JP2017055855A - Game machine - Google Patents

Game machine Download PDF

Info

Publication number
JP2017055855A
JP2017055855A JP2015181278A JP2015181278A JP2017055855A JP 2017055855 A JP2017055855 A JP 2017055855A JP 2015181278 A JP2015181278 A JP 2015181278A JP 2015181278 A JP2015181278 A JP 2015181278A JP 2017055855 A JP2017055855 A JP 2017055855A
Authority
JP
Japan
Prior art keywords
combination
winning
stop
high payout
symbol
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
JP2015181278A
Other languages
Japanese (ja)
Other versions
JP6637706B2 (en
Inventor
亨 川田
Toru Kawada
亨 川田
洋一 小野
Yoichi Ono
洋一 小野
拓士 井川
Takushi Igawa
拓士 井川
真寛 伊藤
Masahiro Ito
真寛 伊藤
繁樹 山田
Shigeki Yamada
繁樹 山田
孝洋 石原
Takahiro Ishihara
孝洋 石原
博幸 角谷
Hiroyuki Kadoya
博幸 角谷
孝幸 菊地
Takayuki Kikuchi
孝幸 菊地
孝太 平岡
Kouta Hiraoka
孝太 平岡
友和 大澤
Tomokazu Osawa
友和 大澤
裕介 相場
Yusuke Aiba
裕介 相場
拓也 佐々木
Takuya Sasaki
拓也 佐々木
俊 山本
Takashi Yamamoto
俊 山本
慎也 小野
Shinya Ono
慎也 小野
悠一 白石
Yuichi Shiraishi
悠一 白石
允仁 岩田
Nobuhito Iwata
允仁 岩田
雄大 山口
Takehiro Yamaguchi
雄大 山口
翼 中内
Tsubasa Nakauchi
翼 中内
貴裕 朝飛
Takahiro Asatobi
貴裕 朝飛
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 JP2015181278A priority Critical patent/JP6637706B2/en
Publication of JP2017055855A publication Critical patent/JP2017055855A/en
Application granted granted Critical
Publication of JP6637706B2 publication Critical patent/JP6637706B2/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Landscapes

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

Abstract

PROBLEM TO BE SOLVED: To properly provide a plurality of selective winning-combinations without making a winning-combination configuration and a stop control complicated.SOLUTION: The game machine includes: a high return selective winning-combination left middle 1 where one high return winning-combination NML 1 that can be won in a specific correct pressing order and a low return winning-combination can be overlappingly won; and a high return selective winning-combination left middle 3 where another high return winning-combination NML 4 that can be won in a same correct pressing order and the low return winning-combination can be overlappingly won. The one high return winning-combination and the other high return winning-combination are partially different in combinations of symbols, but symbols to be displayed at a first stop operation in the specific correct pressing order are configured to be the same and all or a part of the low return winning-combinations to be overlappingly won with corresponding high return winning-combinations are configured in a same combination of symbols.SELECTED DRAWING: Figure 4

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。   The present invention relates to a spinning machine, other slot machines, arcade game machines, and other gaming machines.

特許文献1に、中段の有効ラインにベル図柄が三つ揃う9枚配当の一つの高配当役と、有効ラインにベル図柄が三つ揃わない1枚配当の全17種類の低配当役から当せんエリアの相互一致を避けて選ぶ3つ又は4つの低配当役とを重複当せんさせ、「中左右」の正解押し順に従う停止操作がされたとき高配当役を入賞させる213ベルを8種類、「中右左」の正解押し順に従う停止操作がされたとき高配当役を入賞させる231ベルを14種類、「右左中」の正解押し順に従う停止操作がされたとき高配当役を入賞させる312ベルを8種類、「右中左」の正解押し順に従う停止操作がされたとき高配当役を入賞させる321ベルを14種類、全部で44種類の択役当せんエリアを定義し、正解押し順を遊技者に報知させるアシストタイム(ATともいう)の作動時、液晶表示装置に正解押し順ナビを出し、高配当役を容易に入賞させることができる遊技機が記載されている。   Patent Document 1 does not win from one of the nine high payouts with 9 bells on the active line in the middle row and all 17 types of low payouts with 1 single payout with no three bells on the active line. Eight types of 213 bells that win three or four low payouts that avoid the mutual matching of areas and win high payouts when a stop operation is performed according to the correct push order of “middle left and right” 14 types of 231 bells for winning a high payout combination when a stop operation is performed in accordance with the correct push order of “middle right left”, and 312 bells for winning a high payout combination when a stop operation is performed in accordance with the correct push order of “right left middle” When the stop operation is performed according to the correct push order of 8 types, “right middle left”, 14 types of 321 bells for winning a high payout combination are defined, 44 types of alternative winning combination areas are defined in total, and the correct push order is determined by the player. Assist time ( During the operation of the T also called), it issued a correct push order Navi to the liquid crystal display device, a game machine that a high dividend role can be easily winning are described.

特開2015−29741号公報JP 2015-29741 A

上記文献1のものは、正解の押し順に従う停止操作がされたとき必ず中段ラインにベル図柄を三つ揃える統一的な表示を可能とするが、反面、中段ラインにベルが揃わない限り高配当が得られず、遊技結果と表示出目の対応関係がワンパターン的になり、遊技が単調化して興趣を低下させる恐れがある。   In the case of the above-mentioned document 1, when a stop operation is performed according to the order of pushing correct answers, it is possible to make a uniform display in which three bell symbols are aligned on the middle line. May not be obtained, and the correspondence between the game result and the display outcome will be one-pattern, and the game may become monotonous and reduce interest.

また、高配当役が一つで、これに複数の低配当役を互いの当せんエリアが同一にならないように重複当せんさせる必要があるため、低配当役の種類が多数になり、上記文献1にはない「左中右」「左右中」の正解押し順に対応させる択役当せんエリアをさらに増やすとなると一層多数に及び、役構成が複雑になる。しかも、主制御装置のRWM上でゲーム毎に作成する停止候補検索データ等に基づく優先順位付により停止図柄を決定するロジック演算のみで停止制御を完結できるケースが減り、同点の優先順位の図柄から唯一の停止図柄を決定するために停止テーブルを参照するケースが増え、停止制御も複雑になる。   In addition, since there is one high payout, and multiple low payouts need to be duplicated so that each other's winning areas are not the same, there are many types of low payouts. There is no more “left middle right” and “right and left middle” in the correct answer pressing order, and as the number of selected winning combination areas further increases, the number of role combinations becomes more complicated. In addition, the number of cases in which stop control can be completed with only logic operations that determine stop symbols by prioritization based on stop candidate search data created for each game on the RWM of the main controller is reduced. The number of cases of referring to the stop table in order to determine the only stop symbol increases, and stop control becomes complicated.

現に、上記文献1のものは、どのような場合にも必ず停止テーブルを参照して停止図柄を決定する完全テーブル方式を採っており、主制御装置のROMに常駐させるデータ量が増え、主制御装置すなわち主基板の制御領域(4.5KB等)とデータ領域(3.0KB等)を合わせた規定容量内での役定義及び停止制御に占める割合が大きく、その分、回胴演出やメインAT化処理に振り向ける容量が少なくなり、演出的な興趣が損なわれる恐れがある。   Actually, the document 1 described above adopts a complete table system in which a stop symbol is always determined by referring to a stop table in any case, and the amount of data resident in the ROM of the main controller increases, and the main control is performed. A large proportion of the role definition and stop control within the specified capacity that combines the control area (4.5KB, etc.) of the equipment, that is, the main board, and the data area (3.0KB, etc.). There is a risk that the capacity to be directed to the conversion process is reduced, and the stunning entertainment is impaired.

本発明の課題は、遊技結果と表示出目のワンパターン的対応関係による遊技の単調化を防止できると共に役構成及び停止制御を複雑にすることなく、複数の択役を適切に設けることができる遊技機を提供する点にある。   An object of the present invention is to prevent a monotonous game due to a one-pattern correspondence between a game result and a display outcome, and appropriately provide a plurality of alternatives without complicating the role configuration and stop control. The point is to provide a gaming machine.

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、予め定義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前記内部抽せん手段により当せんと決定した当せんエリアに含まれる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。
「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。
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, the random number value for the internal lottery is extracted, and whether or not the role included in the winning area is determined based on whether or not the extracted random number value belongs to the predetermined winning area. Internal lottery means (K),
Each variable display of the variable display element is stopped based on a corresponding stop operation, and a combination of symbols corresponding to a combination included in a winning area determined to be won by the internal lottery means on a predetermined effective line is allowed. A game machine including variable display control means (reel control means V) to be operated is assumed.
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.

