小さなものにでき、第1規定数下での再遊技役の当せん確率が過大になるのを抑制できる。このため、第1規定数下での特別役内部中の遊技状態の期待値を適度に低くでき、アシストタイムが作動しない場合と作動した場合の出玉の差を大きくでき、高純増AT仕様を効果的に実現できる。第1規定数下での特別役内部中の遊技状態時、持ち越しに係る第2特別役に対応した役物作動図柄の組合せを表示させることは困難又は不可としているため、特別役内部中の遊技状態に止まってアシストタイムの作動に期待しながら遊技を続けることができる。このように、アシストタイムの作動待ちの遊技状態での再遊技確率の過大な上昇を抑えつつ、一般中の遊技状態からアシストタイム作動待ちの遊技状態への早期移行が可能になり、高純増AT遊技を遊技者に早期に体験させることができる。   In addition, when the game state is within the special role under the first specified number, the increase in the winning area of the re-playing role is larger than the size of the winning area of the second special role, which is the second winning probability with a high winning probability. It can be made small corresponding to the winning area of the small first special combination, and it can be suppressed that the winning probability of the re-playing combination under the first specified number is excessive. For this reason, the expected value of the gaming state inside the special role under the first specified number can be moderately lowered, the difference in the amount of balls when the assist time is not activated and when it is activated, It can be realized effectively. When the game state is in the special role inside the 1st specified number, it is difficult or impossible to display the combination of the character action symbols corresponding to the second special role to carry over, so the game inside the special role The game can be continued while staying in a state and expecting the operation of the assist time. In this way, it is possible to make an early transition from the general gaming state to the gaming state waiting for the assist time operation while suppressing an excessive increase in the re-playing probability in the gaming state waiting for the assist time operation. The game can be experienced early by the player.

以上のものにおいて、前記特別役内部中の遊技状態時、当せんに係る入賞役又は再遊技役に対応した図柄の組合せ若しくは入賞役の取りこぼし図柄の組合せを、持ち越しに係る特別役に対応する役物作動図柄の組合せに優先して有効ラインに表示させる不当せんエリアのないフルヒット仕様にしている。これにより、一度特別役内部中の遊技状態に移行すると、持ち越しに係る特別役に対応する役物作動図柄の組合せは表示できず、役物作動中の遊技状態へは移行しない。よって、特別役内部中の遊技状態にずっと滞在させておくことができ、一般中から特別役内部中の遊技状態に移行させる準備作業回数を減らすことができる。   In the above, in the state of the game inside the special role, a combination of symbols corresponding to the winning combination or re-playing combination related to the winning combination or the combination of the missing symbols of the winning combination corresponding to the special combination related to carryover It has a full hit specification with no fraud area that is displayed on the active line in preference to the combination of operating symbols. Thereby, once it shifts to the gaming state in the inside of the special combination, the combination of the accessory operation symbols corresponding to the special combination related to carry over cannot be displayed, and it does not shift to the gaming state during the operation of the special combination. Therefore, it is possible to stay in the gaming state inside the special role all the time, and it is possible to reduce the number of times of preparation work to shift from the general state to the gaming state inside the special role.

また、以上のものにおいて、少なくとも前記第1特別役は、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ている。こうして、期待値が1未満すなわち獲得遊技媒体数が投入遊技媒体数を下回る見込みとなる所謂減るボーナス仕様と組合せることにより、第1規定数での遊技下、取りこぼし無しの条件下での上限出玉規制(遊技機規則第6条別表第五(1)ロ(ヌ))を容易に満足させつつ、第1規定数による高純増ATの作動待ち状況を早期に作り出せる。   In addition, in the above, at least the first special role is a role related to a first type special feature or a first type special feature in which the expected value of the number of acquired game media per unit input game media is less than 1. It consists of a continuous object operating device. In this way, by combining with a so-called reduced bonus specification where the expected value is less than 1, that is, the number of acquired game media is expected to be less than the number of input game media, the upper limit is reached under the condition of the first specified number of games and no missing. While satisfying the ball regulations (Guide Machine Rules Article 6 Attached Table 5 (1) B (Nu)), it is possible to quickly create an operation waiting state for the high net increase AT according to the first specified number.

「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)。   “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).

「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)。
「役物連続作動装置」とは、第一種特別役物又は第二種特別役物を連続して作動させることができる装置で、特定の図柄の組合せが表示された場合に作動しあらかじめ定められた場合に作動を終了するものをいう(遊技機規則第6条別表第二(3)チ)。
"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).
“Consecutive equipment continuous operation device” is a device that can continuously operate a first-class special product or a second-class special product, and is activated when a specific symbol combination is displayed. If it is done, it means that the operation is terminated (Attached Table 2 (3) h) of the Game Machine Rules Article 6 Attached Table 2).

なお、「第二種特別役物」とは、内部抽せんの結果にかかわらず入賞に係る条件装置を作動させることとなる役物で、あらかじめ定められた場合に作動し1回の遊技の結果が得られた場合に作動を終了することとされているものをいう(遊技機規則第6条別表第二(3)ヌ)。ここに、「内部抽せんの結果にかかわらず入賞に係る条件装置を作動させる」とは、遊技機規則第6条別表第二(3)ホの例外であると解する(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(一)の(3)ヌの第2文)。よって、第二種特別役物の作動中に内部抽せんを行うか否かは問題ではない。   “Type 2 special bonus” is a bonus that activates the conditional equipment related to winning regardless of the result of the internal drawing. When obtained, it means that the operation is supposed to end (Guide Machine Rules Article 6 Attached Table 2 (3) Nu). Here, “activate the condition device related to winning regardless of the result of the internal lottery” is understood to be an exception to the gaming machine rule Article 6 Attached Table 2 (3) E (2004) ) May 26, Nichisei Ningyo 155 "Technical Standard Interpretation Criteria" 2. (1) (3) Nu second sentence of each theory). Therefore, it does not matter whether or not the internal lottery is performed during the operation of the second type special combination.

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. 当せんエリア別AT指示情報一覧表。AT instruction information list by winning area. AT指示情報出力状況遷移図。AT instruction information output status transition diagram. AT中指示情報出力状況説明図。AT instruction information output status explanatory diagram.

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 Regulations No. 4 “Rules for the Authorization and Type Approval of Gaming Machines” 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、サーチライトを模したサーチライトユニット77に口紅等の演出アイテム7N等を所定条件下で表示させる演出表示装置7を構成するミニ液晶表示器700、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や背景動画やアシストタイムAT作動中の所定ナビ情報等をフルカラーで映し出す同演出表示装置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である。演出表示装置7(700,70)、装飾ランプ88、スピーカ91〜94を総称して演出装置Q(図8参照)ともいう。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 cylinder), the searchlight unit 77 imitating the searchlight, and the effect item 7N such as lipstick are displayed under predetermined conditions. Mini-liquid crystal display 700 constituting display device 7, left and right production symbols 7L, 7C, 7R to be displayed in a variable manner in cooperation with the operation of main reel 100, background moving images, and predetermined navigation information during assist time AT operation A large-screen liquid crystal display device 70 that constitutes the same effect display device 7 that projects the image in full color, an upper decoration lamp 81, a left decoration lamp 82, a right decoration lamp 83, four accent decoration lamps 84 facing the corners of the reel panel 8, A gate-shaped decorative lamp 85 facing the top, left, and right of the liquid crystal display device 70 is 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. The effect display device 7 (700, 70), the decorative lamp 88, and the speakers 91 to 94 are collectively referred to as an effect device Q (see FIG. 8). 8M is a medal payout port, 8G is a medal tray, and 8T is 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2桁7セグメントLEDから成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と共にアシストタイムAT作動中等において演出表示装置7上の所定ナビ情報と対応するAT指示情報を表示させるメインモニタMAを兼ねる2桁7セグメントLEDから成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。なお、メインモニタMAは、ペイアウト表示器DL2とは別個独立に設けてもよいし、7セグメントLEDに限らず、多数のランプやLEDの並びや、液晶表示器、ドットマトリクス表示器等を用いてもよい。   On the lower left and right sides of the liquid crystal display device 70, a credit display DL1 composed of a two-digit 7-segment LED for displaying the current credit amount, the number of payout medals by winning, and an effect display device 7 during the assist time AT operation, etc. Payout display DL2 consisting of a 2-digit 7-segment LED that also serves as a main monitor MA for displaying AT instruction information corresponding to the predetermined navigation information, and is turned on every time one, two, or three medals are applied. Three lamps EL1 to 3, a bet lamp ELb that is turned on when a winning medal can be received, a start lamp ELs that is turned on when a start operation by the start lever 5 is possible, and a combination of symbols related to replaying are displayed. The game basic lamps 30 including the replay lamp ELr are provided. The main monitor MA may be provided separately from the payout display DL2, and is not limited to the 7-segment LED, but uses a large number of lamps and LED arrays, a liquid crystal display, a dot matrix display, and the like. Also good.

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、ハート1、ハート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。図柄のうち、バーは、遊技機業界内で古くから機種を問わず汎用的に遊技者に有利に働く象徴的な図柄の一つとして用いられ、横幅が比較的大きく、黒や白等を基調とした比較的見やすい特徴を有する。なお、象徴的な図柄には、バーの他、数字の7を図案化したセブン図柄もある。   As shown in FIG. 2, there are 8 kinds of bars, grapes, plums, bells, cherries, replays, hearts 1 and hearts 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. Among the symbols, the bar has long been used as a symbolic symbol that works well for the player regardless of the model in the gaming machine industry, and has a relatively wide width, such as black and white. It has relatively easy-to-see characteristics. In addition to the bars, symbolic designs include the Seven design, which is designed with the number 7.

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、プラム相互間、ベル又はブドウの相互間、リプレイ相互間は、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(図柄引込率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のハート1又はチェリー、中リール1Cのハート1又はハート2、右リール1Rのチェリー又はハート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(図柄引込率1/2)。第2領域内の特定引込図柄、すなわち左リール1Lのバー又はハート2、中リール1Cのバー又はチェリー、右リール1Rのバー又はハート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(図柄引込率1/2)。   In the design, between the plums, between the bells or grapes, and between the replays, three frames are placed in the middle, and every four frames are slid. It can be drawn into the effective line within the range (design drawing rate 1). Specific drawing symbols in the first area of eight frames of symbol numbers 15, 0, 1 to 6, that is, heart 1 or cherry of left reel 1L, heart 1 or heart 2 of middle reel 1C, cherry or heart of right reel 1R 2 can be drawn into the active line within a range of a maximum of 3 frames from the first area, but cannot be drawn from the second area of 8 frames of symbol numbers 7 to 14 (design drawing rate 1 / 2). The specific drawing symbols in the second area, that is, the bar or heart 2 of the left reel 1L, the bar or cherry of the middle reel 1C, and the bar or heart 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 (symbol 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。入賞を容易にするための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以下好ましくは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240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以下好ましくは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7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い。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。ただし、第二種特別役物に係る役物連続作動装置で構成してもよい。   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 unit-entered game media (1) during the action starting with the display of the left symbol “bar” -middle symbol “bar” -right symbol “grape” as a special character for activating the character for facilitating winning. The expected value of the number of acquired game media per 1) is 1 or less, preferably 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 total number of acquired game media exceeds the first upper limit, for example, 240 Then, during the action of the first special role RBB1 that ends the operation and the action starting with the display of the left symbol "bar"-the middle symbol "grape"-the right symbol "bar", per number of unit input game media (one piece) The expected value of the number of acquired game media is 1 or less, preferably 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 number of game media is less than the first special role. The number of media exceeds the second upper limit, eg 7 Then it defines a second special role RBB2 to terminate its operation. 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 More games than RBB2 is active. These special roles RBB1 and RBB2 are both constituted by an accessory continuous operation device according to the first type special accessory. However, you may comprise with the accessory continuous operation apparatus which concerns on a 2nd 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の図柄はプラム又はベル若しく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 those that list a plurality of symbols in one column. For example, regarding REP1, the symbol on the left reel 1L means plum, bell, 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、左図柄リプレイ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、中図柄プラム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、右図柄リプレイ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 payouts, the first group of NML 9-12 is multiplied by the respective symbol draw rate of the first symbol or second region of the left symbol replay and the middle and right symbols, and the second group of NML 13-16 is Multiply each pull rate of the specific symbol of the first or second area of the middle symbol plum and the left and right symbols, the third group of NML17-20, the first symbol or the second region of the right symbol replay 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.

当せんエリアは、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、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「中」とする3枚択役中1〜4、同正解押し順を第1番目「右」とする3枚択役右1〜4、再遊技役に対応する通常リプ、アシストタイムAT作動中は上乗せ契機となる上乗せリプ1,2、目押しリプ、BARフェイクリプ、BAR揃いリプ、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。   In the winning area, there will be 8 small or all winning combinations (small roles), small roles ALL, 1 single role ALL, chance roles, 3 double roles, high payout options corresponding to winning roles (small roles) that do not win any role. The right push order to obtain the four high payouts is the first “left” and the second “middle”, and the high payout choices are 1 to 4 in the left, the correct push order is the first “left” and the second High dividend choices left and right 1 to 4 "right", 1st "middle" and 2nd "left" high dividend choices 1 to 4 left, right correct push order 1 High dividend choices 1 to 4 with the right “middle” and second “right”, 1 to 4 with high dividend choices with the right push order as the first “right” and the second “left” The right push order is the first “right” and the second “middle”. Left 3 ”choice left 1 4. Three-choice combination of 1 to 4 with the same correct push order as the first “middle”, 3 right choices 1 to 4 with the same correct push order as the first “right” Including the corresponding normal lip, assist lip AT1, the additional lip 1, 2 which will be added, the lip push, the BAR fake lip, the BAR aligned lip, the RBB1, RBB2 corresponding to the special role, The winning combination is determined by the number of winning combinations and the number of winning combinations 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枚役は、3枚役NML8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。各3枚択役は、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1/2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 will win the three-piece combination NML8. 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. Each of the three-choice winning combinations wins three winning combinations when the pressing order is correct, and wins one winning combination with a symbol drawing rate of 1/2 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.