以上の遊技機において、前記当せんエリアには、
特定の正解押し順に従う停止操作がされたとき投入遊技媒体数を超える遊技媒体を獲得できる一の高配当役(例えば、NML1)と、前記特定の正解押し順に従わない停止操作がされたとき投入遊技媒体数を超える遊技媒体を獲得できない複数の低配当役(例えば、NML8,11,12,15,16,19)とを重複当せんさせる一の択役当せんエリア(例えば、高配当択役左中1)と、
前記特定の正解押し順に従う停止操作がされたとき投入遊技媒体数を超える遊技媒体を獲得でき且つ前記一の高配当役とは異なる他の高配当役(例えば、NML4)と、前記特定の正解押し順に従わない停止操作がされたとき投入遊技媒体数を超える遊技媒体を獲得できない複数の低配当役(例えば、NML8,11,12,15,16,19)とを重複当せんさせる他の択役当せんエリア(例えば、高配当択役左中3)とを含む。
In the above gaming machines, the winning area
One high payout combination (for example, NML1) that can acquire game media exceeding the number of input game media when a stop operation is performed according to a specific correct pressing order, and input when a stop operation that does not follow the specific correct press order is performed One optional combination area (for example, middle left of a high payout combination) that overlaps a plurality of low payout combinations (for example, NML 8, 11, 12, 15, 16, 19) that cannot acquire game media exceeding the number of game media 1) and
When a stop operation is performed in accordance with the specific correct push order, game media exceeding the number of input game media can be obtained, and another high payout combination (for example, NML4) different from the one high payout combination, and the specific correct answer Other alternatives for overlapping multiple low payout combinations (for example, NML 8, 11, 12, 15, 16, 19) that cannot acquire more game media than the number of input game media when a stop operation that does not follow the push order is performed Including a winning area (for example, the middle left in the high payout option).

さらに、前記一の高配当役(NML1)と前記他の高配当役(NML4)とは、図柄の組合せが一部異なるが、前記特定の正解押し順の第1番目の停止操作(左第1停止)がされたときに有効ラインに表示させる図柄(リプレイ)を同一にしていると共に、
前記一の高配当役と重複当選させる低配当役と前記他の高配当役と重複当せんさせる低配当役との全部又は一部を、同一の図柄の組合せ(例えば、NML8,11,12,15,16,19を各構成する図柄の組合せ)で構成している。
Further, the one high payout combination (NML1) and the other high payout combination (NML4) are partially different in the combination of symbols, but the first stop operation (first left in the specific correct answer order) The same pattern (replay) is displayed on the active line when the
A combination of the same symbols (for example, NML8, 11, 12, 15) may be applied to all or a part of the low payout combination that overlaps with the one high payout combination and the low payout combination that overlaps with the other high payout combination. , 16, and 19).

これにより、第1番目の停止操作がされた時点では同じ図柄を表示させるが、一の高配当役の他、これとは図柄の組合せが異なる他の高配当役を表示できたときも高配当が得られ、表示出目と遊技結果の対応関係のワンパターン化を打破できて、遊技の単調化を防止できる。しかも、一の択役当せんエリアと他の択役当せんエリアとで重複当せんさせる低配当役の全部又は一部を同一の図柄の組合せで構成したから、全体の低配当役の種類を少なくでき、役構成を簡単にできると共に、一の択役当せんエリア又は他の択役当せんエリアの当せん時に特定の正解押し順に正解できなかったとき、低配当役の表示を許容させる停止制御の全部又は一部について共通した処理が可能となり、停止制御に要するプログラム容量を節約できる。   As a result, when the first stop operation is performed, the same symbol is displayed. However, in addition to one high payout combination, another high payout combination with a different combination of symbols can be displayed. Can be obtained, and it is possible to overcome the one-pattern correspondence between the display outcome and the game result, and to prevent the game from becoming monotonous. Moreover, because all or part of the low payouts that overlap in one elective winning area and another elective winning area are composed of the same combination of symbols, the total number of low payouts can be reduced. All or part of stop control that allows the display of a low payout combination when the winning composition is simplified and the correct answer cannot be answered in the correct answer pressing order when winning in one elective winning area or another electing winning area Therefore, it is possible to save the program capacity required for stop control.

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. 制御装置のブロック図。The block diagram of a control apparatus. 高配当択役「左中1」当せん時に初期作成する停止候補検索データ。Stop candidate search data that is initially created when the high payout elector “middle left 1” is won. 正解押し順時の停止例説明図。Stop example explanatory drawing at the time of a correct answer pushing order. 高配当択役「中左1」当せん時に初期作成する停止候補検索データ。Stop candidate search data that is initially created when the high dividend option “middle left 1” is won. 高配当択役「右左1」当せん時に初期作成する停止候補検索データ。Stop candidate search data that is initially created when the high dividend option “right / left 1” is won. 高配当択役「左中3」当せん時に初期作成する停止候補検索データ。Stop candidate search data that is initially created when the high payout elector “middle left 3” is won. 高配当択役「中左3」当せん時に初期作成する停止候補検索データ。Stop candidate search data that is initially created when the high payout elector “middle left 3” is won.

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、メインリール100の動作と協働して変動表示等させる左中右の演出図柄7L,7C,7Rや背景動画、アシストタイムAT作動中の所定ナビ情報等をフルカラーで映し出す演出表示装置7を構成する大画面の液晶表示装置70、上装飾ランプ81,左装飾ランプ82,右装飾ランプ83,リールパネル8の角に臨む4つのアクセント装飾ランプ84,液晶表示装置70の上・左・右に臨む門形装飾ランプ85を備える。下フロントキャビネット8Fには、操作部8S、腰部パネル8P、左下装飾ランプ86、右下装飾ランプ87を備える。81〜87の総称として、装飾ランプ88という。91〜94はBGMや各種効果音等を出音するスピーカ、8Mはメダル払出口、8Gはメダル受皿、8Tは灰皿である。なお、左右は、遊技機に対面した遊技者目線における左右を意味する。   The gaming machine housing 8B includes a box-shaped rear cabinet 8R and door-shaped upper and lower front cabinets 8E and 8F. In the upper front cabinet 8E, the reel panel 8 that houses the main reel 100 (main drum), the left middle right design symbols 7L, 7C, and 7R that are displayed in a variable manner in cooperation with the operation of the main reel 100. A large-screen liquid crystal display device 70, an upper decoration lamp 81, a left decoration lamp 82, a right decoration lamp 83, and a reel panel constituting the effect display device 7 that projects the predetermined navigation information during operation of the assist time AT and the like in full color. Four accent decoration lamps 84 facing the corners of the eight corners, and a portal decoration lamp 85 facing the top, left, and right of the liquid crystal display device 70 are provided. The lower front cabinet 8F includes an operation unit 8S, a waist panel 8P, a lower left decorative lamp 86, and a lower right decorative lamp 87. A generic name of 81 to 87 is called a decorative lamp 88. Reference numerals 91 to 94 denote speakers for outputting BGM and various sound effects, 8M denotes a medal payout opening, 8G denotes a medal tray, and 8T denotes an ashtray. Note that left and right mean left and right in the player's line of sight facing the gaming machine.

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規定数として3枚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 three medals as a prescribed number necessary for the game, the settlement button 4 for dropping the remaining number of medals on the credit to the medal tray 8G, and variable display (rotation) of each reel 1L, 1C, 1R of the main reel 100 ) Start lever 5 serving as a start switch, and corresponding to each reel 1L, 1C, 1R, left stop button 6L serving as a stop switch for individually stopping the variable display of the corresponding reel, middle stop button 6C, Right stop button 6R, medal return button to be pressed when a medal is jammed downstream of the medal slot 2 0, and a door key hole 8K.

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、さらに1枚入れると3枚ランプEL3が点灯し、3枚掛けの規定数になる。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。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, if one medal is inserted from the medal slot 2 with the hanging medal being 0, the one lamp EL1 is lit, and if one is inserted, the two lamp EL2 is lit, and one more is inserted. And the three lamp EL3 are lit, and the prescribed number of three sheets is obtained. When the specified number of multiplied medals is reached, the start lamp ELs is turned on, and the start operation by the start lever 5 becomes possible. If a medal is 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,10R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、黒や白や黄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 band 10L, 10C, 10R are connected to form a ring, and the symbols are scrolled endlessly. Among the symbols, the bar has been used as one of the symbolic symbols that have a general advantage in favor of players regardless of the model in the gaming machine industry, and has a relatively large width such as black, white, yellow, etc. It has relatively easy-to-see characteristics based on 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「ブドウ」−右図柄「バー」の表示で始まる役物作動中の遊技状態時に、単位投入遊技媒体数(1枚)あたりの獲得遊技媒体数の期待値が1未満、つまり総獲得遊技媒体数が総投入遊技媒体数を下回る見込みとなり、総獲得遊技媒体数が上限例えば240枚を超過するとその作動を終了させる第1特別役RBB1を定義している。第1特別役RBB1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。なお、第1特別役RBB1は第一種特別役物で構成することも可能である。   FIG. 3 shows a combination of symbols on the effective line corresponding to the condition device related to the operation determined by the internal lottery, that is, the winning combination (winning flag). In the special role that activates the character for facilitating winning a prize, the unit input game medium in the game state in which the character symbol starts with the display of the left symbol "bar"-middle symbol "grape"-right symbol "bar" Expected value of the number of acquired game media per number (one) is less than 1, that is, the total number of acquired game media is expected to be lower than the total number of input game media, and the operation is activated when the total number of acquired game media exceeds the upper limit, for example, 240 Is defined as a first special role RBB1 for ending. 1st special combination RBB1 is comprised with the accessory continuous action | operation apparatus which concerns on a 1st type special combination. Note that the first special combination RBB1 can also be configured as a first type special combination.

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REP1〜5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NML1〜20を定義している。小役のうち、NML1〜5は、投入数を上回る8枚のメダルを獲得できる高配当役である。高配当役は、図柄の組合せがそれぞれ異なる5種類から成り、後述するように正解となる第1番目の停止操作が相互に異なるように設定する第1高配当役NML1、第2高配当役NML2及び第3高配当役NML3と、正解となる第1番目の停止操作が第1高配当役NML1又は第3高配当役NML3と同じになるように設定し、且つ設定した正解となる第1番目の停止操作がされたとき第1高配当役NML1又は第3高配当役NML3と同一図柄を表示させる第4高配当役NML4と、正解となる第1番目の停止操作が第2高配当役NML2と同じになるように設定し、且つ設定した正解となる第1番目の停止操作がされたとき第2高配当役NML2と同一図柄を表示させる第5高配当役NML5とから成る。NML6,7は、3枚のメダルを獲得できる中配当役である。NML8〜20は、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。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の図柄はベル又はブドウという意味である。備考欄に、各役に対応した表示窓80中の表示出目例を示す。   REP1 to 5 are defined as replaying players who can perform the next game with the same multiplier as the original multiplication without introducing new game media, and NML1 to 20 are defined as winning combinations that can acquire game medals, that is, small roles. Yes. Among the small combinations, NML 1 to 5 are high payout combinations that can earn eight medals exceeding the number of inserted combinations. The high payout combinations are composed of five different combinations of symbols, and the first high payout combination NML1 and the second high payout combination NML2 are set so that the first stop operation which is the correct answer is different as described later. And the third high payout combination NML3, and the first stop operation to be the correct answer is set to be the same as the first high payout combination NML1 or the third high payout combination NML3, and the first correct answer is set The fourth high payout combination NML4 that displays the same symbol as the first high payout combination NML1 or the third high payout combination NML3 when the stop operation is performed, and the first stop operation that is the correct answer is the second high payout combination NML2 And the fifth high payout combination NML5 that displays the same symbol as the second high payout combination NML2 when the first stop operation that is the set correct answer is performed. NML 6 and 7 are medium payout players who can win 3 medals. NML 8 to 20 are low payout combinations that can earn one medal less than the number inserted. There are some that list a plurality of symbols in one column. For example, regarding REP1, the symbol on the left reel 1L means bell or grape. In the remarks column, examples of display items in the display window 80 corresponding to each combination are shown.

低配当役のうち、NML8〜11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、NML12〜15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、NML16〜19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、NML8と11を重複当せんさせるNML8+11の場合、NML9と10を重複当せんさせるNML9+10の場合、第2グループ中、NML12と15を重複当せんさせるNML12+15の場合、NML13と14を重複当せんさせるNML13+14の場合、第3グループ中、NML16と19を重複当せんさせるNML16+19の場合、NML17と18を重複当せんさせるNML17+18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 NML8 to 11 is multiplied by the respective drawing rate of the specific symbol of the first symbol or the second region of the left symbol replay and the middle and right symbols, the second group of NML12 to 15, Multiplying each drawing rate of the specific drawing symbol of the first or second area of the middle symbol plum and the left and right symbols, the third group of NML16-19, 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 NML8 + 11 where NML8 and 11 overlap in the first group, in the case of NML9 + 10 which overlaps NML9 and 10 in the first group, in the case of NML12 + 15 which overlaps NML12 and 15 in the second group, NML13 and 14 are overlapped In the case of NML13 + 14, in the third group, in the case of NML16 + 19 in which NML16 and 19 are overlapped, in the case of NML17 + 18 in which NML17 and 18 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RWM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). When the start lever 5 is operated, the internal lottery is preliminarily divided into a numerical value range M = 65536 from 0 to 65535 that can be extracted from, for example, a 2-byte counter that is updated at high speed on the RWM of the main controller MC. 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、BAR煽り役、高配当択役であって8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」に設定した高配当択役左中1〜4、同正解押し順を第1番目「左」第2番目「右」に設定した高配当択役左右1〜4、同正解押し順を第1番目「中」第2番目「左」に設定した高配当択役中左1〜4、同正解押し順を第1番目「中」第2番目「右」に設定した高配当択役中右1〜4、同正解押し順を第1番目「右」第2番目「左」に設定した高配当択役右左1〜4、同正解押し順を第1番目「右」第2番目「中」に設定した高配当択役右中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」に設定した3枚択役左1〜4、同正解押し順を第1番目「中」又は「右」の左以外に設定した3枚択役左以外1〜4、再遊技役に対応するリプレイ1〜4、弱プラムリプ、強プラムリプ、ベルリプ、弱チェリプ、強チェリプ、確定チェリプ、BAR狙えリプ、特別役に対応するRBB1を含み、各欄列挙の条件装置(役)を単独当せん又は重複当せんさせ、遊技状態(遊技の種類)に応じて抽せん対象役及びその当せん値数を定めている。   The winning area is a small role ALL, a single role ALL, a BAR handing role, a high payout option corresponding to a winning role (small role) that does not win any role, and a high payout of 8 cards. Set the correct push order to 1st “Left” and 2nd “Middle”, and set the high payout choices 1 to 4 in the left, and set the correct push order to 1st “Left” and 2nd “Right” High payout choices left and right 1-4, same right push order set to 1st “middle” 2nd “left” High payout choices left 1 to 4 and same right answer push order 1st “middle” "Right 1 to 4 in the high dividend option set in the second" Right ", High dividend option in the right to left 1 to 4 set in the same" Right "second" Left "order The correct push order is set to the first “right” and the second “middle”. Set to “Left” 3 choices left to 1-4, the same correct push order is set to other than the left of the first “middle” or “right” 1 to 4 other than left, replays 1 to 4 corresponding to replaying roles , Weak plumlip, strong plumlip, bell lip, weak chelip, strong chelip, final chelip, BAR target lip, RBB1 corresponding to special role, and the condition device (role) in each column enumeration is single or duplicate, Depending on the (type of game), the number of winning roles and the number of winning points are determined.

小役ALL、1枚役ALLは、第1特別役RBB1に係る役物作動中の遊技状態時のみに抽せんする入賞役であって、小役ALLは全ての高配当役NML1〜5を含む全入賞役NML1〜20を重複当せんさせ、1枚役ALLは全ての低配当役NML8〜20を重複当せんさせる。後述するように、全ての高配当役NML1〜5を含む小役ALLの当せん確率は、役物作動中以外の遊技状態時における各高配当役の当せん確率以上で且つ何れかの高配当役が当せんする確率よりも低くしている。また、第1特別役RBB1に係る役物作動中の遊技状態時、遊技媒体を獲得できる入賞役についての各当せん確率は役物作動中以外の遊技状態時を下回らず且つ入賞役についてのトータル当せん確率は役物作動中以外の遊技状態時よりも高くするが、総投入遊技媒体数よりも総獲得遊技媒体数が下回る仕様にしている。   The small role ALL, the one-piece role ALL is a winning combination that is drawn only in the gaming state during the operation of the first special role RBB1, and the small role ALL includes all the high payout roles NML1 to NML5. The winning combination NML1 to 20 is duplicated, and the one-piece combination ALL is duplicated for all the low payouts NML8 to 20. As will be described later, the winning probability of the small role ALL including all of the high paying roles NML1 to NML5 is equal to or higher than the winning probability of each high paying role in the gaming state other than when the character is operating, and any high paying role is It is lower than the probability of winning. In addition, in the gaming state of the first special role RBB1, the winning probability for the winning combination that can acquire the game medium is not lower than the gaming state other than the working state of the winning combination, and the total winning for the winning combination is not made. The probability is set higher than that in the gaming state other than that in which an accessory is in operation, but the total number of acquired game media is lower than the total number of game media input.

再遊技役についての当せんエリアには、所定の特殊な図柄の組合せであるバー揃いを表示窓80中の中段に表示させることができる特殊再遊技役REP3に係る図柄の組合せ(中段バー揃いさせることとなる有効ライン上の図柄の組合せは、「図柄番号6番のプラム」−「ブドウ」−「バー」)を含み、新たな遊技媒体の投入無しで次遊技が行える再遊技の作動とともに予め定めた特典として、アシストタイムATの非作動中にはATを確定させ、AT作動中にはATの作動継続ゲーム数等を所定数上乗せする特殊再遊技役当せんエリアとなる「BAR狙えリプ」REP1+3+4を定義している。なお、特典は、いわゆる擬似ボーナスの付与や、ATの当せん確率を高める高確ステージへの移行等でもよい。この「BAR狙えリプ」の当せんエリアに当せんした時は、実際にバー揃いを達成できなくとも、再遊技の作動とともに特典を付与することとしている。   In the winning area for the re-gamer, a combination of symbols related to the special re-gamer REP3 (middle-level bar alignment can be displayed in the middle row in the display window 80, which is a predetermined special symbol combination) The combination of symbols on the active line is “Plum No. 6”-“Grape”-“Bar”) and is determined in advance with the re-game operation that allows the next game to be executed without the introduction of a new game medium. As a special benefit, the “BAR Aiming Lip” REP1 + 3 + 4, which is a special re-playing role-picking area where the AT is fixed when the assist time AT is inactive and the number of continued games of the AT is increased by a predetermined number during the AT operation. Defined. The privilege may be a so-called pseudo bonus or a transition to a high-accuracy stage that increases the AT winning probability. When the winning area of “BAR Aiming Lip” is won, even if the bar alignment cannot actually be achieved, a privilege is given along with the re-game operation.