各高配当択役と各3枚択役とは、停止操作如何により遊技結果すなわち配当が異なることとなる停止操作依存役である。取りこぼす可能性のあるチャンス役は、停止操作依存役に含めてアシストタイムの作動時に非作動時には出さない例えばバーを狙うべき旨のナビを出すことも可能ではあるが、本実施形態では停止操作依存役に含めておらず、アシストタイムの作動時に非作動時と異なるナビを出すことはしていない。チャンス役当せん時は、アシストタイムの作動非作動とは特に関係なく、液晶表示装置70に所定のチャンス示唆演出やキャラクターのカットイン演出等の所定の演出を行うものとしている。小役ALL、1枚役ALL、3枚役は、停止操作如何によらず遊技結果が同じ配当となる停止操作不問役である。再遊技役に対応する通常リプ、上乗せリプ1,2、目押しリプ、BARフェイクリプ、BAR揃いリプは、停止操作如何によらず遊技結果が再遊技の作動という点で同一の基本的には停止操作不問役である。   Each high payout option combination and each three-sheet option combination are stop operation dependent combinations in which a game result, that is, a payout differs depending on the stop operation. The chance combination that may be missed is included in the stop operation dependent role, and it is possible to give a navigation indicating that the bar should be aimed at, for example, not aiming at non-operation time when the assist time is activated, but in this embodiment the stop operation It is not included in the dependent role and does not give a different navigation when the assist time is activated than when it is not activated. When the chance is not played, the liquid crystal display device 70 performs a predetermined effect such as a predetermined chance suggesting effect or a character cut-in effect, regardless of whether the assist time is activated or deactivated. The small combination ALL, the one-piece combination ALL, and the three-piece combination are stop operation unrestricted combinations in which the game result is the same payout regardless of the stop operation. The normal lip, additional lip 1, 2, eye-lip, BAR fake lip, and BAR uniform lip corresponding to the re-gamer are basically the same in that the game result is the re-game operation regardless of the stop operation. It is an operation unquestionable role.

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。通常リプ〜BAR揃いリプを合算した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819/65536≒1/80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15300/65536≒1/4.28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55739、規定数2枚時は41258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 of the replaying combination of the normal lip to the BAR aligned lip are both 8978 / 65536≈1 / 7.3. The first special role RBB1 draws with a first winning probability, for example, 819/65536 ≒ 1/80 only when the specified number is 3, and the second special role RBB2 is more than the first winning probability only when the specified number is 2, Drawing is performed with a high second winning probability, for example, 15300 / 65536≈1 / 4.28. 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 role) is 55739 when the specified number is 3, and 41258 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の当せん値数を再遊技役の当せん値数にシフトして合計の再遊技役の当せん値数を9797に、再遊技役の確率を9797/65536≒1/6.69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24278に、再遊技役の確率を24278/65536≒1/2.7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55739、規定数2枚時は41258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 winning RBB1s in general is shifted to the number of winnings of the re-gamer, the total number of winnings of the re-playing player is 9797, and the probability of the re-gamer is 9797/65536 ≒ 1 It is moderately increased to /6.69. When the specified number is two, the number of RBB2 winnings in general is shifted to the number of winnings for the re-gamer to 24278, and the probability of re-gamer is 24278/65536 ≒ 1/2 .7 and higher than inside RRB1. The number of winning values for the winning combination (small role) is 55739 when the specified number is 3, and 41258 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)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55740とし、規定数3枚の一般中及び内部中の55739よりも1だけ大きくしている。また、第2特別役に係る役物作動中(RBB2作動中)も、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50237とし、規定数2枚の一般中及び内部中の41258よりも大きくしている。   The specified number is limited to three uniformly during the operation of the accessory related to the first special combination (when the RBB1 is operating). The combination of the small role ALL and the single-piece role ALL is set to 55740, which is one larger than 55739 in the general number and the internal number of three specified numbers. In addition, the specified number is limited to three uniformly during the operation of the accessory related to the second special combination (when the RBB2 is operating). The combination of the small role ALL and the single-piece role ALL is 50237, which is larger than 41258 in the general number and the internal number of two specified 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。RBB2に当せんしたゲームでは、液晶表示装置70の画面を暗くして「復帰待機中」のメッセージを表示させ、うっかりRBB2作動図柄の組合せを表示させてしまうのを回避できるようにしている。RBB2内部中に移行すると、「復帰待機中」のメッセージを消して、液晶表示装置70の画面を明るくして背景動画と共に演出図柄7L,7C,7Rを表示し、準備完了を知らせる。   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 a game won by RBB2, the screen of the liquid crystal display device 70 is darkened to display a message “waiting for return”, so that it is possible to avoid inadvertently displaying the combination of RBB2 operation symbols. When moving into the inside of the RBB 2, the message “waiting for return” is deleted, the screen of the liquid crystal display device 70 is brightened, and the effect symbols 7L, 7C, and 7R are displayed together with the background moving image to notify the completion of preparation.

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。もっとも、RBB1内部中又RBB2内部中に不当せんエリアを極僅か例えば1だけ確保する等して、困難ではあるが、RBB1内部中からRBB1作動中に、又は、RBB2内部中からRBB2作動中に稀に移行できる仕様にしてもよい。なお、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. Of course, it is difficult to secure a small amount of unjustified area in RBB1 or RBB2, for example, only 1, but it is rare during RBB1 operation from inside RBB1 or RBB2 operation from inside RBB2. You may make it the specification which can be transferred to. In this embodiment, when staying in the RBB2 or RBB1, the power is turned on / off, reset processing, etc., so that it does not return to the general state. There is no transition to the gaming state.

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、或る程度のゲーム数となる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 the transition is made during RBB2 operation, a certain degree of game will not occur without digesting the RBB1 operation for a long time. Without digesting the number of RBB2 operations, it is possible to immediately redo the preparation for shifting from the inside to the inside of RBB1 or the inside of RBB2. 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の運用が可能である。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。なお、RBB1作動中又はRBB2作動中は、液晶表示装置70の画面を暗くして「復帰待機中」のメッセージを表示させる復帰待機演出がされる。   In the market, this machine can be operated in the same way as 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. During the RBB1 operation or the RBB2 operation, a return standby effect is performed in which the screen of the liquid crystal display device 70 is darkened to display a “waiting for return” message.

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=1640×256/4096×1/3 ;チャンス役
+6879×1×1 ;3枚役
+30480×(1/6×8/3+5/12×1/3);高配当択役
+16740×(1/3×1+2/6×1/3) ;3枚択役
≒32133.2、
r=8978のため、
Eo=32133.2/(65536−8978)≒0.5681(56.81%)
Ei=(32133.2+8978)/65536≒0.6273(62.73%)
A) Specified number 3 sheets in general, s = 1640 × 256/4096 × 1/3; chance combination + 6879 × 1 × 1; three sheets combination + 30480 × (1/6 × 8/3 + 5/12 × 1/3); high Dividend winning combination: 16740 × (1/3 × 1 + 2/6 × 1/3); 3 winning combinations = 32133.2,
Because r = 8978
Eo = 32133.2 / (65536-8978) ≈0.5681 (56.81%)
Ei = (32133.2 + 8978) /65536≈0.6273 (62.73%)

イ)規定数2枚一般中
s=3608×1×1/2 ;1枚役ALL
+100×256/4096×1/2 ;チャンス役
+9950×1×3/2 ;3枚役
+25200×(1/6×4/2+5/12×1/2);高配当択役
+2400×(1/3×3/2+2/6×1/2) ;3枚択役
≒31982.1、
r=8978のため、
Eo=31982.1/(65536−8978)≒0.5655(56.55%)
Ei=(31982.1+8978)/65536≒0.6250(62.50%)
B) The specified number of 2 sheets in general s = 3608 × 1 × 1/2;
+ 100 × 256/4096 × 1/2; chance role + 9950 × 1 × 3/2; three-sheet role + 25200 × (1/6 × 4/2 + 5/12 × 1/2); high payout option + 2400 × (1 / 3 × 3/2 + 2/6 × 1/2); 3 sheets selection role ≒ 31982.1,
Because r = 8978
Eo = 31982.1 / (65536-8978) ≈0.5655 (56.55%)
Ei = (31982.1 + 8978) /65536≈0.6250 (62.50%)

ウ)規定数3枚RBB1内部中、規定数3枚RBB2内部中
s≒32133.2、
r=9797のため、
Eo=32133.2/(65536−9797)≒0.5765(57.65%)
Ei=(32133.2+9797)/65536≒0.6398(63.98%)
C) s≈32133.2 in the inside of the specified number 3 RBB1, inside the specified number of 3 RBB2
Because r = 9797,
Eo = 32133.2 / (65536-9797) ≈0.5765 (57.65%)
Ei = (32133.2 + 9797) /65536≈0.6398 (63.98%)

エ)規定数2枚RBB1内部中、規定数2枚RBB2内部中
s≒31982.1、
r=24278のため、
Eo=31982.1/(65536−24278)≒0.7752(77.52%)
Ei=(31982.1+24278)/65536≒0.8585(85.85%)
D) Inside the specified number of two RBB1, inside the specified number of two RBB2, s≈31982.
Because r = 24278,
Eo = 31982.1 / (65536-24278) ≈0.7752 (77.52%)
Ei = (31982.1 + 24278) /65536≈0.8585 (85.85%)

オ)規定数3枚RBB1作動中
s=10240×1×8/3;小役ALL
+45500×1×1/3;1枚役ALL
≒42473.3、
r=0のため、
Eo=Ei=42473.3/65536≒0.6481(64.81%)
E) Specified number 3 sheets RBB1 in operation s = 10240 × 1 × 8/3; small role ALL
+ 45500 × 1 × 1/3; Single piece ALL
≈ 42473.3,
Because r = 0,
Eo = Ei = 42473.3 / 65536≈0.6481 (64.81%)

カ)規定数3枚RBB2作動中
s=17080×1×8/3;小役ALL
+33157×1×1/3;1枚役ALL
≒56599.0、
r=0のため、
Eo=Ei=56599.0/65536≒0.8636(86.36%)
F) Specified number 3 sheets RBB2 in operation s = 17080 × 1 × 8/3; small role ALL
+ 33157 × 1 × 1/3; 1-piece ALL
≒ 56599.0,
Because r = 0,
Eo = Ei = 565999.0 / 65536≈0.8636 (86.36%)

以上のように、規定数3枚RBB1作動中の再遊技抜き期待値Eo=再遊技込み期待値Ei≒64.81%よりも、規定数2枚RBB1内部中又は規定数2枚RBB2内部中の再遊技抜き期待値Eo≒77.52%或は再遊技込み期待値Ei≒85.85%が大となる関係に、RBB2の当せん確率を含む規定数2枚での当せんエリアの内訳を設定している。   As described above, the expected value Eo without replay during the operation of the specified number of three RBB1 is equal to the expected value Ei≈64.81% within the specified number of two RBB1 or the specified number of two RBB2. Set the breakdown of the winning area with a specified number of 2 including the winning probability of RBB2 for the relationship where the expected value Eo ≒ 77.52% or the expected value Ei ≒ 85.85% is large. ing.

そして、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ATを作動可能にしている。もっとも、これ以外に、規定数2枚RBB1内部中、規定数2枚RBB2内部中、規定数3枚一般中、規定数2枚一般中の各遊技状態時にも、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ATを作動可能にしている。   Then, in the game state in the inside of the prescribed number 3 RBB1 and in the prescribed number 3 RBB2, the navigation information intended to display the combination of symbols corresponding to the winning combination determined by the internal lottery on the effective line. The assist time AT for informing the person is made operable. However, in addition to this, it is a winning combination determined by internal lottery in each game state in the prescribed number 2 inside RBB1, inside the prescribed number 2 inside RBB2, inside the prescribed number 3 in general, and in the prescribed number 2 in general An assist time AT for informing a player of navigation information intended to display a corresponding symbol combination on an active line is made operable.

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=32133.2、Eo及びEiの縦軸交点はs/M=0.4903(49.03%)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=31982.1、同縦軸交点はs/M=0.4880(48.80%)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 = 32133.2, and the vertical axis intersection of Eo and Ei is s / M = 0.903 (49.03%). The normal number and the inside number of two sheets (inside the RBB1 or inside the RBB2), s = 31982.1, and the intersection of the vertical axes is s / M = 0.4880 (48.80%).

s及びrが特定される規定数3枚一般中、Eoは座標(8978,56.81%)で、Eiは座標(8978,62.73%)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(9797,57.65%)で、Eiは座標(9797,63.98%)で各特定される。規定数3枚RBB1作動中、r=0、s=42473.3で、Eo=Ei=s/Mは座標(0,64.81%)で特定される。規定数3枚RBB2作動中、r=0、s=56599.0で、Eo=Ei=s/Mは座標(0,86.36%)で特定される。   Of the three specified numbers in which s and r are specified, Eo is specified by coordinates (8978, 56.81%), and Ei is specified by coordinates (8978, 62.73%). In the inside of the specified number of 3 sheets (inside RBB1 or RBB2), Eo is specified by coordinates (9797, 57.65%), and Ei is specified by coordinates (9797, 63.98%). When the specified number of three RBB1 is in operation, r = 0, s = 42473.3, and Eo = Ei = s / M is specified by coordinates (0, 64.81%). While the specified number of three RBB2s are in operation, r = 0, s = 565999.0, and Eo = Ei = s / M is specified by coordinates (0, 86.36%).

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(8978,56.55%)で、Eiは座標(8978,62.50%)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(24278,77.52%)で、Eiは座標(24278,85.85%)で各特定される。RBB1作動中、RBB2作動中は、上記同様となる。   Similarly, Eo is specified by coordinates (8978, 56.55%), and Ei is specified by coordinates (8978, 62.50%), in general two specified numbers in which s and r are specified. Eo is specified by coordinates (24278, 77.52%) and Ei is specified by coordinates (24278, 85.85%) in the inside of the prescribed number 2 (inside RBB1 or RBB2). During RBB1 operation and RBB2 operation, the same as above.

以上のように、規定数3枚RBB1作動中のEo=Ei=s/M≒64.81%よりも、 規定数2枚内部中(RBB1内部中又はRBB2内部中)のEo≒77.52%やEi≒85.85が大となる関係に、RBB2の当せん確率を含む規定数2枚時の当せんエリアの内訳を設定しているため、RBB2の当せん確率を15300/65536と、RBB1の当せん確率819/65536よりも相当程度高くできる。   As described above, Eo = 77.52% inside the specified number of 2 sheets (inside RBB1 or RBB2), rather than Eo = Ei = s / M≈64.81% when the specified number of 3 sheets RBB1 is operating And Ei ≒ 85.85 are large, and since the breakdown of the winning area of the specified number of 2 including the winning probability of RBB2 is set, the winning probability of RBB2 is 15300/65536 and the winning probability of RBB1 It can be considerably higher than 819/65536.

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(1枚役ALL+チャンス役+3枚役+高配当択役+3枚択役)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, the number of winning values (winning probabilities) of each winning combination (NML1-21) is inactive when other winnings are not active when a game is active while RBB1 is operating or RBB2 is operating. The number of winning points (winning probability) of the total winning combination (all winning combination ALL + 1 winning combination ALL) is also the total winning combination (1 piece) when other bonuses are not operating. Role ALL + chance role + three-sheet role + high dividend option + three-card option). Therefore, it satisfies the requirements for the first-class special object, even though the bonus is reduced.

本来多くの場合にアシストタイムATの作動を期待することとなる規定数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=0.5765(57.65%)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。   Replays that are lower than the expected re-playing expected value Ei in the gaming state in the prescribed number of three RBB2 or in the prescribed number of three RBB1 in which the operation of the assist time AT is expected in many cases The expected value is Eo = 0.5765 (57.65%), and 11/20 = 55%, which is the predetermined lower limit specified in Article 5 Attached Table 5 (1) B (R) of the gaming machine rules. It exceeds the fixed amount and does not exceed 1.2 times the upper limit (120%).

規定数3枚でのアシストタイムATの作動による純増は、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)×30480/65536;高配当択役
+(1−3)×1640/65536 ;チャンス役
≒2.28枚/ゲームとなり、高純増ATを実現できる。
The net increase due to the operation of the assist time AT with the specified number of 3 is based on the premise that a winning combination with a high paying role and a non-missing winning will be made for a winning role in which the number of acquired game media differs from the number of input game media. Because it can be calculated
AT net increase = (8-3) × 30480/65536; high payout selection role + (1-3) × 1640/65536; chance role≈2.28 cards / 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=1640×1×1/3 ;チャンス役
+6879×1×3/3 ;3枚役
+30480×1×8/3;高配当択役
+16740×1×3/3;3枚択役
≒105445.67となり、r=8978のため、
Eo=105445.67/(65536−8978)≒1.8647(約186.47%)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=1.8647×3×17500≒97896.8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 = 1640 × 1 × 1/3; Chance combination + 6879 × 1 × 3/3; Three-sheet combination + 30480 × 1 × 8/3; High dividend selection combination + 16740 × 1 × 3/3; Three-sheet selection combination≈105445. 67 and r = 8978,
Eo = 105445.67 / (65536-8978) ≈1.8647 (about 186.47%). Therefore,
17500 game conversion inserted medals = 3 × 17500 = 52500 17500 game conversion acquired medals = 1.8647 × 3 × 17500≈978896.8

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、240枚超過で終了するが、概算値で約124ゲームを見込むことができ、この間、
投入メダル数=3×124=372枚、
獲得メダル数=0.6481× 3×124≒241枚
となり、RBB1作動中の継続数の長さから372枚−241枚=−131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
=372×17500×819/(65536−8978)≒94269.4枚、
17500ゲーム中のRBB1作動による獲得メダル数
=241×17500×819/(65536−8978)≒61072.4枚となる。
Also, in the simulation test, if you hit the RBB1 in the regular number of 3 cards, you can display the combination of RBB1 action symbols in the winning game, and during the RBB1 operation, it will end with more than 240 cards, but it is estimated that about 124 games are estimated During this time,
Number of inserted medals = 3 x 124 = 372,
The number of acquired medals is 0.6481 × 3 × 124≈241, and a sufficient medal reduction effect of 372-241 = −131 can be achieved from the length of the number of continuations during RBB1 operation.
Number of medals inserted by RBB1 operation during 17500 games = 372 × 17500 × 819 / (65536-8978) ≈94269.4
The number of medals earned by RBB1 operation during 17500 games = 241 × 17500 × 819 / (65536-8978) ≈61072.4.

したがって、規定数3枚時、
総投入メダル数=52500+94269.4=146769.4枚、
総獲得メダル数=97896.8+61072.4=158969.2枚となり、
出玉率=158969.2/146769.4≒1.083(約108.3%)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=61072.4/158969.2≒0.3842(約38.42%)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 + 94269.4 = 146769.4,
The total number of medals = 97896.8 + 61072.4 = 158969.2,
The payout rate = 158969.2 / 1466769.4 ≒ 1.083 (about 108.3%), and the predetermined upper limit for the payout rate specified in Article 6 Attached Table 5 (1) B (nu) It falls below 120% (1.2 times) and meets the rules. Also,
The ratio of bonuses = 61072.4 / 1589699.2 ≒ 0.3842 (about 38.42%), and the upper limit 60% (60%) prescribed in the gaming machine rules Article 6 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=3608×1×1/2 ;1枚役ALL
+100×1×1/2 ;チャンス役
+9950×1×3/2 ;3枚役
+25200×1×4/2;高配当択役
+2400×1×3/2 ;3枚択役
=70779となり、r=8978のため、
Eo=70779/(65536−8978)≒1.2514(約125.14%)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=1.2514×2×17500≒43799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 = 3608 × 1 × 1/2; Single-piece role ALL
+ 100 × 1 × 1/2; Chance role + 9950 × 1 × 3/2; Three-card role + 25200 × 1 × 4/2; High payout option + 2400 × 1 × 3/2; Three-card option = 70779, r = 8978,
Eo = 70779 / (65536-8978) ≈1.2514 (about 125.14%). Therefore,
17500 game conversion inserted medals = 2 × 17500 = 35000 17500 game conversion acquired medals = 1.2514 × 2 × 17500≈43799

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、7枚超過で終了するが、概算値で約3ゲームを見込むことができ、この間、
投入メダル数=3×3=9枚、
獲得メダル数=0.8636×3×3=7.77枚
となり、RBB2作動中に7.77枚−9枚=−1.23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
=9×17500×15300/(65536−8978)≒42606.7枚、
17500ゲーム中のRBB2作動による獲得メダル数
=7.77×17500×15300/(65536−8978)≒36783.8枚となる。
Also, in the simulation test, if you hit the RBB2 in the normal number of 2 cards, you can display the combination of RBB2 operating symbols in the winning game, and while RBB2 is operating, it will end with more than 7 cards, but estimate about 3 games in the estimated value During this time,
Number of medals inserted = 3 x 3 = 9
The number of obtained medals is 0.8636 × 3 × 3 = 7.77, and a medal reduction effect of 7.77−9 = −1.23 is produced during RBB2 operation.
Number of medals inserted by RBB2 operation during 17500 games = 9 × 17500 × 15300 / (65536-8978) ≈42606.7,
The number of medals won by RBB2 operation during 17500 games = 7.77 × 17500 × 15300 / (65536-8978) ≈36783.8.

したがって、規定数2枚時、
総投入メダル数=35000+42606.7=77606.7枚、
総獲得メダル数=43799+36783.8=80582.8枚となり、
出玉率=80582.8/77606.7≒1.038(約103.8%)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=36783.8/80582.8≒0.4565(45.65%)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 + 42606.7 = 77606.7,
Total number of medals = 43799 + 36783.8 = 80582.8,
The yield rate = 80582.8 / 77606.7 ≒ 1.038 (about 103.8%), and the predetermined upper limit of the yield rate specified in the fifth (1) b (nu) of the sixth table of the gaming machine rules It falls below 120% (1.2 times) and meets the rules. Also,
The ratio of bonuses = 36783.8 / 805832.8 ≒ 0.4565 (45.65%), and the upper limit 60% (60%) prescribed by 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≒2.28枚/ゲームの高純増ATを適切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, the net net increase ≒ 2.28 sheets / 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、遊技機筐体8Bの内部に組込む制御装置CNは、遊技の進行を管理し、入賞によるメダルの払出し、再遊技の作動、役物の作動、アシストタイムATの作動等の遊技者利益に関係する所定の遊技結果を生じさせる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して主制御装置MCでの決定事項に基づいて演出制御を担う遊技機規則でいう「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。   As shown in FIG. 8, the control device CN incorporated in the gaming machine casing 8B manages the progress of the game, pays out medals by winning a prize, activates replays, activates an accessory, activates an assist time AT, and the like. The main controller MC corresponding to the main board in the game machine rules that cause a predetermined game result related to the player's profit of the player, and the main controller MC receives the information transmitted according to the one-way communication specifications and receives the main And a peripheral control device NC corresponding to the “peripheral board” referred to in the gaming machine rules responsible for effect control based on the matters determined by the control device MC. 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.

各リール1L,1C,1Rの内側には、丁度半円(180度)の帯状のリールインデックスID(1Li,1Ci,1Ri)を取付けている。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コマ分の基準位置に例えば図柄番号15の図柄が通過するとき、各リールインデックスIDに対して非検知(オフ)から検知(オン)になり、図柄番号15に対し180度変位した図柄番号7の図柄が通過するとき、各リールインデックスIDに対して検知(オン)から非検知(オフ)になる関係の静止部材側の所定位置には、ホトセンサから成るインデックスセンサIDs(11L,11C,11R)を配置している。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。また、リールインデックスID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よい。   Inside each reel 1L, 1C, 1R, a belt-like reel index ID (1Li, 1Ci, 1Ri) of exactly a semicircle (180 degrees) is attached. Further, when the symbol of symbol number 15, for example, passes the reference position for one frame determined at an arbitrary fixed rotation angle, for example, the upper stage in the display window 80, the reel index ID is not detected (off). When the symbol of symbol number 7 that is detected (on) and displaced by 180 degrees with respect to symbol number 15 passes, the stationary member side of the relationship that the detection (on) to non-detection (off) for each reel index ID The index sensor IDs (11L, 11C, 11R) composed of photo sensors are arranged at predetermined positions. 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. Further, the reel index ID may be any one that can be detected at least once for each reel rotation at an arbitrary fixed rotation angle.

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。   Each of the stepping motors 12L, 12C, 12R (SM) for connecting the shaft SH as a drive shaft to each reel 1L, 1C, 1R is composed of a permanent magnet built-in rotor Rm having a large number of rotor small teeth on the outer periphery of the iron core, and a magnetic pole. Winding of A phase, B phase, C phase (A bar phase (inverted phase of A)), D phase (B bar phase (inverted phase of B)) on a plurality of sets of magnetic poles having a plurality of small stator teeth on the inner circumference A step of supplying a single-phase excitation pulse for turning on one winding during steady rotation, and turning on one winding and another adjacent winding. The step of supplying the phase excitation pulse is alternately repeated every 1 interrupt time t = 1.49 ms, by 1-2 phase excitation, by half step angle (1 step angle by 2 step update) by updating 1 step of excitation pulse Displace. Further, forward rotation and reverse rotation are made possible by changing the step update direction of the excitation pulse.

各リール1L,1C,1Rを停止させる停止パルスには、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。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相励磁とする等、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。これに引続いて50ms等の所定の停止禁止期間を確保した後、最初にインデックスセンサIDsによりリールインデックスIDのオフからオン又はオンからオフのどちらかを検出した以後、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。   The stop pulse for stopping each reel 1L, 1C, 1R includes all-phase excitation that turns all the A-phase, B-phase, C-phase, and D-phase windings on for a predetermined time, for example, 201.15 ms corresponding to 135 interruptions. A pulse is used. The acceleration sequence for reaching the steady rotation from the stop starts the excitation from the two-phase excitation pulse pattern immediately before the stop pulse by the all-phase excitation at the previous stop, and initially has a long on-time 2 of 42 interruption time 62.58 ms. The on-time is gradually shortened by, for example, phase excitation and one-phase excitation with a 9-interrupt time of 13.41 ms in the next step update, and a steady rotation is reached after about 106 ms. Subsequently, after securing a predetermined stop prohibition period of 50 ms or the like, the stop button 6L, 6C, 6R is first detected after the index sensor IDs first detects whether the reel index ID is off to on or on to off. The built-in LEDs 61, 62, and 63 are turned on so that the stop operation by the stop buttons 6L, 6C, and 6R can be accepted.

各リールインデックスIDのオフからオンの検出時、図柄番号15と共に図柄番号15に対応する図柄のステップ数32の初期値31をセットし、各リールインデックスIDのオンからオフの検出時、図柄番号7と共に図柄番号7に対応する図柄のステップ数32の初期値31をセットする。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と更新して、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、例えば図柄番号15の次なら図柄番号を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。ステップカウンタの初期値での励磁パルスは1相励磁としている。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。   When each reel index ID is detected from off to on, the initial value 31 of the number of steps 32 of the symbol corresponding to the symbol number 15 is set together with the symbol number 15, and when each reel index ID is detected from on to off, the symbol number 7 At the same time, the initial value 31 of the number of steps 32 of the symbol corresponding to the symbol number 7 is set. Each time an excitation pulse is updated one step, the step counter value 31 is updated to 30, 29,..., 1, 0, and the next step update after the step counter reaches 0, for example, symbol number If it is after 15, the symbol number is set to 14, and the initial value 31 of the step number 32 of the symbol corresponding to the symbol number 14 is set to the value of the step counter. For symbols with 30 steps, the value of the step counter is updated from the initial value 29 to 28,. The excitation pulse at the initial value of the step counter is one-phase excitation. The symbol number and step counter storage areas are secured in the RAM of the main controller MC for each reel 1L, 1C, 1R.

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.

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 control device 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.

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

主制御装置MCからの送信情報すなわち周辺制御装置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、アシストタイムATに関する各種情報、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, Various information detected, determined, or executed by the main controller MC, such as operation information of the stop buttons 6L, 6C, 6R, game result information, game state information, freeze and rotation effect information, various information related to the assist time AT, error information, etc. Contains information.

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上で初期作成し、回転停止装置制御手段V2でする停止制御に備える。   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 with priorities assigned in the role is initially created on the RAM and prepared for stop control by the rotation stop device control means V2.

また、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N、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を逆回転等させる所定の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を構築している。   On the ROM of the main controller MC, the medal payout means P for paying out a medal with a predetermined payout number if the game result is a win, and automatically inserting the medal for the next game in the same prescribed number if the game result is a re-game operation. Automatic medal insertion means N for performing, game state transition means J for shifting the game state shown in FIG. 5 if the game result is shown in FIG. 5, freezing lottery executed following the internal lottery (the freeze here is the original A predetermined reversal of each reel 1L, 1C, 1R at the start of the current game or the start of the next game or the like based on a predetermined probability determined for each winning combination by interrupting the game progress and performing a predetermined performance) Freeze lottery means F for determining whether or not the spinning effect is successful, and spinning effect execution means G for executing the spinning effect related to the winning are constructed.

さらに、主制御装置MCのROM上には、RBB2内部中又はRBB1内部中の特別役内部中の遊技状態時、当せん役に応じた遊技者に有利な適合停止操作情報、すなわち停止操作如何により遊技結果が異なることとなる停止操作依存役たる高配当択役及び3枚択役についての正解押し順を報知させるアシストタイムATの作動決定を含む所定のAT関連処理を実行させる内部中AT関連処理手段Ap1と、一般中の遊技状態におけるRBB2又はRBB1の非当せん遊技時、同様なAT関連処理を実行させる一般中AT関連処理手段Ap2とを構築している。   Further, on the ROM of the main control device MC, in the game state in the RBB 2 or in the special role in the RBB 1, the appropriate stop operation information advantageous to the player according to the winning combination, that is, the game depending on the stop operation. Internal / intermediate AT related processing means for executing predetermined AT related processing including determining the operation of assist time AT for notifying the correct pushing order of the high payout winning combination and the three-sheet winning combination that are dependent on the stop operation that results in different results Ap1 and general medium AT-related processing means Ap2 for executing similar AT-related processing at the time of non-winning game of RBB2 or RBB1 in the general gaming state are constructed.