また、入賞役についての当せんエリアには、表示窓80中に中段バー揃いと一部が異なる特定の図柄の組合せすなわち中右の中段にバー揃い、左下にバーを表示させることとなる煽り図柄の組合せ(有効ライン上「リプレイ」−「ブドウ」−「バー」)を表示させることができた場合に入賞となり、煽り図柄の組合せを表示させることができなかった場合に入賞の取りこぼしとなる煽り入賞役当せんエリア「BAR煽り役」NML20を定義している。この「BAR煽り役」の当せんエリアに当せんした時は、この当せんエリアに含まれる単独のNML20が入賞するか取りこぼすかどちらかであり、勿論、「BAR狙えリプ」の当せんした時の特典は付与しない。   Also, in the winning area for winning combinations, a combination of specific symbols that are partly different from the middle bar alignment in the display window 80, that is, a bar alignment in which the bar is aligned at the middle right and the bar is displayed at the lower left. The winning combination will be awarded if the combination ("Replay"-"Grape"-"Bar" on the active line) can be displayed, and the winning combination will be missed if the combination of slashed symbols cannot be displayed. The role area “BAR-rolling role” NML20 is defined. When you win the winning area of this “BAR-rolling role”, either the single NML20 included in this winning area either wins or misses, and of course, the benefits of winning the “BAR Aiming Lip” Do not grant.

小役ALLは、NML1〜5の何れかの8枚役を入賞させ、1枚役ALLは、NML8〜20の何れかの1枚役を入賞させる。BAR煽り役は、1枚役NML20を図柄引込率16×4×4/(16×16×16)=256/4096で入賞させる。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枚役)を入賞させ、押し順不正解時に図柄引込率1/2で重複当せん役に含む低配当役(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1/4で重複当せん役に含む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。なお、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を入賞させ、押し順不正解時に取りこぼしなしで重複当せん役に含む低配当役を入賞させ、各3枚択役は、押し順正解時に3枚役を入賞させ、押し順不正解時に取りこぼしなしで1枚役を入賞させる仕様にしてもよい。   The small combination ALL wins any of the eight NML 1 to 5 winning combinations, and the single winning combination ALL wins any one of the NML 8 to 20 winning combinations. The BAR-rolling combination wins the one-piece combination NML20 at a symbol drawing rate of 16 × 4 × 4 / (16 × 16 × 16) = 256/4096. Each high-payout elector wins a high-payout role (eight-member combination) included in the double winning combination in the correct push order, and a low-dividend portion (1 To win a prize. Each of the three winning combinations wins three winning combinations when the pressing order is correct, and wins one winning combination included in the overlapping winning combination with a symbol drawing rate of 1/4 when the pressing order is incorrect. There may be cases where a winning combination (small combination) related to a combination of symbols whose symbol pull-in rate is not 1 is missed. In addition, each high dividend option will receive a high dividend role included in the double winning combination in the correct answer order, and will receive a low payout role included in the duplicate winning role in the incorrect answer order. May be configured such that three winning combinations are awarded when the correct answer is pushed, and one winning combination is awarded without being overlooked when the answer is incorrect.

高配当択役の当せんエリアは、5種類の高配当役NML1〜5の何れか一つと、複数の低配当役NML8〜19とを重複当せんさせる6通りの正解押し順に対してそれぞれ4区分ずつ、合計24個の区分エリアを有し、かつ、高配当役毎の当せん確率は同じにならないが正解押し順の選択率は同じになるように各高配当役NML1〜5の当せん値数を区分エリアに配分した仕様を有する。第2高配当役と第5高配当役の各々の合計の当せん値数は1638×4=6552で相対的に小さく、これら第2高配当役と第5高配当役の各当せん確率は相対的に低値(6552/65536)に、第1高配当役と第3高配当役と第4高配当役の各々の合計の当せん値数は2184×4又は1092×8で計算される8736と相対的に大きく、これら第1高配当役と第3高配当役と第4高配当役の各当せん確率は相対的に高値(8736/65536)にしている。このように、各高配当役毎の当せん確率は同じにならないが、高配当択役の左中、左右、中左、中右、右左、右中の6通りの正解押し順にそれぞれ配分する当せん値数は2184×2+1092×2又は1638×4で計算される6552で同一にしており、6通りの正解押し順に対する選択率は同じになるようにしている。   The winning area of the high payout electing role is divided into four categories for each of the six correct pushing orders for overlapping one of the five types of high paying roles NML1 to 5 and a plurality of low payout roles NML8 to 19, respectively. There are a total of 24 division areas, and the probability of winning for each high paying combination is not the same, but the number of winning points for each of the high paying roles NML1 to 5 is the same so that the selection rate in the correct answer order is the same It has the specification distributed to. The total winning value of each of the second high payout combination and the fifth high payout combination is 1638 × 4 = 6552, which is relatively small, and the winning probability of each of the second high payout combination and the fifth high payout combination is relative. The low value (6552/65536) is a relative value of 8736 calculated by 2184 × 4 or 1092 × 8 for each of the first high payout combination, the third high payout combination and the fourth high payout combination. In particular, the winning probabilities of the first high payout combination, the third high payout combination and the fourth high payout combination are relatively high (8736/65536). In this way, the winning probabilities for each high paying combination are not the same, but the winning values are distributed in the order of the six correct answer presses of left middle, left, right, middle left, middle right, right left, and right middle of the high payout option. The number is the same in 6552 calculated by 2184 × 2 + 1092 × 2 or 1638 × 4, and the selection ratios for the six correct pushing orders are made the same.

高配当択役の当せんエリアには、
第1正解押し順例えば左中右に従う停止操作時に入賞させる第1高配当役NML1と、第1正解押し順に従わない停止操作時に1/2の確率で何れかを入賞させる低配当役NML8,11,12,15,16,19とを重複当せんさせる第1択役当せんエリアとなる「高配当択役左中1」と、
第2正解押し順例えば中左右に従う停止操作時に入賞させる第2高配当役NML2と、第2正解押し順に従わない停止操作時に1/2の確率で何れかを入賞させる低配当役NML8,11,12,15,16,19とを重複当せんさせる第2択役当せんエリアとなる「高配当択役中左1」と、
第3正解押し順例えば右左中に従う停止操作時に入賞させる第3高配当役NML3と、第3正解押し順に従わない停止操作時に1/2の確率で何れかを入賞させる低配当役NML8,11,12,15,16,19とを重複当せんさせる第3択役当せんエリアとなる「高配当択役右左1」とを含む。
In the winning area for high dividends,
The first high payout combination NML1 for winning in the stop operation according to the first correct push order, for example, left middle right, and the low payout combination NML8,11 for winning one of the odds in the stop operation not in accordance with the first correct push order. , 12, 15, 16, 19 "high payout option left middle 1" that is the first option combination area,
A second high payout combination NML2 for winning in the second correct push order, for example, a stop operation according to the middle right and left, and a low payout combination NML8, 11, which wins one with a probability of 1/2 in the stop operation not in accordance with the second correct push order. “Left 1 in high payout option” which is the second option combination area where 12, 15, 16, and 19 are overlapped,
The third high payout combination NML3 that is awarded in the stop operation according to the third right push order, for example, the right and left middle, and the low payout combination NML8, 11, that is awarded with a probability of 1/2 in the stop operation that does not follow the third correct push order. “High payout option combination right / left 1” which is a third option combination area in which 12, 15, 16, 19 are overlapped.

このような第1〜3択役当せんエリアと同様の関係にある当せんエリアは、「高配当択役左中2」と「高配当択役中左2」と「高配当択役右左2」もある。ただし、この場合に重複当せんさせる低配当役はNML9,10,13,14,17,18となる。また、第1正解押し順が左右中、第2正解押し順が中右左、第3正解押し順が右中左の場合、低配当役NML8,11,13,14,17,18を重複当せんさせる「高配当択役左右1」と「高配当択役中右1」と「高配当択役右中1」、或は、低配当役NML9,10,12,15,16,19を重複当せんさせる「高配当択役左右2」と「高配当択役中右2」と「高配当択役右中2」も、上記第1〜3択役当せんエリアと同様の関係にある。   The winning areas that have the same relationship as the first to third choice winning areas are “high payout option left 2”, “high payout option left 2”, and “high payout option right 2” is there. However, in this case, NML 9, 10, 13, 14, 17, 18 are the low payout combinations to be duplicated. In addition, when the first correct push order is right and left, the second correct push order is middle right and left, and the third correct push order is right middle left, the low payout combination NML 8, 11, 13, 14, 17, 18 is overlapped. “High payout option left and right 1”, “High payout option right 1” and “High payout option right 1”, or low payout NML 9, 10, 12, 15, 16, 19 “High payout option combination right / left 2”, “High payout option combination right / right 2” and “High payout option combination right / right 2” are also in the same relationship as the above first to third selection option combination areas.