各AT関連処理手段Ap1,Ap2は 、アシストタイムATの作動を所定条件下で決定するAT作動決定手段H1、所定上乗せ契機によりアシストタイムATの作動を延長させることとなるAT上乗せ決定手段H2、アシストタイムATの作動決定から本作動、作動終了までを管理するAT継続管理手段H3、高配当択役及び3枚択役についての正解押し順等に対応するAT指示情報を主制御装置MCで管理するメインモニタMAに出力させると共に周辺制御装置SCで管理する演出装置Q(液晶表示装置70等)に出力させるAT指示情報出力手段H4を含む。   Each AT-related processing means Ap1, Ap2 includes an AT operation determining means H1 for determining the operation of the assist time AT under a predetermined condition, an AT addition determining means H2 for extending the operation of the assist time AT by a predetermined additional trigger, and an assist The AT control information is managed by the main controller MC corresponding to the AT continuation management means H3 for managing from the time AT operation determination to the actual operation and the operation end, the high payout option combination and the correct answer push order for the three-sheet option combination, etc. It includes AT instruction information output means H4 that outputs to the main monitor MA and outputs to the production device Q (liquid crystal display device 70 or the like) managed by the peripheral control device SC.

図9に示すように、内部抽せんで決定する当せんエリア(当せん役)に対応して当該ゲームにおいてメインモニタMA及び又は演出装置Q(液晶表示装置70等)に出力させる情報は、アシストタイムATの非作動状態である通常中、この通常中に所定生起条件下で生起させるチャンス遊技期間であってアシストタイムATの作動を高く期待できるチャンスゾーンCZ中、アシストタイムATを本作動させる前段階のAT準備中、アシストタイムATを本作動させるAT中の各状態に応じて異なる。ただし、同じ情報出力となる場合もある。   As shown in FIG. 9, information to be output to the main monitor MA and / or effect device Q (liquid crystal display device 70, etc.) in the game corresponding to the winning area (winning role) determined by the internal lottery is the assist time AT. During the non-actuated normal period, this is a chance game period that occurs under a predetermined occurrence condition during this normal period, and in the chance zone CZ in which the operation of the assist time AT can be expected to be high, the AT at the stage before the assist time AT is fully activated During preparation, the assist time AT varies depending on each state during the automatic operation of the AT. However, the same information output may occur.

主制御装置MCから周辺制御装置SCにAT指示情報として送信するコマンドCMD自体は、通常中、CZ中、AT準備中、AT中の各状態何れの場合も、高配当択役当せん時は一律5番、3枚択役当せん時は一律6番、不当せんとRBB1とRBB2は0番、その他は当せんエリア番号としており、内部抽せんの後に送信する当せんエリア番号と、通常中であるかCZ中であるかAT準備中であるかAT中であるかを識別する状態フラグ情報とに基づいて、各状態に応じた出力内容で演出装置Q(液晶表示装置70等)上で演出を行っている。周辺制御装置SCのROM上には、通常中、CZ中、AT準備中、AT中を識別して管理する演出状態管理手段Wを設けている。   The command CMD itself to be transmitted as AT instruction information from the main control device MC to the peripheral control device SC is equal to 5 when the high payout is selected in any of the normal, CZ, AT preparation, and AT states. No.3, No.6 when picking out the winning combination, No. of mischief and RBB1 and RBB2 are No.0, and the other is the winning area number. The winning area number to be sent after the internal lottery is normal and in CZ Based on the status flag information identifying whether there is AT preparation or AT preparation, the presentation device Q (liquid crystal display device 70 or the like) produces an effect with the output contents corresponding to each state. On the ROM of the peripheral control device SC, effect state management means W is provided for identifying and managing normal, CZ, AT preparation, and AT.

通常中は、メインモニタMA及び演出装置QにAT指示情報を出力せず、メインモニタMAは全リール1L,1C,1R停止前は非表示、全リール停止後は専らペイアウト表示器DL2として機能する。液晶表示装置70では、通常背景に演出図柄7L,7C,7Rを表示させる通常中の演出動画が表示される。   During normal operation, AT instruction information is not output to the main monitor MA and the rendering device Q, and the main monitor MA is not displayed before all reels 1L, 1C, 1R are stopped, and functions exclusively as a payout display DL2 after all reels are stopped. . In the liquid crystal display device 70, a normal effect animation for displaying the effect symbols 7L, 7C, and 7R is displayed on the normal background.

通常中、停止操作如何によらず遊技結果が同一になる停止操作不問役のうち予め定めた所定役であって象徴的な図柄であるバーが揃うことを期待させるBARフェイクリプ又はBAR揃いリプの当せん時、メインモニタMAへの出力なし(非表示)で、液晶表示装置70に停止操作に関するナビ情報である「逆押しでBARを狙え」の演出特化ナビを表示させる。周辺制御装置SCのROMに構築する表示に関するナビ制御を担うナビ手段Xには、その演出特化ナビを表示(出力)させる演出特化ナビ手段X1を設けている。BAR揃いリプは、当せんによりATの作動を確定させる直当り役としており、どの押し順どのタイミングで停止操作しても次ゲームは再遊技で且つATの作動が約束される停止操作不問役であるが、右ストップボタン6Rを第1番目に押し且つ3コマの引込範囲内でBAR図柄の目押しに成功したとき、中段にBARが揃うRP3を表示し、これ以外の停止操作ではRP2の右上りリプレイを表示する。BARフェイクリプは、BAR揃いリプの当せんかと一瞬思わせる所謂フェイク役であり、如何に目押しの精度が正確でも、右リール1Lの下段にバーが逃げるBARフェイクの方のRP3を表示し、バー揃いは回避される。BARフェイクリプの当せんではATは作動せず、次ゲームは再遊技となるだけである。   Under normal circumstances, BAR faiclips or BAR matching rips that make it possible to expect bars with symbolic symbols that are predetermined predetermined roles out of the unintentional stopping operations that have the same game result regardless of the stopping operation At that time, without the output to the main monitor MA (non-display), the liquid crystal display device 70 displays the effect-specific navigation of “Aim at BAR by pressing backward” which is navigation information related to the stop operation. The navigation means X responsible for navigation control related to the display constructed in the ROM of the peripheral control device SC is provided with effect-specific navigation means X1 for displaying (outputting) the effect-specific navigation. The BAR-equipped lip is a direct hitting role that determines the operation of the AT by winning. Even if the stop operation is performed at any timing in any push order, the next game is a replay and the stop operation unrelated role in which the AT operation is promised. When the right stop button 6R is pressed first and the BAR symbol is successfully pushed within the pull-in range of 3 frames, RP3 with BAR is displayed in the middle, and other RP2 replays to the upper right Is displayed. The BAR fake lip is a so-called fake role that makes you think that the BAR-equipped lip is right, and displays the RP3 of the BAR fake that the bar escapes to the bottom of the right reel 1L, no matter how accurate the pressing is. Is avoided. AT will not work in a BAR fake rip, and the next game will only be replayed.

CZ中は、予め定めた停止操作依存役である何れかの3枚択役の当せんがあったとき、本来の正解押し順を示す高精度情報よりも情報精度を低くした低精度情報、すなわち、3枚択役左1,2の当せん時は第1停止が左か中のどちらかを示す「10」、3枚択役左3,4の当せん時は第1停止が左か右のどちらかを示す「11」、3枚択役中1,2の当せん時は第1停止が左か中のどちらかを示す「10」、3枚択役中3,4の当せん時は第1停止が中か右のどちらかを示す「12」、3枚択役右1,2の当せん時は第1停止が左か右のどちらかを示す「11」、3枚択役右3,4の当せん時は第1停止が中か右のどちらかを示す「12」を、それぞれメインモニタMAに表示させると共に、これらに対応させて、液晶表示装置70に選択肢となるストップボタン6L,6C,6Rの対応位置に「?」マークを表示した2択ナビを表示させる。主制御装置MCのROM上には、「10」や「11」や「12」をメインモニタMAに表示(出力)させる低精度情報出力手段H41を、周辺制御装置SCのROM上には、「?」マークによる2択ナビを液晶表示装置70に表示(出力)させるサブ側低精度情報出力手段X2を設けている。   During CZ, when there is a winning combination of any of the three choices that are a predetermined stop operation dependence role, low accuracy information with lower information accuracy than high accuracy information indicating the original correct answer pushing order, that is, “10” indicating that the first stop is left or middle when the three-choice left and right are won, and when the three-choice left and three are four, the first stop is either left or right “11” indicating “3” and the first stop when winning 1 or 2 during the three-choice combination, “10” indicating either left or middle, and the first stop when the three- or three-pass winning combination is winning. “12”, indicating either middle or right, and “11” indicating that the first stop is either left or right when the three-choice right or 1, three wins, or three-choice right 3, 4 “12” indicating whether the first stop is in the middle or right is displayed on the main monitor MA, and the liquid crystal display device 70 has options corresponding to these. It made a stop button 6L, 6C, to display a 2-option navigation that displays the "?" Mark in the corresponding position of the 6R. Low accuracy information output means H41 for displaying (outputting) “10”, “11” and “12” on the main monitor MA is displayed on the ROM of the main control device MC, and “ Sub-side low-precision information output means X2 for displaying (outputting) the two-choice navigation based on the? Mark on the liquid crystal display device 70 is provided.

AT準備中、高配当択役と3枚択役については、メインモニタMA並びにAT準備中背景の液晶表示装置70に、AT中と同様に高精度な指示情報を出力させる。AT準備中からAT中への移行は、当選エリア41番の通常リプ、同42番の上乗せリプ1、同43番の上乗せリプ2の予め定めた何れかの停止操作不問役に当せんすることを条件としている。これら何れかの当せん時、当せんゲームにおいて、停止操作の違いに応じて、例えば、AT中の主登場キャラクタとしてキャラ1を選択することになる左ストップボタン6Lが第1番に押される左第1停止か、これ以外のキャラ2又はキャラ3を選択することになる中又は右ストップボタン6C,6Rが第1番に押される中第1停止又は右第1停止に応じて、アシストタイムATの作動延長に係る上乗せの条件及び効果を変えている。例えば、左第1停止(キャラ1選択)の場合は相対的に少ないゲーム数の上乗せとなるが上乗せ発生頻度の高いノーマル(例えば癒しモード)が選べ、中第1停止(キャラ2選択)又は右第1停止(キャラ3選択)の場合は相対的に多いゲーム数の上乗せとなるが上乗せ発生頻度の低い荒波(例えばコスプレモード)が選べる。周辺制御装置SCのROMには、その選択設定ナビを液晶表示装置70に表示(出力)させる上乗せ性能選択設定ナビ手段X3を設けている。   During the AT preparation, for the high payout selection combination and the three-sheet selection combination, high-precision instruction information is output to the main monitor MA and the liquid crystal display device 70 in the background of the AT preparation in the same manner as during the AT. The transition from AT preparation to AT is that any of the predetermined stop operation unrecognized roles of the normal lip of the winning area 41, the additional lip 1 of the same 42, and the additional lip 2 of the same 43 As a condition. In any of these winning games, in the winning game, depending on the difference in the stop operation, for example, the left first button 6L that will select the character 1 as the main appearance character in the AT is pressed first. The assist time AT is activated in response to the first stop or the right first stop while stopping or selecting the other character 2 or character 3 or while the right stop button 6C, 6R is pressed first. The conditions and effects of the extension related to the extension are changed. For example, in the case of the first stop on the left (Character 1 selection), a relatively small number of games will be added, but normal (for example, healing mode) with a high addition frequency can be selected, and the middle first stop (Character 2 selection) or right In the case of the first stop (character 3 selection), a relatively large number of games are added, but a rough wave (for example, cosplay mode) with a low addition frequency can be selected. The ROM of the peripheral control device SC is provided with additional performance selection setting navigation means X3 for displaying (outputting) the selection setting navigation on the liquid crystal display device 70.

また、AT準備中からATへの移行契機とする通常リプ等の停止操作不問役の当せんゲームに限っては停止操作によらずに遊技結果は再遊技の作動という点で同一になるが、当せんゲームの後、上乗せ性能が変化して出玉に影響することになるため、選択設定ナビを出力させることを識別するための情報となる「13」をメインモニタMAに出力させている。主制御装置MCのROMには、その識別情報「13」を出力させる特定識別情報出力手段H42を設けている。   In addition, the game result will be the same in terms of re-game operation, regardless of the stop operation, only in the case of a winning game that does not require a stop operation such as a normal lip as an opportunity to transition from AT preparation to AT. Since the extra performance changes after the game and affects the appearance, “13”, which is information for identifying that the selection setting navigation is output, is output to the main monitor MA. The ROM of the main controller MC is provided with specific identification information output means H42 for outputting the identification information “13”.

AT中、高配当択役左中1〜4の当せん時は、メインモニタMAに「1」を、液晶表示装置70にAT中演出背景の前面に左中右の正解押し順を示すボタン対応表示123を表示させ、高配当択役左右1〜4の当せん時は、メインモニタMAに「2」を、液晶表示装置70にAT中演出背景の前面に左右中の正解押し順を示すボタン対応表示132を表示させ、高配当択役中左1〜4の当せん時は、メインモニタMAに「3」を、液晶表示装置70にAT中演出背景の前面に中左右の正解押し順を示すボタン対応表示213を表示させ、高配当択役中右1〜4の当せん時は、メインモニタMAに「4」を、液晶表示装置70にAT中演出背景の前面に中右左の正解押し順を示すボタン対応表示312を表示させ、高配当択役右左1〜4の当せん時は、メインモニタMAに「5」を、液晶表示装置70にAT中演出背景の前面に右中左の正解押し順を示すボタン対応表示321を表示させ、高配当択役右中1〜4の当せん時は、メインモニタMAに「6」を、液晶表示装置70にAT中演出背景の前面に右左中の正解押し順を示すボタン対応表示231を表示させる。   During AT, when winning 1 to 4 in the middle of the high payout option combination, “1” is displayed on the main monitor MA, and the button corresponding display indicating the correct pressing order of the left middle right on the front of the effect background during the AT on the liquid crystal display device 70 123 is displayed, and in the case of winning the high payout choices 1 to 4 on the main monitor MA, “2” is displayed on the main monitor MA, and the button corresponding display indicating the right and left middle correct answer pressing order is displayed on the front of the AT effect background on the liquid crystal display device 70. 132 is displayed, and when winning 1 to 4 in the high payout selection combination, “3” is displayed on the main monitor MA, and the liquid crystal display device 70 corresponds to a button indicating the right and left correct pressing order on the front of the AT effect background. When the display 213 is displayed and the right payout is won in the high payout selection combination, “4” is displayed on the main monitor MA, and the right and left buttons are displayed on the liquid crystal display device 70 in front of the AT effect background. Correspondence display 312 is displayed, and the winning of the high payout choice right and left 1-4 At this time, “5” is displayed on the main monitor MA, and the button correspondence display 321 indicating the right-to-left correct push order is displayed on the front of the effect background during AT on the liquid crystal display device 70, and the high payout option combination right middle 1-4 At the time of winning, the main monitor MA displays “6”, and the liquid crystal display device 70 displays the button correspondence display 231 indicating the right / left middle correct pressing order in front of the AT effect background.

AT中、3枚択役左1〜4の当せん時は、メインモニタMAに「7」を、液晶表示装置70にAT中演出背景の前面に左第1停止の正解押し順を示すボタン対応表示1−−を表示させ、3枚択役中1〜4の当せん時は、メインモニタMAに「8」を、液晶表示装置70にAT中演出背景の前面に中第1停止の正解押し順を示すボタン対応表示−1−を表示させ、3枚択役中左1〜4の当せん時は、メインモニタMAに「9」を、液晶表示装置70にAT中演出背景の前面に右第1停止の正解押し順を示すボタン対応表示−−1を表示させる。   During AT, when the three-choice left 1-4 is won, “7” is displayed on the main monitor MA, and on the liquid crystal display device 70 on the front of the effect background during AT, the button corresponding display indicating the correct answer pressing order of the first left stop 1-- is displayed, and when winning 1 to 4 of the three-choice combination, “8” is displayed on the main monitor MA, and the correct answer pressing order of the middle first stop is displayed on the front of the AT effect background on the liquid crystal display device 70. The button corresponding display 1- is displayed, and when the left and right selections of 1 to 4 are selected, “9” is displayed on the main monitor MA, and the liquid crystal display device 70 is stopped first on the front of the effect background during AT. The button correspondence display -1 indicating the correct answer pressing order is displayed.

AT中、停止操作如何によらず遊技結果が同一になる停止操作不問役のうち予め定めた所定役であって毎遊技でなく稀でもない適正頻度で何れかの当せんが見込まれる通常リプ又は上乗せリプ1若しくは上乗せリプ2の当せん時、前記演出特化ナビ手段X1により、アシストタイムATの作動延長に係る上乗せと関連づけて、すなわち、ここでは上乗せが現にされる場合にこれを予告的に報知するときに限って、停止操作に関するナビ情報、ここでは、高配当択役のナビと同様な6通り(6択)のボタン対応表示から成る押し順ナビの何れかを出力する仕様にしている。高配当択役のボタン対応表示では例えば黄色の丸枠に番号を付すのに対して、上乗せの予告として出すボタン対応表示では例えば青色の丸枠に番号を付すようにしている。仮にナビに反した押し順をしても、上乗せがされるときには必ず上乗せがされる。よって、メインモニタMAは非表示のままである。   During AT, a normal lip or addition that is expected to be one of the pre-determined predetermined roles that are the same regardless of the stop operation regardless of the stop operation, and that is not a rare occurrence and not rare at every game. When the lip 1 or the additional lip 2 is won, the effect-specific navigation means X1 notifies the advance notice in association with the additional operation related to the extension of the assist time AT, that is, here, when the additional operation is revealed. Only in some cases, the navigation information related to the stop operation, here, one of push order navigations consisting of six (six choices) button correspondence displays similar to the high payout choice combination navigation is specified. In the button corresponding display of the high payout selection combination, for example, a number is assigned to a yellow round frame, whereas in the button corresponding display to be given as an advance notice, a number is assigned to, for example, a blue round frame. Even if the order of pushing is against the navigation, it will always be added when added. Therefore, the main monitor MA remains hidden.

なお、AT準備中に選択したモードがノーマルのとき、上乗せリプ1又は上乗せリプ2何れかの当せんにより100%の確率で比較的少ない例えば50ゲームを上乗せし、選択したモードが荒波のとき、上乗せリプ1の当せん時のみに100%の確率で比較的多い例えば100ゲームを上乗せする仕様にしている。また、これら上乗せリプ1,2よりも当せん確率の高い通常リプの当せん時は、極低い確率例えば1%の確率でより少ない例えば10ゲームの上乗せする仕様にしている。   In addition, when the mode selected during AT preparation is normal, a relatively small number of games, for example 50 games, are added with a probability of 100% by winning either the additional Lip 1 or the additional Lip 2, and added when the selected mode is rough. For example, a relatively large number of, for example, 100 games are added with a probability of 100% only when Lip 1 is won. In addition, when a normal lip with a higher winning probability than these additional replies 1 and 2 is won, the specification is such that an extremely low probability, for example, 1%, for example, 10 games is added.

AT中、基本的には停止操作不問役ではあるが停止操作に応じて表示される図柄の組合せが異なることとなる特定役例えばここでは目押しリプに当せんしたとき、主制御装置MCからは前記特定識別情報出力手段H42によりメインモニタMAにその特定役に対応する指示情報として「14」を表示(出力)させ、周辺制御装置SCからはアシストタイムATの作動中の本来的なナビ情報の出力とは異なる出力態様、例えば具体的にはサーチライトユニット77のミニ液晶表示器700に口紅等の演出アイテム7Nを表示させることにより、その特定役に対応する演出情報を出力させることとしている。周辺制御装置SCのROMに構築する本来的なナビ表示以外の演出表示制御を担う演出表示手段Yには、その特殊演出を実行させる特殊演出手段Y1を設けている。   During AT, it is basically a stop operation unrelated role, but the specific combination that the combination of symbols displayed according to the stop operation will be different, for example, when hitting the front lip here, the main controller MC will The specific identification information output means H42 displays (outputs) "14" as instruction information corresponding to the specific combination on the main monitor MA, and the peripheral control device SC outputs the original navigation information during the operation of the assist time AT. For example, by displaying the effect item 7N such as lipstick on the mini liquid crystal display 700 of the searchlight unit 77, for example, effect information corresponding to the specific combination is output. The effect display means Y responsible for effect display control other than the original navigation display constructed in the ROM of the peripheral control device SC is provided with special effect means Y1 for executing the special effect.

特殊演出の対象とする特定役たる目押しリプは、左リール1Lの上段に図柄番号14のプラムを停止させて中段にハート1を表示できると、有効ラインの左上−中上−右中にRP1の図柄の組合せのうちプラム−プラム−リプレイを表示でき、上段ラインにプラム揃い、下段ラインにベル又はブドウが揃うユニークな停止出目を表示できる。ただし、左リール1Lの図柄候補にはプラムの他にベル又はブドウを含むため、左リール1Lを単純に停止操作しても、ほとんどの場合、上段にはベル又はブドウが停止して、中段にリプレイが揃う中段リプレイが表示される(図3参照)。左リール1Lの上段に図柄番号14のプラムを停止させるには、0コマ滑り(即止め)か悪くても1コマ滑りの目押しの精度が求められ、難易度は高い。しかし、この目押しに成功して上段にプラム、中段にハート1が停止する上乗せリプレイ(図3参照)を表示できると、比較的多いゲーム数例えば100ゲームを上乗せするようにしている。このため、特殊演出は後の出玉に影響することから、メインモニタMAに識別情報として「14」を表示させることとしている。   When the lip 1 serving as a special effect subject to special effects can stop the plum of the symbol number 14 on the upper stage of the left reel 1L and display the heart 1 on the middle stage, RP1 in the upper left-middle upper-right middle of the effective line Plum-Plum-Replay can be displayed among the combinations of symbols, and a unique stop event can be displayed in which the upper line is lined with plums and the lower line is lined with bells or grapes. However, since the symbol candidates for the left reel 1L include bells or grapes in addition to plums, even if the left reel 1L is simply operated to stop, in most cases, the bell or grapes will stop at the upper stage, A middle replay with replays is displayed (see FIG. 3). In order to stop the plum of symbol number 14 on the upper stage of the left reel 1L, even if it is 0 frame slip (immediate stop) or worse, accuracy of pushing the 1 frame slip is required, and the difficulty is high. However, if this success is successfully displayed and an upper replay (see FIG. 3) in which the upper stage is plum and the heart 1 is stopped is displayed, a relatively large number of games, for example, 100 games are added. For this reason, since the special effect affects the subsequent appearance, “14” is displayed as identification information on the main monitor MA.

AT中、BARフェイクリプ又はBAR揃いリプに当せんしたとき、AT中にATの直当りを強く意識させるバー揃いをさせると、かえって利益の重複で残念に思う遊技者もいることを考慮し、左第1停止を促すボタン対応表示1−−のナビを出すこととしている。BRA揃いリプの当せん時は、バー揃いを促さないが、顕著に多いゲーム数例えば300ゲームを上乗せすることとしており、遊技者に対する実質的利益は担保、いやむしろ高めている。BAR揃いリプの当せんでこの利益が確定するため、メインモニタMAは非表示のままである。   Considering that some players may be disappointed because of duplication of profits if they hit the BAR Faye Clip or BAR Match Lip during AT, and if they make a bar alignment that makes them aware of the direct hit of AT during AT. 1 It is supposed that a navigation corresponding to a button corresponding display 1-- urging to stop is issued. At the time of winning the BRA-equipped lip, the bar-alignment is not promoted, but a significantly large number of games, for example, 300 games are added, and the substantial profit for the player is secured, or rather increased. The main monitor MA remains hidden because this profit is determined by winning the BAR matching lip.

通常中、CZ中、AT準備中、AT中の各状態であって一般中の遊技状態時にRBB1又はRBB2に当せんしたゲームや、前記各状態各遊技状態からRBB1作動中又はRBB2作動中に移行したときには、メインモニタMAは非表示で、液晶表示装置70は画面を暗くした中に「復帰待機中」のメッセージを表示させる復帰待機中画面を出すものとしている。周辺制御装置SCのROMには、特別役に係る役物作動中の遊技状態時であるRBB1作動中又はRBB2作動中、 RBB1又はRBB2の抽せんをする一般中の遊技状態に復帰するまでAT関連処理を実行せずに所定の復帰待機演出を実行させる作動中復帰待機演出手段Y2と、一般中の遊技状態におけるRBB1又はRBB2の当せん遊技時、AT関連処理を実行せずに復帰待機演出を実行させる一般中復帰待機演出手段Y3とを設けている。   During normal, CZ, AT preparation, AT, each state in the general game state that hit RBB1 or RBB2 in the general gaming state, or transitioned from each gaming state of each state to RBB1 or RBB2 In some cases, the main monitor MA is not displayed, and the liquid crystal display device 70 displays a return waiting screen that displays a message “waiting for return” while the screen is darkened. In the ROM of the peripheral control device SC, AT-related processing is performed until the game state during the RBB1 operation or the RBB2 operation, which is in the game state during the operation of the special feature, is returned to the general game state in which the RBB1 or RBB2 is drawn. In-actual return standby effect means Y2 that executes a predetermined return standby effect without executing the game, and during the game of RBB1 or RBB2 in the general gaming state, the return standby effect is executed without executing AT-related processing General return-to-standby effect means Y3 is provided.

なお、上記の他、周辺制御装置SCのROM上には、ナビ手段Xによる表示上のナビと併用して、操作すべきストップボタン6L,6C,6Rについて「左」や「中」や「右」との音声で知らせる音声ナビ手段Z1と、演出表示手段Yによる表示演出と併用して、音声、音楽、BGM等を含む効果音を出音させる効果音出力手段Z2とを設けている。   In addition to the above, the stop button 6L, 6C, 6R to be operated on the ROM of the peripheral control device SC in combination with the navigation on the display by the navigation means X is “left”, “middle” and “right”. In combination with the sound display means Z1 informing the sound of "" and the display effect by the effect display means Y, sound effect output means Z2 for outputting sound effects including voice, music, BGM and the like is provided.

図10に示すように、AT作動決定手段H1によりアシストタイムの作動が決定されるのは、例えば、1)内部抽せんで当せん確率の低いBAR揃いリプに当せんしたとき(直当り)、2)前回のAT終了からカウントするゲーム数が所定の天井ゲーム数例えば1000ゲームに到達したとき(天井到達)、3)所定生起条件とする内部抽せんでチャンス役に当せんしたことにより次ゲームから生起させる所定ゲーム期間例えば最大4ゲームのチャンスゾーンCZ中に、何れかの3枚択役に当せんでき且つ第1番目に停止させるリールを2つの選択肢から選ぶ2択に成功できたとき(CZ経由)としている。なお、天井到達は省略してもよい。また、この他、ゲームの進行に伴い当せん役に応じて付与するポイントの累計が所定値に達したときに行う抽せんに当せんできたときや、フリーズ抽せんによりプレミアム的な回胴演出の実行が決定されたとき等を追加してもよい。   As shown in FIG. 10, the operation of the assist time is determined by the AT operation determining means H1. For example, 1) When an internal lottery hits a BAR matching lip with a low winning probability (direct hit), 2) last time When the number of games counted from the end of AT reaches a predetermined number of ceiling games, for example, 1000 games (ceiling reached), 3) A predetermined game to be generated from the next game by hitting a chance role with an internal drawing as a predetermined occurrence condition For example, during a chance zone CZ of a maximum of 4 games, it is assumed that any of the three choices can be won and the first choice of the reel to be stopped is successfully selected from two choices (via CZ). Note that reaching the ceiling may be omitted. In addition to this, when the total number of points awarded according to the winning combination reaches a predetermined value as the game progresses, it is decided to perform a premium spinning effect by freezing lottery. It may be added when it is done.