第1〜3択役当せんエリアで各々重複当せんさせる低配当役は、
第1正解押し順の第1番目と同じ順番で第1番目の停止操作(左第1停止)がされたとき第1高配当役の左図柄と同じリプレイを有効ラインに表示させ、全停止操作後は第1高配当役と異なる図柄の組合せ(バー、チェリー、ハート1、ハート2、取りこぼしとなる図柄を含む図柄の組合せ)を有効ラインに表示させる第1正解押し順対応低配当役(第1グループNML8〜11から選ぶ図柄引込率1/2となるペアNML8+11又はNML9+11)と、
第2正解押し順の第1番目と同じ順番で第1番目の停止操作(中第1停止)がされたとき第2高配当役の中図柄と同じプラムを有効ラインに表示させ、全停止操作後は第2高配当役と異なる図柄の組合せ(バー、チェリー、ハート1、ハート2、取りこぼしとなる図柄を含む図柄の組合せ)を有効ラインに表示させる第2正解押し順対応低配当役(第2グループNML12〜15から選ぶ図柄引込率1/2となるペアNML12+15又はNML13+14)と、
第3正解押し順の第1番目と同じ順番で第1番目の停止操作(右第1停止)がされたとき第3高配当役の右図柄と同じリプレイを有効ラインに表示させ、全停止操作後は第3高配当役と異なる図柄の組合せ(バー、チェリー、ハート1、ハート2、取りこぼしとなる図柄を含む図柄の組合せ)を有効ラインに表示させる第3正解押し順対応低配当役(第3グループNML16〜19から選ぶ図柄引込率1/2となるペアNML16+19又はNML17+18)とを含む。
Low payouts that are duplicated in the 1st to 3rd choice winning areas
When the first stop operation (left first stop) is performed in the same order as the first in the first correct push order, the same replay as the left symbol of the first high payout combination is displayed on the active line, and all stop operations are performed After that, a combination of symbols different from the first high payout combination (a combination of symbols including bar, cherry, heart 1, heart 2, and symbols to be overlooked) is displayed on the active line. A pair NML8 + 11 or NML9 + 11) to be a symbol pull-in rate ½ selected from one group NML8-11,
When the first stop operation (middle first stop) is performed in the same order as the first in the second correct answer push order, the same plum as the middle symbol of the second high payout combination is displayed on the active line, and all stop operations are performed After that, a combination of symbols different from the second high payout combination (a combination of symbols including bar, cherry, heart 1, heart 2, and symbols to be overlooked) is displayed on the active line. A pair NML12 + 15 or NML13 + 14) that has a symbol drawing rate of 1/2 selected from two groups NML12-15,
When the first stop operation (right first stop) is performed in the same order as the first in the third correct push order, the same replay as the right symbol of the third high payout is displayed on the active line, and all stop operations are performed After that, a combination of symbols different from the third high payout combination (a combination of symbols including bar, cherry, heart 1, heart 2, and symbols to be overlooked) is displayed on the effective line. 3 groups NML16 to 19 and a pair NML16 + 19 or NML17 + 18) having a symbol drawing rate of 1/2.

また、高配当択役の当せんエリアには、
特定の正解押し順例えば左中右に従う停止操作時に入賞させる一の高配当役たる第1高配当役NML1と、特定の正解押し順の左中右に従わない停止操作時に1/2の確率で何れかを入賞させる複数の低配当役NML8,11,12,15,16,19とを重複当せんさせる一の択役当せんエリアとなる「高配当択役左中1」と、
特定の正解押し順と同じ左中右に従う停止操作時に入賞させる一の高配当役とは異なる他の高配当役たる第4高配当役NML4と、特定の正解押し順の左中右に従わない停止操作時に1/2の確率で何れかを入賞させる複数の低配当役NML8,11,12,15,16,19とを重複当せんさせる他の択役当せんエリアとなる「高配当択役左中3」とを含む。
In addition, in the winning area for high dividends,
The first high payout combination NML1, which is one high payout combination to be awarded at the time of a stop operation according to a specific correct push order, for example, left / right / right, and the probability of ½ at the stop operation not following the left / right / right in the specific correct push order “High-payment electoral left middle 1”, which is one electoral winning area that overlaps a plurality of low-paid-off roles NML8, 11, 12, 15, 16, and 19 for winning one of them,
The fourth high payout combination NML4, which is different from the one high payout combination to be awarded in the stop operation according to the same left middle right as the specific correct push order, and the left middle right of the specific correct push order are not followed “High payout option left middle, which becomes another option winning area that overlaps multiple NML8, 11, 12, 15, 16, 19 that win one of them with a probability of 1/2 at the time of stop operation” 3 ”.

一の高配当役たる第1高配当役NML1と他の高配当役たる第4高配当役NML4とは、図柄の組合せが一部異なるが、特定の正解押し順である左中右の第1番目の停止操作すなわち左第1停止がされたときに有効ラインに表示させる図柄をどちらもリプレイにしている。また、一の高配当役たる第1高配当役NML1と重複当選させる低配当役と、他の高配当役たる第4高配当役と重複当せんさせる低配当役とは、同一の図柄の組合せすなわちNML8,11,12,15,16,19を各構成する図柄の組合せで構成している。   The first high payout NML1 that is one high payout and the fourth high payout NML4 that is another high payout are partly different in the combination of symbols, but the first right middle left that is a specific correct push order Both symbols that are displayed on the active line when the first stop operation, that is, the first left stop, are replayed. In addition, a low payout that overlaps with the first high payout NML1 that is one high payout and a low payout that overlaps with the fourth high payout that is the other high payout are the same combination of symbols, NML8, 11, 12, 15, 16, and 19 are comprised by the combination of the symbol which comprises each.

このような一の択役当せんエリアと他の択役当せんエリアと同様の関係は、「高配当択役左中2」と「高配当択役左中4」との間にも成立する。ただし、この場合に重複当せんさせる低配当役はNML9,10,13,14,17,18となる。また、特定の正解押し順を左右中とした場合、低配当役NML8,11,13,14,17,18を重複当せんさせる「高配当択役左右1」と「高配当択役左右3」との間、或は、低配当役NML9,10,12,15,16,19を重複当せんさせる「高配当択役左右2」と「高配当択役左右4」との間にも成立する。   The same relationship between one option winning area and another option winning area is also established between “high payout option left middle 2” and “high payout option left middle 4”. However, in this case, NML 9, 10, 13, 14, 17, 18 are the low payout combinations to be duplicated. In addition, when the specific correct answer pressing order is left and right, “high payout option left and right 1” and “high payout option left and right 3” which overlap the low payout roles NML 8, 11, 13, 14, 17, and 18 Or between the “high payout option left and right 2” and the “high payout option left and right 4” for overlapping the low payout NML 9, 10, 12, 15, 16, 19

さらに、一の高配当役を第2高配当役NML2、他の高配当役を中図柄がプラムで共通する第5高配当役NML5、特定の正解押し順を中左右とした場合、低配当役NML8,11,13,14,17,18を重複当せんさせる「高配当択役中左1」と「高配当択役中左3」との間、或は、低配当役NML9,10,12,15,16,19を重複当せんさせる「高配当択役中左2」と「高配当択役中左4」との間にも成立する。同様に、特定の正解押し順を中右左とした場合、低配当役NML8,11,13,14,17,18を重複当せんさせる「高配当択役中右1」と「高配当択役中右3」との間、或は、低配当役NML9,10,12,15,16,19を重複当せんさせる「高配当択役中右2」と「高配当択役中右4」との間にも成立する。   Furthermore, if one high payout combination is the second high payout combination NML2, the other high payout combination is the fifth high payout combination NML5 with a common medium symbol, and if the specific correct push order is middle right and left, then the low payout combination Between “high payout option combination left 1” and “high payout option combination left 3”, or low payout combinations NML 9, 10, 12, and NML8, 11, 13, 14, 17, 18 It is also established between “high payout option left 2” and “high payout option left 4”, which overlaps 15, 16, and 19. Similarly, when the specific correct pressing order is middle right and left, “high payout choice middle right 1” and “high payout choice middle right” that cause NML 8, 11, 13, 14, 17, and 18 to be duplicated. 3 ”or between“ High Dividend Option Right 2 ”and“ High Dividend Option Right 4 ”, which duplicates the low payout NML 9, 10, 12, 15, 16, 19 Also holds.

さらにまた、一の高配当役を第3高配当役NML3、他の高配当役を右図柄がリプレイで共通する第4高配当役NML4、特定の正解押し順を右左中とした場合、低配当役NML8,11,12,15,16,19を重複当せんさせる「高配当択役右左1」と低配当役が部分的に一致することになる低配当役NML8,11,12,15,17,18を重複当せんさせる「高配当択役右左3」との間、或は、低配当役NML9,10,13,14,17,18を重複当せんさせる「高配当択役右左2」と低配当役が部分的に一致することになる低配当役NML9,10,13,14,16,19を重複当せんさせる「高配当択役右左4」との間にも成立する。同様に、特定の正解押し順を右中左とした場合、低配当役NML8,11,13,14,17,18を重複当せんさせる「高配当択役中右1」と低配当役が部分的に一致することになる低配当役NML8,11,13,14,16,19を重複当せんさせる「高配当択役右中3」との間、或は、低配当役NML9,10,12,15,16,19を重複当せんさせる「高配当択役中右2」と低配当役が部分的に一致することになる低配当役NML9,10,12,15,17,18を重複当せんさせる「高配当択役右中4」との間にも成立する。   Furthermore, if one high payout combination is the third high payout combination NML3, the other high payout combination is the fourth high payout combination NML4 whose right design is common in the replay, and the specific correct push order is right and left middle, the low payout The low payout combination NML8, 11, 12, 15, 17, in which the low payout combination partially matches the “high payout selection combination right / left 1” that overlaps the combination NML8, 11, 12, 15, 16, 19 “High Dividend Choice Right / Left 3” that duplicates 18 or “High Dividend Choice Right / Left 2” that duplicates low dividend NML 9, 10, 13, 14, 17, 18 Is also established between “high payout choice combination right / left 4” which overlaps the low payout combination NML 9, 10, 13, 14, 16, 19 that partially match. Similarly, when a specific correct answer pressing order is set to the middle right and left, the low payout combination NML8, 11, 13, 14, 17, and 18 which are duplicated and the low payout combination are partially NML8,11,13,14,16,19 which overlaps with "high payout choice right middle 3" or low payout roles NML9, 10, 12, 15 , 16, 19 “High payout option combination right 2” and the low payout combination NML 9, 10, 12, 15, 17, 18 in which the low payout combination partially matches “High It is also established between the 4 ”dividend selection right middle”.