通常中、BAR揃いリプに当せんできると、液晶表示装置70に逆押しでBARを狙うべき演出特化ナビが出る。演出図柄7L,7C,7Rの変動中にキャラクタの例えば綺麗なお姉さんが登場して当人の声で「ねらって」等の呼びかけがある。右リール1Rの中段にバーが停止できると「すごい」等の声援が、中リール1Cの中段にバーを停止できると「さいこう」等の声援があり、左リール1Lの中段にバーが停止できると「おめでとう」等の祝福がある。こうしてATの作動確定を効果的に演出する。次ゲームはAT準備中となる。BAR揃いリプの当せんでATの作動が確定し、逆押しでBARを狙うべき旨は専ら演出に特化したナビのため、メインモニタMAは非表示である。BARフェイクリプの当せん時も演出は途中まで同じであるが、バー揃いせず「ざんねん」等の音声が流れ、勿論、ATは作動しない。天井到達によるATの作動確定の場合、数ゲーム前から液晶表示装置70にカウントダウン表示が行われる。   During normal times, when the BAR-matched lip can be hit, an effect-specific navigation to aim at the BAR by pressing the liquid crystal display device 70 in the reverse direction appears. For example, a beautiful elder sister of the character appears during the change of the production symbols 7L, 7C, and 7R, and there is a call such as “Aim” in the voice of the person. When the bar can be stopped at the middle stage of the right reel 1R, cheering such as “Great” can be supported, and when the bar can be stopped at the middle stage of the middle reel 1C, there is cheering such as “Saikou” and the bar can be stopped at the middle stage of the left reel 1L. And congratulations. Thus, the AT operation is confirmed effectively. The next game will be AT preparation. The main monitor MA is not displayed because the operation of the AT is confirmed by hitting the BAR-equipped lip, and that the BAR should be aimed by reverse pressing is exclusively for the production. Even when BAR Fake rip is won, the production is the same halfway, but the bars do not line up and sounds like “Zanen”, and of course the AT does not work. When the AT operation is confirmed by reaching the ceiling, a countdown display is performed on the liquid crystal display device 70 from several games before.

通常中、チャンス役に当せんできると、演出図柄7L,7C,7Rの変動中にキャラクタが登場して「ドキ」等の音声が流れ、全リール停止後に「チャンスだよ」等の音声が流れる。チャンス役は取りこぼす可能性はあるが、チャンス役の当せんでCZへの移行が確定するため、メインモニタMAは非表示である。チャンス役に対応した1枚役NML1の入賞によりペイアウト表示として「1」が表示される。引き続いてされるベットボタン3の操作でチャンスゾーンCZへの突入を液晶表示装置70上でアピールし、スタートレバー5の操作でCZ中のゲームが始まる。   During normal times, if the player can win a chance, the character appears during the fluctuation of the production symbols 7L, 7C, and 7R, and a sound such as “Doki” flows, and a sound such as “It is a chance” flows after all reels stop. Although the chance combination may be missed, the main monitor MA is not displayed because the transition to the CZ is determined when the chance combination is won. “1” is displayed as a payout display by winning a single combination NML1 corresponding to the chance combination. Subsequent operation of the bet button 3 appeals the entry to the chance zone CZ on the liquid crystal display device 70, and the operation of the start lever 5 starts the game in CZ.

CZ中、第1ゲーム目で通常リプに当せんしたとすると、今回の後にあと3回チャンスがあることを明示しつつ、演出図柄7L,7C,7Rの変動中にキャラクタが登場して「ねぇ」等の呼びかけがあり、第1停止後に「キャハ」等の音声が流れる。第2ゲーム目で3枚役に当せんしたとすると、あと2回チャンスがあることを明示しつつ、演出図柄7L,7C,7Rの変動中にキャラクタが登場して「もう」等の音声が流れ、第1停止後に「キャハハ」等の音声が流れる。   If the normal lip was hit in the first game during CZ, the character appeared during the fluctuation of the production symbols 7L, 7C, and 7R, clearly indicating that there are three more chances after this time. Etc., and a sound such as “Cach” flows after the first stop. If you win the third game in the 2nd game, the character will appear while the production symbols 7L, 7C, and 7R are changing, and you will hear the voice of “Mao” while clearly stating that there will be two more chances. After the first stop, a sound such as “Cajaha” flows.

第3ゲーム目で3枚択役中1に当せんできたとすると、メインモニタMAに低精度の指示情報「10」を表示し、あと1回チャンスがあることを明示しつつ、液晶表示装置70の下部にボタン対応表示??×が表示され、演出図柄7L,7C,7Rの変動開始とほぼ同時にキャラクタが登場して「どっち」等の音声が流れる。左第1停止により2択に失敗すると、停止した演出図柄7L中のお姉さんから「そんな」等の音声が流れる。この失敗した旨の情報或は本来の正解の押し順情報は、第1停止完了時点で主制御装置MCから周辺制御装置SCに送られる。全図柄停止後、この場合は1枚役NML12が入賞したことによりペイアウト表示が「1」となり、「ごめんね」等の音声が流れる。   If it is possible to win 1 in the 3rd game in the third game, the low-accuracy instruction information “10” is displayed on the main monitor MA, and the liquid crystal display device 70 Button corresponding display at the bottom? ? X is displayed, the character appears almost simultaneously with the start of the fluctuation of the production symbols 7L, 7C, and 7R, and a voice such as “Which” flows. If two choices fail due to the first stop on the left, a voice such as “Such” flows from the older sister in the stopped effect design 7L. The information indicating the failure or the original correct push order information is sent from the main controller MC to the peripheral controller SC at the time when the first stop is completed. After all symbols stop, the payout display becomes “1” and the sound such as “I'm sorry” is played because the NML 12 winning combination is in this case.

第4ゲーム目でも3枚択役中1に当せんできたとすると、メインモニタMAに低精度の指示情報「10」を表示し、今回がラストであることを明示しつつ、液晶表示装置70の下部にボタン対応表示??×が表示され、演出図柄7L,7C,7Rの変動開始とほぼ同時にキャラクタが登場して「どっち」等の音声が流れる。中第1停止により2択に成功できると、停止した演出図柄7L中のお姉さんから「さすが」等の音声が流れる。この成功した旨の情報或は正解の押し順情報は、第1停止完了時点で主制御装置MCから周辺制御装置SCに送られる。全図柄停止後、3枚役NML6の入賞によりペイアウト表示が「3」となり、「おめでとう」等の祝福が流れる。次ゲームはAT準備中となる。   In the fourth game, if it is possible to hit 1 out of 3 choices, the low-precision instruction information “10” is displayed on the main monitor MA, clearly indicating that this time is the last, Button corresponding display? ? X is displayed, the character appears almost simultaneously with the start of the fluctuation of the production symbols 7L, 7C, and 7R, and a voice such as “Which” flows. If 2 choices are successful due to the first middle stop, a voice such as “Suga” will flow from the older sister in the stopped production symbol 7L. This success information or correct push order information is sent from the main controller MC to the peripheral controller SC when the first stop is completed. After all the symbols are stopped, the payout display becomes “3” due to the winning of the three-piece role NML6, and a blessing such as “congratulations” flows. The next game will be AT preparation.

AT準備中は、当せんエリア41の通常リプ、同42の上乗せリプ1、同43の上乗せリプ2の当せんを待つことになる。この間、例えば高配当択役左中1に当せんしたときは、メインモニタMAに「1」、液晶表示装置70にボタン対応表示123が表示される。もっとも、AT準備中は、高配当択役及び/又は3枚択役の当せんがあっても、通常中と同一に非表示とする仕様でもよい。   During AT preparation, it waits for the normal lip in the winning area 41, the additional lip 1 in the same 42, and the additional lip 2 in the same 43. During this time, for example, if the player wins the middle left 1 in the high payout selection combination, “1” is displayed on the main monitor MA and the button corresponding display 123 is displayed on the liquid crystal display device 70. Of course, during AT preparation, even if there is a winning combination of high dividend and / or three-sheet winning combination, the specification may be hidden in the same manner as during normal winning.

AT準備中に例えば通常リプに当せんした場合、メインモニタMAに「13」が、液晶表示装置70に左第1停止でキャラ1を選択するとノーマルモードとなり、中第1停止でキャラ2を選択するか右第1停止でキャラ3を選択すると荒波モードとなる旨の選択設定ナビが表示される。ノーマルの癒しモードでは、AT中、上乗せリプ1当せん時も上乗せリプ2当せん時も50ゲームが上乗せされる。荒波のコスプレモードでは、AT中、上乗せリプ1の当せん時に限り100ゲームが上乗せされる。上乗せリプ1も2も同一の当せん確率のため、計算上、上乗せの期待値はどちらも同じとなるが、上乗せリプ1か2かどちらかが偏って当せんした場合、荒波のコスプレモードでは、上乗せゲーム数がより多くなることもあれば、より少なくなる場合もある。第1停止によりキャラ選択してモードを選ぶと、選んだモードを明示すると共に選択キャラのお姉さんから「よろしくね」等の挨拶がある。   If, for example, a normal lip is hit during AT preparation, “13” is selected in the main monitor MA, and if the character 1 is selected at the first left stop on the liquid crystal display device 70, the normal mode is set, and the character 2 is selected at the first middle stop. If the character 3 is selected at the first stop on the right, a selection setting navigation for indicating the rough wave mode is displayed. In the normal healing mode, 50 games are added during the AT, both when adding 1 extra lip and when winning 2 additional lip. In Aramami's cosplay mode, 100 games are added only during the AT, when the extra lip 1 is won. Since both the added Lip 1 and 2 have the same winning probability, the expected value of the added value is the same in the calculation. However, if either the added Lip 1 or 2 is biased, the added value will be added in the stormy cosplay mode. There may be more games or fewer games. When the character is selected by the first stop and the mode is selected, the selected mode is clearly indicated and a greeting such as “Thank you” is received from the sister of the selected character.

AT準備中の通常リプ等の当せんによりラブラッシュ(LOVE RUSH)と命名するアシストタイムATの本作動をアピールする。次ゲームから初期ゲーム数として最低50ゲーム継続するATが本作動される。AT中は、所定契機により継続ゲーム数の上乗せがされ、上乗せが決定されたゲームで即時明示する即乗せ、数ゲーム潜伏させた後に明示する潜伏乗せ、ATの作動終了時に復活的に明示する復活乗せ等の複数の明示態様で上乗せを演出するようにしている。ATの作動は、継続ゲーム数が0になると終了し、通常中に戻る。   The main operation of assist time AT named LOVE RUSH will be appealed by winning a normal lip etc. during AT preparation. The AT which continues at least 50 games as the initial number of games from the next game is activated. During AT, the number of continuing games is added at a predetermined opportunity, immediately added in the game for which the addition has been decided, immediately added, hidden after specifying several games, and revitalized explicitly at the end of AT operation The addition is produced in a plurality of explicit modes such as addition. The operation of the AT ends when the number of continuous games reaches zero and returns to normal.

図11に示すように、AT中、例えば、停止操作不問役の一つであるチャンス役に当せんできると、メインモニタMAは非表示のままで、全リール1L,1C,1Rの始動後に液晶表示装置70に選択キャラによるキュートなポーズ1をとったカットイン等を出現させ、ボタン対応表示として各々例えば紫色の丸枠に「!」を付したものを表示し、チャンス役の当せんを予告する。第1停止後、選択キャラにより「いっしょにいたいな」等のお誘いがあり、第2停止でハートマークが外側に大きく広がっていく様子を示して期待感を煽り、全リール停止後、1枚役NML21の入賞に伴いペイアウト表示として「1」を表示し、ジョグダイヤルJDを押すべき旨の「おして」の表示及び呼びかけがある。遊技者がジョグダイヤルJDのプッシュボタンPBを押すと例えば10ゲームを上乗せする「+10G」の即乗せが明示される。AT中にチャンス役に当せんできると、上乗せ決定手段H2により所定の高確率例えば80%で上乗せが決定され、上乗せ数として例えば10Gが90%、20Gが8%、50Gが2%の振分率で選ばれる。上乗せの当否及び上乗せ数の振分の抽せんは、内部抽せん用の乱数とは別に定義し且つ内部抽せん用乱数に引続いて取得する上乗せ抽せん用乱数を用いて行っている。   As shown in FIG. 11, during AT, for example, if a chance combination that is one of the unintentional stop operations can be hit, the main monitor MA remains hidden, and a liquid crystal display is displayed after starting all the reels 1L, 1C, 1R. A cut-in or the like having a cute pose 1 by the selected character appears on the device 70, and a button corresponding display with, for example, a purple round frame with “!” Is displayed, and a chance combination is announced. After the first stop, there is an invitation such as “I want to be together” by the selected character, and the heart symbol spreads outwards in the second stop, and the expectation is felt, and after all reels stop, one piece plays As the NML 21 wins, “1” is displayed as a payout display, and there is a display and a call to “Joshi” to press the jog dial JD. When the player presses the push button PB of the jog dial JD, for example, “+ 10G” for adding 10 games is clearly indicated. If it is possible to win a chance role during AT, the addition determination means H2 determines the addition with a predetermined high probability, for example, 80%, and 10G is 90%, 20G is 8%, and 50G is 2%. Chosen by The determination of whether or not the addition is made and the distribution of the number of additions are performed using the random numbers for the additional lottery defined separately from the random numbers for the internal lottery and acquired after the random numbers for the internal lottery.

AT中、例えば、停止操作不問役の一つである3枚役に当せんすると、メインモニタMAは非表示のままで、全リール1L,1C,1Rの始動後に液晶表示装置70に選択キャラにより「ねえねえ」等の呼びかけが出る場合がある。第1停止後、選択キャラが迷う様子を表示し、第2停止でハートマークがあまり広がらない様子を示し、全リール停止後、3枚役NML8の入賞に伴いペイアウト表示として「3」を表示し、ジョグダイヤルJDを押すべき旨の「おして」の表示及び呼びかけがある。遊技者がジョグダイヤルJDのプッシュボタンPBを押すと「よそみしないで」等のツンデレメッセージが発せられ、上乗せがないことが明示される。AT中に3枚役に当せんした場合、例えば低確率10%で例えば最低の10G固定の上乗せが決定されるも、上乗せはされない場合の方が多い。   During the AT, for example, when the three-piece combination that is one of the stop operation unrecognized roles is won, the main monitor MA remains in the non-display state, and after the start of all the reels 1L, 1C, 1R, “ There may be a call to "Nee no". After the first stop, it shows that the selected character is at a loss, shows that the heart mark does not spread very much at the second stop, and after stopping all reels, “3” is displayed as a payout display with the winning of the three-player NML8 In addition, there is a display and a call for “click” to press the jog dial JD. When the player presses the push button PB of the jog dial JD, a tsundere message such as “Don't turn away” is issued, and it is clearly stated that there is no extra. In the case of winning a three-piece combination during an AT, for example, the lowest 10G fixed addition is determined with a low probability of 10%, for example, but there are more cases where no addition is made.

AT中、例えば、停止操作依存役の一つである高配当択役左中1に当せんすると、メインモニタMAに指示情報「1」が表示され、全リール1L,1C,1Rの始動と共に液晶表示装置70のAT中演出画面の上に重ねてボタン対応表示として左中右の押し順を示す黄色の丸枠に「1」「2」「3」を付したものを表示し、正解の押し順を報知する。第1停止、第2停止に伴い、ボタン対応表示の数字表記を減らし、全リール停止後、3枚投入時に8枚配当となる高配当役NML1の入賞に伴いペイアウト表示として「8」を表示し、8枚のメダルが払出される。高配当択役の当せん時には、基本的に上乗せはない。   During AT, for example, when hitting the high payout choice left one which is one of the stop operation dependent roles, the instruction information “1” is displayed on the main monitor MA, and the liquid crystal display is displayed with the start of all reels 1L, 1C, 1R. Overlaying on the AT effect screen of the device 70, a button with a yellow circle indicating “1”, “2”, “3” in the left, right, and right push order is displayed as a button corresponding display, and the correct push order is displayed. Is notified. With the first stop and the second stop, the number notation of the button correspondence display is reduced, and after stopping all reels, “8” is displayed as a payout display in accordance with the winning of the high payout combination NML1, which is a payout of 8 when 3 cards are inserted. , 8 medals are paid out. When winning a high dividend option, there is basically no extra.

AT中、例えば、停止操作依存役の一つである3枚択役中1に当せんすると、メインモニタMAに指示情報「8」が表示され、全リール1L,1C,1Rの始動と共に液晶表示装置70のAT中演出画面の上に重ねてボタン対応表示として−1−の中第1停止を示すものものを表示し、正解の押し順を報知する。第1停止後、メインモニタMAの表示及び液晶表示装置70上のボタン対応表示を消し、全リール停止後、3枚役NML6の入賞に伴いペイアウト表示として「3」を表示し、3枚のメダルが払出される。3枚択役の当せん時にも、基本的に上乗せはない。   During AT, for example, if one of the three-choice combination roles which is one of the stop operation dependent roles is hit, the instruction information “8” is displayed on the main monitor MA, and the liquid crystal display device is started together with the start of all the reels 1L, 1C, 1R. On the 70 AT effect screen, the one corresponding to the first stop of -1- is displayed as a button corresponding display, and the correct answer push order is notified. After the first stop, the display on the main monitor MA and the button corresponding display on the liquid crystal display device 70 are turned off. After all reels are stopped, “3” is displayed as a payout display in accordance with the winning of the three-piece NML6 and three medals. Is paid out. There is basically no extra charge when a three-choice role is selected.

AT中、例えば、停止操作不問役の一つであるが演出特化ナビの対象とする上乗せリプ1に当せんして上乗せすることが決定された場合、メインモニタMAは非表示のまま、全リール1L,1C,1Rの始動と共に液晶表示装置70にボタン対応表示として例えば右中左の押し順を示す青色の丸枠に「3」「2」「1」を付したものを表示し、あたかも押し順リプレイであるかのように演出する。表示する押し順は、6通りのものから周辺制御装置SCで定義する演出用乱数による抽せんで振分けている。図示例は、潜伏乗せする場合を示しており、上乗せリプ1の当せんゲームにおいて、全リール1L,1C,1Rの始動と共に液晶表示装置70に「あと4Gでごほうび?」等の予告を出し、後続のゲームで3G、2G、1G、0Gとカウントダウンし、0Gとなる4ゲーム後に、ジョグダイヤルJDを押すべき旨の「おして」の表示及び呼びかけがあり、遊技者がジョグダイヤルJDのプッシュボタンPBを押すと、例えばノーマルモード選択時は50ゲームを上乗せする「+50G」の潜伏乗せが明示される。荒波モード選択時は「+100G」となる。上乗せリプ2の当せん時は、ノーマルモード選択時は「+50G」となるが、荒波モード選択時は上乗せなしとなる。なお、これらの上乗せの明示方法は、当せんゲームで明示する即乗せとしてもよい。   During AT, for example, when it is determined that the player is to be added to the additional lip 1 that is one of the stop operation unquestionable targets but is directed to the production-specific navigation, the main monitor MA remains hidden and all reels remain undisplayed. With the start of 1L, 1C, 1R, as a button-corresponding display on the liquid crystal display device 70, for example, a blue round frame indicating the order of pressing the middle right, left, “3”, “2”, “1” is displayed, as if pressed Produce as if it was a forward replay. The push order to be displayed is distributed from lots of six kinds of drawing by random numbers for production defined by the peripheral control device SC. The illustrated example shows a case where the player rides in a latent manner, and in the winning game of the add-on lip 1, when the reels 1L, 1C, 1R are started, a notice such as “Receive with 4G?” Is given to the liquid crystal display device 70. In the subsequent game, it counts down to 3G, 2G, 1G, and 0G, and after 4 games that become 0G, there is a display and a call to push the jog dial JD, and the player presses the push button PB on the jog dial JD For example, when the normal mode is selected, a “+ 50G” latent addition for adding 50 games is clearly indicated. When the rough wave mode is selected, “+ 100G” is set. When the extra lip 2 is won, it is “+50 G” when the normal mode is selected, but is not added when the rough wave mode is selected. It should be noted that these additional indication methods may be immediate addition specified in the winning game.

AT中、基本的には停止操作不問役ではあるが停止操作に応じて表示される図柄の組合せが異なることとなる特定役である目押しリプに当せんした場合、メインモニタMAにはその特定役を識別する「14」を第1停止がされるまで表示し、液晶表示装置70は通常のAT中の演出を維持して特別なことはしない。しかし、ミニ液晶表示700に口紅等の演出アイテム7Nを表示させる。左リール1Lの上段に図柄番号14のプラムを停止できて目押しに成功した場合、上乗せリプレイが表示され、ジョグダイヤルJDを押すべき旨の「おして」の表示及び呼びかけに応答して、遊技者がジョグダイヤルJDのプッシュボタンPBを押すと、例えば「+100G」の上乗せがされる。なお、この目押しリプの当せんの場合も、潜伏乗せによる明示方法としてもよい。また、演出アイテム7Nは、コンパクト、花束、シャンパン、チャーム、爆弾等、何でもよいし、単にミニ液晶表示器700や液晶表示装置70の背景の色を変更するだけでもよい。さらに、特殊演出は、特定の音声や心地よい音色等の効果音によるものとしてもよいし、いわゆる演出用可動ヤクモノの動きやリール1L,1C,1Rの逆転ロック駆動等を利用してもよい。   During an AT, if the player hits the main lip, which is a specific combination that is basically an unquestioned stop operation but the combination of symbols displayed in response to the stop operation, the main monitor MA will receive that specific combination. “14” is displayed until the first stop is made, and the liquid crystal display device 70 does not do anything special while maintaining the performance during normal AT. However, the effect item 7N such as lipstick is displayed on the mini liquid crystal display 700. In the case where the symbol number 14 plum can be stopped on the upper side of the left reel 1L and it is successfully pushed up, an add-on replay is displayed, and the player responds to the display and a call to “press” that the jog dial JD should be pressed. When the push button PB of the jog dial JD is pressed, for example, “+ 100G” is added. In addition, even in the case of this hitting lip winning, it is also possible to use an explicit method by means of a latent ride. Further, the production item 7N may be anything such as compact, bouquet, champagne, charm, bomb, etc., or simply change the background color of the mini liquid crystal display 700 or the liquid crystal display device 70. Further, the special effect may be a sound effect such as a specific voice or a pleasant tone color, or a so-called movable yak for the effect or a reverse lock drive of the reels 1L, 1C, 1R may be used.

AT中、例えば、停止操作不問役の一つであるが上乗せ確定役であるBAR揃いリプに当せんした場合、メインモニタMAは非表示のまま、全リール1L,1C,1Rの始動後に液晶表示装置70に選択キャラによるキュートなポーズ2をとったカットイン等を出現させ、ボタン対応表示としてバー揃いを確実に回避させるために例えば左第1停止を示す1−−を表示させる。第1停止後、選択キャラにより「いいことありそう」等の音声予告があり、第2停止でハートマークが外側に大きく広がっていく様子と「あつい!あつい!」等の期待感を煽る演出がされる。図示例は、ATの終了間際の残りゲーム数が所定以下例えば5ゲーム以下のときにBAR揃いリプに当せんした場合を想定して復活乗せする場合を示しており、BAR揃いリプの当せんゲーム終了時には「もうすこしまってね」等の予告を出し、一旦ATが終了して演出表示装置70上で扉等が閉まる終了画面からジョグダイヤルJDを連打すべき旨の表示及び「お願いします」等の連呼を出し、遊技者がジョグダイヤルJDのプッシュボタンPBを連打する時間を確保した後、「ご延長」等の祝福メッセージ演出と共に例えば「+300G」等の大量上乗せを復活的に明示する。なお、BAR揃いリプに当せん時の上乗せの明示方法は、即乗せや潜伏乗せとしても勿論よい。   During AT, for example, when one of the stop operation unrecognized roles hits a BAR-equipped lip, which is an additional confirming role, the main monitor MA is not displayed and the liquid crystal display device is started after all reels 1L, 1C, 1R are started. A cut-in or the like having a cute pose 2 by the selected character appears in 70, and for example, 1-- indicating a first stop on the left is displayed as a button correspondence display in order to surely avoid bar alignment. After the 1st stop, there will be a voice notice such as “Looks good” depending on the selected character, the appearance that the heart mark spreads outwards in the 2nd stop and the expectation such as “Hot! Hot!” Is done. The illustrated example shows a case where a revive ride is assumed assuming that the remaining number of games at the end of the AT is less than a predetermined value, for example, 5 games or less, and the BAR matching lip is hit. At the end of the winning game of the BAR matching lip, Give notice of "Let's do it a little longer", etc. Once the AT ends and the door etc. closes on the effect display device 70, an indication that the jog dial JD should be struck repeatedly and repeated calls such as "Please" After securing the time for the player to repeatedly hit the push button PB of the jog dial JD, a large amount of addition such as “+ 300G” is revitalized along with a blessing message effect such as “extension”. It should be noted that the method of clearly indicating the addition when hitting the BAR-equipped lip may of course be immediate or latent.

以上の実施形態では、ATの作動等を主制御装置MCで決定するようにしたが、周辺制御装置SCで決定するようにしてもよい。
回胴式遊技機は、風俗営業等の規制及び業務の適正化等に関する法律第2条第1項第4号のぱちんこ屋の営業に供されるのが本来であるが、本発明に係る遊技機はこれに限らず、同法律第2条第1項第8号の店舗等の営業に供されるスロットマシンや、同法律の規制が及ばないアーケードゲーム機や、リールを映像等で表現したシュミレーションゲーム機等にも適用できる。なお、以上の説明中、確率や数字、図柄の組合せ等は一例示に過ぎないのは言うまでも無い。
In the above embodiment, the operation of the AT or the like is determined by the main control device MC, but may be determined by the peripheral control device SC.
The swing-type gaming machine is originally used for the pachinko shop business of Article 2, Paragraph 1, Item 4 of the Act on 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
700;ミニ液晶表示器、Q;演出装置、MA;メインモニタ
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、N;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
Ap1;内部中AT関連処理手段、Ap2;一般中AT関連処理手段
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
H41;低精度情報出力手段、H42;特定識別情報出力手段
W;演出状態管理手段、X;ナビ手段
X1;演出特化ナビ手段、X2;サブ側低精度情報出力手段
X3;上乗せ性能選択設定ナビ手段
Y;演出表示手段、Y1;特殊演出手段
Y2;作動中復帰待機演出手段、Y3;一般中復帰待機演出手段
Z1;音声ナビ手段、Z2;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; effect display device, 70; liquid crystal display device 700; mini liquid crystal display device, Q: effect device, MA ; Main monitor 8; Reel panel, 80; Display window CN; Control device, MC; Main control device, SC; Peripheral control device K; Internal lottery means, V; Reel control means (variable display control means)
V1: rotating device control means, V2: rotation stopping device control means P: medal payout means, N: medal automatic insertion means, J: game state transition means F: freeze drawing means, G: rotating effect execution means Ap1; Internal intermediate AT related processing means, Ap2; General intermediate AT related processing means H1; AT operation determining means, H2; AT addition determining means H3; AT continuation managing means, H4; AT instruction information output means H41; H42; specific identification information output means W; effect state management means, X; navigation means X1; effect-specific navigation means, X2; sub-side low-precision information output means X3; extra performance selection setting navigation means Y; effect display means, Y1 ; Special effecting means Y2; Operation return standby effect means, Y3; General medium return standby effect means Z1; Voice navigation means, Z2; Sound effect output means

以上の遊技機において、前記特別役には、一遊技の投入遊技媒体数に第1規定数と該第1規定数と異なる第2規定数とを選べる一般中の遊技状態時に前記第1規定数 (例えば3枚)のときに第1当せん確率(例えば819/65536)により抽せんをする第1特別役(RBB1)と、前記一般中の遊技状態時に前記第2規定数 (例えば2枚)のときに第1当せん確率よりも高い第2当せん確率(例えば15300/65536)により抽せんをする第2特別役(RBB2)とを含む。
「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)。
In the above gaming machine, the special role is the first specified number in a general gaming state in which a first specified number and a second specified number different from the first specified number can be selected as the number of input game media for one game. (For example, 3) When the first special combination (RBB1) that draws with the first winning probability (for example, 819/65536) and the second specified number (for example, 2) during the general gaming state Includes a second special combination (RBB2) for drawing with a second winning probability (for example, 15300/65536) higher than the first winning probability.
“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).

また、前記内部抽せん手段(K)は、第1特別役(RBB1)又は第2特別役(RBB2)に当せんするも対応する役物作動図柄の組合せを表示できずに当せんの権利が持ち越された特別役内部中の遊技状態時、第1規定数下では第1特別役の当せんエリア相当分(例えば、当せん値数819)を、第2規定数下では第2特別役の当せんエリア相当分(例えば、当せん値数15300)を再遊技役の当せんエリアに各シフトし且つ持ち越しに係る特別役に対応する役物作動図柄の組合せの表示を不可とする仕様にしていると共に、第1特別役(RBB1)に係る役物作動中の遊技状態時におけ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(例えば、再遊技抜き期待値Eo=再遊技込み期待値Ei≒64.81%)よりも、第2規定数下での特別役内部中の遊技状態時におけ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(例えば、再遊技抜き期待値Eo≒77.52%、再遊技込み期待値Ei≒85.85%)が大となる関係に、第2特別役の当せんエリア相当分をシフトした再遊技役の当せんエリアを含む第2規定数での当せんエリアの内訳を設定している。 In addition, the internal lottery means (K) won the first special combination (RBB1) or the second special combination (RBB2), but could not display the combination of the corresponding function action symbols, and the right to win was carried over. When the game is in the special role, the winning area corresponding to the first special role (for example, 819 winning value) under the first prescribed number, and the equivalent to the winning area for the second special role under the second specified number ( For example, the winning value number 15300) is shifted to the winning area of the re-playing role, and the combination of the actor action symbols corresponding to the special role related to carry-over is disabled, and the first special role ( From the expected value of the number of game media acquired per unit input game media in the gaming state during the action of the accessory related to RBB1) (for example, expected value Eo without replay = expected value including regame Ei≈64.81%) Second regulation The expected value of the number of game media acquired per unit input game media in the game state in the special role below (for example, expected value Eo≈77.52% without replay, expected value Ei≈85. 85%), the breakdown of the winning area in the second prescribed number including the winning area of the re-gamer who has shifted the equivalent of the winning area of the second special role .