特別役RBB1の抽せんをする一般中の遊技状態時、リプレイ1〜BAR狙えリプを合算した再遊技役の確率は8980/65536≒1/7.3である。特別役RBB1は、当せん確率例えば800/65536≒1/82で抽せんする。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、特別役RBB1は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。   In the general gaming state in which the special combination RBB1 is drawn, the probability of the replaying combination obtained by adding the replay 1 to the BAR target lip is 8980 / 65536≈1 / 7.3. The special combination RBB1 is drawn with a winning probability, for example, 800 / 65536≈1 / 82. However, this machine is designed to increase the number of medals by operating the assist time AT, and the special role RBB1 has an expected value of the number of game media to be acquired per unit input game media number (one) during the action of the role being less than 1. There is no advertising phrase that clearly indicates the presence of a 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.

特別役RBB1に当せんするも役物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内部中の遊技状態においても、規定数は3枚であり、一般中のRBB1の当せん値数800と不当せんエリア344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10124に、再遊技役の確率を10124/65536≒1/6.5と適度に高めている。特別役RBB1に係る役物の作動中も、規定数を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55413とし、一般中及び内部中の55412よりも1だけ大きくしている(図5備考2参照)。   Even if you win the special role RBB1, even if you cannot display the combination of actor action symbols and the right to win the bonus is carried over, the prescribed number is 3, and the number of RBB1 wins in general 800 and mischief area 344 are shifted to the number of winnings of re-gamer, the total number of winnings of re-gamer is 10124, and the probability of re-gamer is 10124/65536 ≒ 1 / 6.5 ing. The specified number is limited to three during the operation of the special item RBB1. The combination of the small role ALL and the single-piece role ALL is set to 55413, which is 1 larger than the general and internal 55512 (see remark 2 in FIG. 5).

図5に示すように、遊技状態は、「一般中」「RBB1内部中」「RBB1作動中」の3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、「一般中」からRBB1の当せんを得てRBB1内部中に予め移行させておく運用を予定している。RBB1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RBB1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。RBB1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, there are three gaming states: “in general”, “inside RBB 1”, and “in operation of RBB 1”. However, in the final confirmation test immediately before shipment from the factory, or the acceptance confirmation test at the time of store introduction, a manufacturer worker or a store clerk or the like obtains a win for RBB1 from “general medium” and transfers it to the inside of RBB1 in advance. We are planning to keep it in operation. In a game won by RBB1, 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 RBB1 operation symbols. When the process shifts to the inside of the RBB 1, 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.

RBB1内部中は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揃えられず、RBB1内部中からRBB1作動中に移行しない。もっとも、RBB1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作動中に稀に移行できる仕様にしてもよい。なお、本実施形態では、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。   There is no unjustified area inside the RBB1, and even if it is omitted, the combination of the RBB1 operation symbols cannot be displayed, so it is not aligned and does not shift from inside the RBB1 to during the RBB1 operation. Of course, it may be difficult to secure an unjustified area, for example, only 1 in the inside of the RBB1, but it may be changed to a specification that can rarely shift from inside the RBB1 during the RBB1 operation. In the present embodiment, when staying in the RBB1, the specification is such that it does not return to the general state even if the power is turned on / off, reset processing, etc., and once it stays in the internal state, it shifts to the active or general gaming state. There is nothing.

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、RBB1作動中は、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ても、長期間となるRBB1作動中を消化することなく、直ちに、一般中からRBB1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内部中に設定変更をしても内部中を維持できるものとしている。また、RBB1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。   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 the game state is returned to the general gaming state while the RBB 1 is in operation. 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. However, the preparation for shifting from the inside to the inside of the RBB 1 can be immediately performed again without digesting the operation of the RBB 1 for a long period of time. In addition, when the setting is changed in other gaming states except during the operation of RBB1, the specification is such that the original gaming state is maintained, and the inside can be maintained even if the setting is changed inside RBB1. In addition, during the RBB1 operation, a return standby effect is performed in which the screen of the liquid crystal display device 70 is darkened and a message “Waiting for return” is displayed.

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。図5備考1に全結果を示す。   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. Figure 5 Remark 1 shows all results.

ア)一般中
s=100×256/4096×1/3 ;BAR煽り役
+39312×(1/6×8/3+5/12×1/3);高配当択役
+8000×(1/3×1+1/6×1/3) ;3枚択役左
+8000×(2/3×1+1/12×1/3) ;3枚択役左以外
≒31600.7、
r=8980のため、
Eo=31600.7/(65536−8980)≒0.5588(55.88%)
Ei=(31600.7+8980)/65536≒0.6192(61.92%)
A) General medium s = 100 × 256/4096 × 1/3; BAR handing + 39312 × (1/6 × 8/3 + 5/12 × 1/3); High dividend option + 8000 × (1/3 × 1 + 1 / 6 × 1/3); 3 sheets selection role left + 8000 × (2/3 × 1 + 1/12 × 1/3); 3 sheets selection role other than left ≒ 31600.7,
Because r = 8980,
Eo = 31600.7 / (65536-8980) ≈0.5588 (55.88%)
Ei = (31600.7 + 8980) /65536≈0.6192 (61.92%)

イ)RBB1内部中
s≒31600.7、
r=10124のため、
Eo=31600.7/(65536−10124)≒0.5703(57.03%)
Ei=(31600.7+10124)/65536≒0.6367(63.67%)
B) s≈31600.7 inside RBB1
Because r = 10124,
Eo = 31600.7 / (65536-10124) ≈0.5703 (57.03%)
Ei = (31600.7 + 10124) /65536≈0.6367 (63.67%)

ウ)RBB1作動中
s=9736×1×8/3 ;小役ALL
+45677×1×1/3;1枚役ALL
≒41188.3、
r=0のため、
Eo=Ei=41188.3/65536≒0.6285(62.85%)
なお、小役ALLの当せん値数は9736とし、第1,3,4高配当役NML1,3,4の当せん値数8736よりも所定量大きくしている。これは、一般中の遊技状態の再遊技込み期待値Ei=61.92%に対して、RBB1作動中の期待値をEo=Ei=62.85%と所定量高くし、余裕を持たせるためである。
C) RBB1 in operation s = 9736 × 1 × 8/3; small role ALL
+ 45677 × 1 × 1/3; Single piece ALL
≈41188.3,
Because r = 0,
Eo = Ei = 41188.3 / 65536≈0.6285 (62.85%)
The winning value number of the small combination ALL is 9736, which is larger by a predetermined amount than the winning value number 8736 of the first, third, and fourth high payout combinations NML1, 3, and 4. This is because the expected value during the RBB1 operation is increased by a predetermined amount, such as Eo = Ei = 62.85%, compared to the expected replay inclusion value Ei = 61.92% in the general gaming state, so as to have a margin. It is.

以上のように、RBB1作動中の遊技状態の再遊技抜き期待値Eo≒62.85%を、全ての役物非作動中の遊技状態すなわち一般中又はRBB1内部中の再遊技抜き期待値Eo≒55.88%又は57.03%よりも高くし、かつ、RBB1作動中の遊技状態の再遊技込み期待値Ei≒62.85%を、少なくとも一の役物非作動中の遊技状態すなわちRBB1内部中の再遊技込み期待値Ei≒63.67%よりも低い仕様にしている。そして、RBB1作動中の遊技状態の低い再遊技込み期待値Ei≒62.85%に対して高い再遊技込み期待値Ei≒63.67%にとなる少なくとも一の役物非作動中の遊技状態すなわちRBB1内部中の遊技状態時に、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。   As described above, the expected replay value Eo≈62.85% in the game state during the RBB1 operation is equal to the expected replay value Eo≈in the game state in which all the actors are inactive, that is, in general or inside the RBB1. More than 55.88% or 57.03%, and the replay-included expected value Ei≈62.85% of the gaming state during RBB1 operation is set to at least one gaming state during non-actual operation, that is, inside RBB1 The specification is lower than the expected re-game inclusion value Ei≈63.67%. Then, at least one game state in which the player is inactive, where the expected value Ei≈62.85% of the low game state during the RBB1 operation is higher than the expected value Ei≈63.67%. That is, the assist time AT for informing the player of the navigation information intended to display the combination of symbols corresponding to the winning combination determined by the internal lottery in the active line in the gaming state inside the RBB 1 is made operable.

図5(備考2)に示すように、RBB1作動中の遊技状態時、個々の入賞役(NML1〜20)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(BAR煽り役+高配当択役+3枚択役左+3枚択役左以外)よりも高めている。よって、第一種特別役物に係る役物連続作動装置についての要件を完全に満たしている。   As shown in FIG. 5 (Remark 2), in the gaming state when RBB1 is operating, the winning value (winning probability) of each winning combination (NML1-20) is higher than the gaming state when other winnings are not operating. Without decrementing (all increases), the winning value (winning probability) of the total winning combination (small role ALL + 1-piece role ALL) is also the total winning combination (BAR winning combination + high dividend selection) when other functions are inactive It is higher than the combination + left of 3 selections + left of 3 selections). Therefore, the requirement about the accessory continuous operation apparatus concerning a 1st type special accessory is fully satisfy | filled.