以上により、第2規定数での遊技により当せん確率の高い第2当せん確率により第2特別役の当せんを得て、当せんゲームで第2特別役に係る役物作動図柄の組合せを表示しないことにより、特別役内部中の遊技状態に移行できる。第1特別役に係る役物作動中の遊技状態時におけ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よりも、第2規定数下での特別役内部中の遊技状態時におけ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大となる関係に、第2特別役の当せんエリア相当分をシフトした再遊技役の当せんエリアを含む第2規定数での当せんエリアの内訳を設定しているため、シフトする当せんエリア相当分の第2特別役についての第2当せん確率を相当程度高くできる。第2特別役の当せんエリア相当分を再遊技役の当せんエリアにシフトした特別役内部中の遊技状態時の期待値は、第1特別役に係る役物作動中の期待値よりも相当程度高くなるが、これは第2規定数下での特別役内部中の遊技状態に限られ、第1規定数下での特別役内部中の遊技状態の期待値が高まるわけではない。このため、第1規定数下での特別役内部中の遊技状態の期待値を過剰に高めることなく、第2規定数での遊技により第2特別役の当せんを得てその役物作動図柄を表示しないことにより、特別役内部中の遊技状態に早期に移行させることができる。 By the above, by winning the second special role with the second winning probability having a high winning probability due to the game with the second specified number, and not displaying the combination of the actor action symbols related to the second special role in the winning game , Can shift to the gaming state inside the special role The unit thrown in the game state in the special role inside the second specified number below the expected value of the number of game media acquired per unit thrown game medium number in the game state during the action of the first special role The breakdown of the winning area in the second prescribed number including the winning area of the re-gamer who has shifted the equivalent of the winning area of the second special role to the relationship that the expected value of the number of acquired game media per number of game media becomes large Since it is set , the second winning probability for the second special combination corresponding to the winning area to be shifted can be considerably increased. The expected value in the gaming state inside the special role that has shifted the equivalent of the winning area for the second special role to the winning area for the re-playing role is considerably higher than the expected value during the operation of the special item for the first special role However, this is limited to the gaming state inside the special combination under the second specified number, and the expected value of the gaming state inside the special combination under the first specified number does not increase. For this reason, without excessively increasing the expected value of the gaming state inside the special role under the first specified number, the winning of the second special role is obtained by the game with the second specified number, and the action pattern of the accessory is obtained. By not displaying, it is possible to quickly shift to the gaming state inside the special role.

また、第1規定数下での特別役内部中の遊技状態時、再遊技役の当せんエリアの増加分は、当せん確率の高い第2当せん確率とする第2特別役の当せんエリアの大きさよりも小さい第1特別役の当せんエリアに対応する小さなものにでき、第1規定数下での再遊技役の当せん確率が過大になるのを抑制できる。このため、第1規定数下での特別役内部中の遊技状態の期待値を適度に低くでき、アシストタイムが作動しない場合と作動した場合の出玉の差を大きくでき、高純増AT仕様を効果的に実現できる。第1規定数下での特別役内部中の遊技状態時、持ち越しに係る第2特別役に対応した役物作動図柄の組合せを表示させることは不可としているため、特別役内部中の遊技状態に止まってアシストタイムの作動に期待しながら遊技を続けることができる。このように、アシストタイムの作動待ちの遊技状態での再遊技確率の過大な上昇を抑えつつ、一般中の遊技状態からアシストタイム作動待ちの遊技状態への早期移行が可能になり、高純増AT遊技を遊技者に早期に体験させることができる。 In addition, when the game state is within the special role under the first specified number, the increase in the winning area of the re-playing role is larger than the size of the winning area of the second special role, which is the second winning probability with a high winning probability. It can be made small corresponding to the winning area of the small first special combination, and it can be suppressed that the winning probability of the re-playing combination under the first specified number is excessive. For this reason, the expected value of the gaming state inside the special role under the first specified number can be moderately lowered, the difference in the amount of balls when the assist time is not activated and when it is activated, It can be realized effectively. When the game state is in the special role inside the 1st specified number, it is not possible to display the combination of the actor action symbols corresponding to the second special role related to carryover. The game can be continued while expecting the assistance time to stop. In this way, it is possible to make an early transition from the general gaming state to the gaming state waiting for the assist time operation while suppressing an excessive increase in the re-playing probability in the gaming state waiting for the assist time operation. The game can be experienced early by the player.

Claims (3)

複数コマの図柄を可変表示させる複数の可変表示要素を有し、
遊技媒体の投入下における可変表示開始操作に基づいて、内部抽せん用の乱数値を抽出し、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、役物作動図柄の組合せの表示により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、
前記特別役には、一遊技の投入遊技媒体数が第1規定数のときに第1当せん確率により抽せんをする第1特別役と、一遊技の投入遊技媒体数が第1規定数と異なる第2規定数のときに第1当せん確率よりも高い第2当せん確率により抽せんをする第2特別役とを含み、
前記内部抽せん手段は、第1特別役又は第2特別役に当せんするも対応する役物作動図柄の組合せを表示できずに当せんの権利が持ち越された特別役内部中の遊技状態時、第1規定数下では第1特別役の当せんエリア相当分を、第2規定数下では第2特別役の当せんエリア相当分を再遊技役の当せんエリアに各シフトし且つ持ち越しに係る特別役に対応する役物作動図柄の組合せの表示を困難又は不可とする仕様にしていると共に、第1特別役に係る役物作動中の遊技状態時におけ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よりも、第2規定数下での特別役内部中の遊技状態時におけ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大となる関係に、第2当せん確率を含む第2規定数での当せんエリアの内訳を設定しており、
少なくとも第1規定数下での特別役内部中の遊技状態時、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出力す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. Included in the winning area depending on whether or not the extracted random number value belongs to the winning area divided in advance for a plurality of winning combinations including special roles that activate the winning combination by displaying the combination of winning combination and winning combination action symbols An internal lottery means to determine whether or not
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 role includes a first special role that draws with the first winning probability when the number of input game media of one game is the first specified number, and a number of input game media of one game different from the first specified number. Including a second special combination that draws with a second winning probability higher than the first winning probability when the number is 2
The internal lottery means is the first in the gaming state in the special role in which the right of the winning combination is carried over without being able to display the combination of the corresponding feature-operating symbols even though it has won the first special role or the second special role. Under the specified number, the portion corresponding to the winning area for the first special role will be shifted to the winning area for the re-playing role under the second specified number and corresponding to the special portion related to carryover. Based on the expected value of the number of acquired game media per unit input game media in the game state during the operation of the bonus game for the first special role However, in the relationship where the expected value of the number of game media acquired per unit input game media number in the gaming state in the special role inside the second specified number is large, the second specified number including the second winning probability is Set the breakdown of the winning area Ri,
Assist time for outputting navigation information intended to display a combination of symbols corresponding to the winning combination determined by the internal lottery means in an active line at least when the gaming state is in the special role under the first specified number. A gaming machine characterized by being operable.
前記特別役内部中の遊技状態時、当せんに係る入賞役又は再遊技役に対応した図柄の組合せ若しくは入賞役の取りこぼし図柄の組合せを、持ち越しに係る特別役に対応する役物作動図柄の組合せに優先して有効ラインに表示させる不当せんエリアのないフルヒット仕様にしている請求項1記載の遊技機。   The combination of symbols corresponding to the winning combination or re-playing combination related to the winning combination or the combination of the missing symbols of the winning combination in the gaming state inside the special combination is changed to the combination of the actor action symbols corresponding to the special combination related to carry-over. The gaming machine according to claim 1, wherein the game machine has a full hit specification with no fraud area that is preferentially displayed on the active line. 少なくとも前記第1特別役は、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ている請求項1又は2記載の遊技機。   At least the first special combination is composed of a first-type special combination or a first-class special combination continuous operation device with an expected value of the number of game media acquired per unit input game medium being less than one. The gaming machine according to claim 1 or 2.
JP2015138196A 2015-07-09 2015-07-09 Game machine Expired - Fee Related JP5879590B1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP2015138196A JP5879590B1 (en) 2015-07-09 2015-07-09 Game machine

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP2015138196A JP5879590B1 (en) 2015-07-09 2015-07-09 Game machine

Publications (2)

Publication Number Publication Date
JP5879590B1 JP5879590B1 (en) 2016-03-08
JP2017018297A true JP2017018297A (en) 2017-01-26

Family

ID=55440655

Family Applications (1)

Application Number Title Priority Date Filing Date
JP2015138196A Expired - Fee Related JP5879590B1 (en) 2015-07-09 2015-07-09 Game machine

Country Status (1)

Country Link
JP (1) JP5879590B1 (en)

Cited By (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2017018373A (en) * 2015-07-10 2017-01-26 サミー株式会社 Slot machine
JP2020028450A (en) * 2018-08-22 2020-02-27 株式会社三共 Slot machine
JP2020028451A (en) * 2018-08-22 2020-02-27 株式会社三共 Slot machine
JP2020028449A (en) * 2018-08-22 2020-02-27 株式会社三共 Slot machine
JP2020028452A (en) * 2018-08-22 2020-02-27 株式会社三共 Slot machine
JP2021137628A (en) * 2018-07-30 2021-09-16 株式会社エンターライズ Game machine

Families Citing this family (9)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP6300242B2 (en) * 2016-03-09 2018-03-28 株式会社オリンピア Game machine
JP6364440B2 (en) * 2016-04-11 2018-07-25 株式会社ニューギン Game machine
JP6625003B2 (en) * 2016-04-11 2019-12-25 株式会社ニューギン Gaming machine
JP6364439B2 (en) * 2016-04-11 2018-07-25 株式会社ニューギン Game machine
JP6564730B2 (en) * 2016-04-11 2019-08-21 株式会社ニューギン Game machine
JP6736152B2 (en) * 2016-04-27 2020-08-05 株式会社オリンピア Amusement machine
JP6592409B2 (en) * 2016-07-08 2019-10-16 株式会社オリンピア Game machine
JP2018051047A (en) * 2016-09-29 2018-04-05 京楽産業.株式会社 Game machine
JP6395003B2 (en) * 2016-11-16 2018-09-26 サミー株式会社 Game machine

Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2006055384A (en) * 2004-08-20 2006-03-02 Samii Kk Slot machine
JP2006204627A (en) * 2005-01-28 2006-08-10 Aruze Corp Game machine
JP2006230776A (en) * 2005-02-25 2006-09-07 Aruze Corp Game machine
JP2011217848A (en) * 2010-04-06 2011-11-04 Sammy Corp Slot machine
JP2012239781A (en) * 2011-05-24 2012-12-10 Olympia:Kk Game machine
JP2015116444A (en) * 2013-12-20 2015-06-25 株式会社オリンピア Game machine

Patent Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2006055384A (en) * 2004-08-20 2006-03-02 Samii Kk Slot machine
JP2006204627A (en) * 2005-01-28 2006-08-10 Aruze Corp Game machine
JP2006230776A (en) * 2005-02-25 2006-09-07 Aruze Corp Game machine
JP2011217848A (en) * 2010-04-06 2011-11-04 Sammy Corp Slot machine
JP2012239781A (en) * 2011-05-24 2012-12-10 Olympia:Kk Game machine
JP2015116444A (en) * 2013-12-20 2015-06-25 株式会社オリンピア Game machine

Cited By (10)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2017018373A (en) * 2015-07-10 2017-01-26 サミー株式会社 Slot machine
JP2021137628A (en) * 2018-07-30 2021-09-16 株式会社エンターライズ Game machine
JP2020028450A (en) * 2018-08-22 2020-02-27 株式会社三共 Slot machine
JP2020028451A (en) * 2018-08-22 2020-02-27 株式会社三共 Slot machine
JP2020028449A (en) * 2018-08-22 2020-02-27 株式会社三共 Slot machine
JP2020028452A (en) * 2018-08-22 2020-02-27 株式会社三共 Slot machine
JP7075312B2 (en) 2018-08-22 2022-05-25 株式会社三共 Slot machine
JP7142514B2 (en) 2018-08-22 2022-09-27 株式会社三共 slot machine
JP7142515B2 (en) 2018-08-22 2022-09-27 株式会社三共 slot machine
JP7142516B2 (en) 2018-08-22 2022-09-27 株式会社三共 slot machine

Also Published As

Publication number Publication date
JP5879590B1 (en) 2016-03-08

Similar Documents

Publication Publication Date Title
JP5879590B1 (en) Game machine
JP6557079B2 (en) Game machine
JP5879589B1 (en) Game machine
JP5953526B1 (en) Game machine
JP2016150120A (en) Game machine
JP5879588B1 (en) Game machine
JP6654419B2 (en) Gaming machine
JP6678924B2 (en) Amusement machine
JP2017018295A (en) Game machine
JP5948571B2 (en) Game machine
JP5953460B2 (en) Game machine
JP6651157B2 (en) Gaming machine
JP6675695B2 (en) Gaming machine
JP2017018298A (en) Game machine
JP2017018299A (en) Game machine
JP2017074327A (en) Game machine
JP2017099646A (en) Game machine
JP2016209218A (en) Game machine
JP6530684B2 (en) Gaming machine
JP6637706B2 (en) Gaming machine
JP6288860B2 (en) Game machine
JP6635537B2 (en) Gaming machine
JP6647651B1 (en) Gaming machine
JP6839876B2 (en) Game machine
JP6868915B2 (en) Game machine

Legal Events

Date Code Title Description
TRDD Decision of grant or rejection written
A01 Written decision to grant a patent or to grant a registration (utility model)

Free format text: JAPANESE INTERMEDIATE CODE: A01

Effective date: 20151216

A521 Request for written amendment filed

Free format text: JAPANESE INTERMEDIATE CODE: A523

Effective date: 20151218

A61 First payment of annual fees (during grant procedure)

Free format text: JAPANESE INTERMEDIATE CODE: A61

Effective date: 20151221

R150 Certificate of patent or registration of utility model

Ref document number: 5879590

Country of ref document: JP

Free format text: JAPANESE INTERMEDIATE CODE: R150

R250 Receipt of annual fees

Free format text: JAPANESE INTERMEDIATE CODE: R250

R250 Receipt of annual fees

Free format text: JAPANESE INTERMEDIATE CODE: R250

R250 Receipt of annual fees

Free format text: JAPANESE INTERMEDIATE CODE: R250

R250 Receipt of annual fees

Free format text: JAPANESE INTERMEDIATE CODE: R250

LAPS Cancellation because of no payment of annual fees