アシストタイムATを作動可能とする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=57.03%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。アストタイム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)×39312/65536;高配当択役
+(1−3)×100/65536 ;BAR煽り役
≒3.0枚/ゲームとなり、高純増ATを実現できる。
In the gaming state inside the RBB 1 in which the assist time AT can be operated, the expected value without re-game that is lower than the expected value Ei with re-game is Eo = 57.03%. 11/20 = 55%, which is the predetermined lower limit value defined in the fifth (1) b (ri), exceeds a predetermined amount and does not exceed 1.2 times (120%) the upper limit. The net increase due to the operation of the AST TIME AT can be calculated on the premise of winning with a high paying role and winning without missing, with respect to a winning role in which the number of game media earned differs from the number of inserted game media.
AT net increase = (8-3) × 39312/65536; high payout selection role + (1-3) × 100/65536; BAR roll-up role≈3.0 sheets / game, and high net increase AT can be realized.

遊技機規則 第6条別表第五(1)ロ(ヘ)で規定するシミュレーション試験は、「内部抽せんを行い、条件装置が作動した場合には当該条件装置に係る図柄の組合せが表示され、当該図柄の組合せにより獲得することができる遊技メダル等の最大数が獲得されること」を要件としているため、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=100×1×1/3 ;BAR煽り役
+39312×1×8/3;高配当択役
+8000×1×3/3 ;3枚択役左
+8000×1×3/3 ;3枚択役左以外
≒120865.3となり、r=8980のため、
Eo=120865.3/(65536−8980)≒2.1371(約213.71%)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=2.1371×3×17500≒112197.8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. Since the requirement is that the maximum number of game medals that can be earned by a combination of symbols is acquired, the total winning combination constant s under the condition of no missing in general is:
s = 100 × 1 × 1/3; BAR-rolling role + 39312 × 1 × 8/3; High dividend selection role + 8000 × 1 × 3/3; Three-sheet selection role left + 8000 × 1 × 3/3; Three-sheet selection role Other than left ≒ 120865.3, and because r = 8980,
Eo = 1208865.3 / (65536-8980) ≈2.1371 (about 213.71%). Therefore,
17500 game conversion inserted medals = 3 × 17500 = 52500 17500 game conversion acquired medals = 2.1371 × 3 × 17500≈112197.8

また、シミュレーション試験では一般中に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=0.6285× 3×124≒234枚
となり、RBB1作動中の継続数の長さから372枚−234枚=−138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
=372×17500×800/(65536−8980)≒92085.7枚、
17500ゲーム中のRBB1作動による獲得メダル数
=234×17500×800/(65536−8980)≒57924.9枚となる。
Also, in the simulation test, if you hit RBB1 in general, you can display the combination of RBB1 operation symbols in the winning game, and while RBB1 is operating, it will end with over 240 cards, but you can expect about 124 games in the meantime, ,
Number of inserted medals = 3 x 124 = 372,
The number of acquired medals = 0.6285 × 3 × 124≈234, and a sufficient medal reduction effect of 372-234 = −138 can be achieved from the length of the number of continuations during the RBB1 operation.
Number of inserted medals due to RBB1 operation during 17500 games = 372 × 17500 × 800 / (65536-8980) ≈92085.7,
The number of medals earned by RBB1 operation during 17500 games is 234 × 17500 × 800 / (65536-8980) ≈57924.9.

したがって、規定数3枚時、
総投入メダル数=52500+92085.7=144585.7枚、
総獲得メダル数=112197.8+57924.9=170122.7枚となり、
出玉率=170122.7/144585.7≒1.177(約117.7%)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=57924.9/170122.7≒0.3405(約34.05%)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 + 92085.7 = 144585.7,
The total number of acquired medals = 112197.8 + 57924.9 = 170122.7,
The payout rate = 170122.7 / 144585.7 ≒ 1.177 (about 117.7%), and the predetermined upper limit of the payout rate specified in Article 5 Attached Table 5 (1) B (nu) It falls below 120% (1.2 times) and meets the rules. Also,
The ratio of bonuses = 57924.9 / 170122.7 ≒ 0.3405 (approximately 34.05%), 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.

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種特別役物に係る役物連続作動装置RBB1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≒3.0枚/ゲームの高純増ATを適切且つ容易に実現できる。   As described above, in the combination with the accessory continuous actuating device RBB1 related to the first type special accessory of the so-called bonus specification in which the number of game media that can be acquired in the gaming state during the operation of the accessory is smaller than the number of input game media, a predetermined rule It is possible to appropriately and easily realize an AT net increase ≈ 3.0 cards / game high net increase AT within an appropriate payout range exceeding the lower limit 55% and less than the specified upper limit 120%.

特に、5種類の第1〜5高配当役NML1〜5を定義し、第1,3,4高配当役NML1,3,4の当せん値数は8736に、第2,5高配当役NML2,5の当せん値数は6552にして不均等にするが、高配当択役の左中、左右、中左、中右、右左、右中の6通りの正解押し順にそれぞれ配分する当せん値数は6552で均等にしたため、特定の押し順が有利或は不利になることなく、遊技の公正さを担保できながら、役物作動中の遊技状態での遊技媒体の減少効果を大きくでき、役物作動中以外の遊技状態で遊技者に還元できる出玉を十分に大きくできる。   In particular, five types of first to fifth high payouts NML1 to NML5 are defined, and the winning value number of the first, third and fourth high payouts NML1,3,4 is 8736, and the second and fifth high payouts NML2, The number of winning values of 5 is 6552, which is uneven, but the number of winning values to be distributed is 6552 in the order of 6 correct answers of left middle, left, right, middle left, middle right, right left, and right middle of the high payout option. Therefore, it is possible to increase the effect of reducing the game media in the gaming state while the actor is operating, while ensuring the fairness of the game without any particular pushing order becoming advantageous or disadvantageous. The amount of balls that can be returned to the player in other game states can be made sufficiently large.

ここに、比較例として、高配当役を4種類とした場合を検討する。第1〜3高配当役NML1〜3は、上記同様の図柄の組合せで構成し、第4高配当役は、例えば、左図柄「リプレイ」−中図柄「プラム」−右図柄「リプレイ」の図柄の組合せとし、高配当択役の左中、左右、中左、中右、右左、右中の6通りの各4区分の正解押し順にそれぞれ配分する当せん値数は上記同様に6552にして択役による期待値を同一条件とし、第1高配当役を左中と左右の各3区分に、第2高配当役を中左と中右の各3区分に、第3高配当役を右左と右中の各3区分にそれぞれ均等に割り振り、第4高配当役NML4は6通りの押し順に各1区分ずつ均等に割り振ると、第1〜3高配当役の当せん値数は9828、第4高配当役の当せん値数も9828となり、上記小役ALLの当せん値数9736を超えることになる。よって、高配当役を4種類とした場合、小役ALLの当せん値数を9828よりも大きくする必要が生じ、役物作動中の遊技状態での期待値が大きくなり、減るボーナスの効果が低くなる。逆に、減るボーナス効果を上記した高配当役5種類の場合と同様にした場合、高配当択役の各4区分の当せん値数を6552から小さくする必要が生じ、これは、すなわち遊技者に還元できる出玉が少なくなることを意味する。したがって、高配当役を5種類とした上記の場合が遊技者に還元できる出玉がより多くなる。   Here, as a comparative example, a case where four types of high payout combinations are considered. The first to third high payout combinations NML1 to NML3 are configured by a combination of the same symbols as described above, and the fourth high payout combination is, for example, the left pattern “Replay” —the middle pattern “Plum” —the right pattern “Replay”. In the same way as above, the number of winning values to be distributed is set to 6552 in the same way as above, in the right push order of each of the four categories of left middle, left, right, middle left, middle right, right left and right middle. The first high payout combination is divided into the left middle and right and left three categories, the second high payout combination is divided into the middle left and middle right three divisions, and the third high payout combination is set to the right left and right. If the 4th high payout combination NML4 is equally allocated to each of the 3 divisions in the order of 6 pushes, the winning number of the 1st to 3rd high payout combination is 9828, the 4th high payout The winning value of the winning combination is 9828, which exceeds the winning value 9736 of the small role ALL. Therefore, when the number of high payouts is four, the winning value of the small role ALL needs to be larger than 9828, the expected value in the gaming state during the operation of the bonus increases, and the effect of the reduced bonus is low. Become. On the other hand, if the bonus effect to be reduced is the same as in the case of the five types of high payouts described above, it is necessary to reduce the number of winning values in each of the four categories of high payout choices from 6552. This means that fewer balls can be returned. Therefore, in the above case where five types of high payout combinations are made, more balls can be returned to the player.

図6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、内部抽せん、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主遊技制御を実行させる所謂メイン側と呼ばれ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実行させる所謂サブ側と呼ばれる遊技機規則でいう周辺基板に対応する周辺制御装置SCとを含む。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. 6, the control device CN incorporated in the gaming machine housing 8B manages the progress of the game, and performs internal lottery, payout of medals by winning a prize, re-game operation, operation of accessory, assist time AT The main controller MC corresponding to the main board in the so-called game machine rule called the main side that executes the main game control related to the player's interest such as the operation of the game, and transmitted from the main controller MC according to the one-way communication specification And a peripheral control device SC corresponding to the peripheral board referred to as a so-called game machine rule, which receives the information to be performed and executes the effect control based on the matters determined by the main 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.

主制御装置MCは、読み出し専用のリードオンリーメモリROM及び読み書き可能なリードライトメモリーRWMを内蔵したZ80互換チップから成る8ビットのメインCPUを備え、例えば12MHzのシステムクロック動作環境下で使用している。   The main controller MC includes an 8-bit main CPU composed of a Z80 compatible chip incorporating a read-only read-only memory ROM and a readable / writable read / write memory RWM, and is used in a system clock operating environment of 12 MHz, for example. .

メインCPUの入力ポートI1には、各リール1L,1C,1Rのインデックスセンサ11L,11C,11R(IDs)、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を介して各リール1L,1C,1Rに駆動軸SHを結合させる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 input port I1 of the main CPU includes index sensors 11L, 11C, and 11R (IDs) of the reels 1L, 1C, and 1R, stop buttons 6L, 6C, and 6R, a bet button 3, a settlement button 4, a start lever 5, and a medal. Signals of the insertion medal sensor 21 provided downstream of the insertion slot 2 and the payout medal sensor 23 provided at the exit of the medal payout device HP built in the gaming machine housing 8B are input. From the output port O1, the built-in LEDs 61, 62, 63 of the stop buttons 6L, 6C, 6R are connected to the reels 1L, 1C, 1R via the motor driver circuit Dr1 to the stepping motors 12L, 12C, 12R (SM), the game basic lamps 30 via the LED driver circuit Dr2, the medal blocker 22 for dropping the medals added after the reel start via the solenoid driver circuit Dr3 to the medal tray 8G, the motor driver circuit Dr4 The medal payout motor 24 of the medal payout device HP is controlled through the control.

各インデックスセンサIDsは、各リールの内側に取付ける半円帯状のインデックスID(1Li,1Ci,1Ri)のオンエッジとオフエッジとを半周毎に検出し、最先のオンエッジ又はオフエッジの検出が全リールについてされた後、ストップボタン6L,6C,6Rの受付を可能にする。各ステッピングモータ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。なお、インデックスセンサIDs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エッジ又はオフエッジが少なくとも1回検出できれば足りる。   Each index sensor IDs detects an on-edge and an off-edge of a semicircular belt-shaped index ID (1Li, 1Ci, 1Ri) attached to the inside of each reel every half circle, and the first on-edge or off-edge is detected for all reels. After that, the stop buttons 6L, 6C, 6R can be accepted. Each stepping motor SM has a permanent magnet built-in type rotor Rm having a large number of rotor teeth on the outer periphery of the iron core, and a plurality of sets of magnetic poles having a plurality of stator teeth on the inner periphery of the magnetic pole. (A bar phase (inverted phase of A)) and D-phase (B bar phase (inverted phase of B)) windings, and a stator Sw. 1-phase excitation and 2-phase excitation for turning on one winding and other adjacent windings alternately by 1-2 phase excitation every 1 interrupt time t = 1.49 ms. Displace by half step angle by one step update (one step angle by two step update). Further, forward rotation and reverse rotation are made possible by changing the step update direction of the excitation pulse. The index sensor IDs only needs to detect at least one on-edge or off-edge for each rotation of the reel at an arbitrary fixed rotation angle.

各インデックスセンサIDsによるオンエッジの検出時、表示窓80中の上段等に定める基準位置に例えば図柄番号15の図柄が到達する関係にあり、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、各インデックスセンサIDsによるオフエッジの検出時、基準位置に図柄番号7の図柄が到達する関係にあり、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。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RWMに確保している。   When the on-edge is detected by each index sensor IDs, for example, the symbol number 15 reaches the reference position defined in the upper part of the display window 80, and the number of symbol steps 32 corresponding to the symbol number 15 is reached together with the symbol number 15. When the off-edge is detected by each index sensor IDs, there is a relationship that the symbol number 7 reaches the reference position, and the symbol number 7 and the symbol step number 32 corresponding to the symbol number 7 are initial. Set the value 31. 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 RWM 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。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 is determined from Even if the stop button 6L, 6C, 6R is pressed at any timing, three symbols are 32 steps, one symbol is 30 steps, and the third button farthest from the reference position is drawn with the stop button. 1 interrupt for detection of stop operation, maximum 32 × 3 + 30 × 1 = 126 interrupts for drawing the third frame, total 127 interrupts in total, so 1.49 ms × 127 = 189.23 ms is the maximum time It can satisfy the specified time of 190 ms until the stop determined by the gaming machine rules.

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。また、停止から定常回転に到達させる加速シーケンスでは、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。なお、基準位置は有効ラインに必ずしも一致させる必要はなく、表示窓80中の中段や下段や表示窓80外に定めてもよい。基準位置と有効ラインとが異なる場合、基準位置に停止対象に決定した図柄を停止させると、有効ラインに当せん役に対応した図柄が表示される関係になる。   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. In addition, in the acceleration sequence for reaching the steady rotation from the stop, the excitation starts from the two-phase excitation pulse pattern immediately before the stop pulse by the all-phase excitation at the previous stop, and initially the long ON time of 42 interruption time 62.58 ms The on-time is gradually shortened by, for example, two-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. The reference position does not necessarily coincide with the effective line, and may be determined outside the display window 80 in the middle or lower stage in the display window 80. When the reference position and the active line are different, when the symbol determined to be stopped is stopped at the reference position, the symbol corresponding to the winning combination is displayed on the effective line.

メインCPUのROM上には、スタートレバー5の操作を契機に図3〜5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、スタートレバー5の操作後で且つ前遊技の開始から4.1秒経過後に全リールを正転側に加速処理して定常回転速度に到達させる回胴回転装置制御手段V1と各リールを対応するストップボタンの操作により個別に停止させて有効ラインに当せん役に対応した図柄の組合せの表示を許容させる回転停止装置制御手段V2とを含む可変表示制御手段を構成するリール制御手段V、遊技結果が入賞なら所定配当数のメダルを払出すメダル払出手段P、遊技結果が再遊技の作動なら次ゲームの掛けメダルを同一規定数で自動投入するメダル自動投入手段Q、遊技結果が内部中や役物作動中等へ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、所定のフリーズ抽せんにより当せん役別に定めた所定確率により各リール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を設けている。   On the ROM of the main CPU, the internal lottery means K for determining the winning combination by executing the internal lottery according to the specifications of FIGS. 3 to 5 in response to the operation of the start lever 5, after the operation of the start lever 5 and of the previous game After 4.1 seconds from the start, all reels are accelerated to the normal rotation side to reach the steady rotation speed, and the rotating device control means V1 and each reel are individually stopped by operating the corresponding stop button, and the effective line Reel control means V constituting variable display control means including rotation stop device control means V2 allowing display of a combination of symbols corresponding to the winning combination, medal payout for paying out a predetermined number of payouts if the game result is a win Means P, if the game result is a re-game operation, automatic medal insertion means Q that automatically inserts the medal for the next game in the same prescribed number, transition to the game result being in the inside or during the action of the game If accompanied, gaming state transition means J for shifting the gaming state, freeze lottery means F for determining whether or not a predetermined reeling effect is effected by rotating each reel in reverse with a predetermined probability determined for each winning combination by a predetermined freezing drawing, There is provided a turning effect execution means G for executing the turning effect related to the winning.

また、メインCPUのROM上には、アシストタイムATの作動を内部当せん役等と関連付けた所定作動条件下で決定するAT作動決定手段H1、アシストタイムATの作動を延長させることとなる継続ゲーム数等の上乗せを内部当せん役等と関連付けた所定上乗せ条件下で決定するAT上乗せ決定手段H2、アシストタイムATの作動決定から作動終了までを管理するAT継続管理手段H3、択役についての正解押し順等のAT指示情報を主制御装置MCで管理するペイアウト表示器DL2の表示機能を借りて構築するメインモニタ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を設けている。当せんエリアのうち、ベルリプ<弱プラムリプ<弱チェリプ<強プラムリプ<強チェリプの順にAT作動及び上乗せの期待値を高めている。確定チェリプ、BAR狙えリプは、AT非作動中はATの作動を確定させ、AT中は上乗せを確定させる。   Further, on the ROM of the main CPU, AT operation determining means H1 for determining the operation of the assist time AT under a predetermined operation condition associated with the internal winning combination, etc., the number of continuous games that will extend the operation of the assist time AT AT addition determination means H2 for determining the addition of the time etc. under a predetermined additional condition associated with the internal winning combination, etc., AT continuation management means H3 for managing the operation of the assist time AT from the end of the operation to the end of operation, the correct answer push order for the selection AT instruction information to be output to the main monitor MA constructed by borrowing the display function of the payout display unit DL2 managed by the main control device MC and to the liquid crystal display device 70 etc. managed by the peripheral control device SC Output means H4 is provided. In the winning area, the expected value of AT operation and addition is increased in the order of bell lip <weak plum lip <weak chelip <strong plum lip <strong chelip. The confirmation chelip and the BAR aiming lip confirm the operation of the AT when the AT is not in operation, and confirm the addition during the AT.

周辺制御装置SCは、外付けする読み出し専用のリードオンリーメモリROMと、内蔵及び外付けする読み書き可能なリードライトメモリーRWMをもつ32ビットRISC(Reduced Instruction Set Computer)チップマイコンから成るサブCPUを備え、例えば約200MHzのシステムクロック動作環境下で使用している。サブCPUは、リアルタイムオペレーティングシステムRTOS(Real−Time Operating System)の管理下、演出表示や音声に関するタスクに割当てるCPU時間、優先順位を制御することにより、適切且つ効率的なタスクの並行処理を可能にしている。   The peripheral control device SC includes a sub CPU composed of a read-only read-only memory ROM attached externally and a 32-bit RISC (Reduced Instruction Set Computer) chip microcomputer having a built-in and external read / write memory RWM. For example, it is used under a system clock operating environment of about 200 MHz. Under the control of the real-time operating system RTOS (Real-Time Operating System), the sub CPU enables appropriate and efficient parallel processing of tasks by controlling the CPU time and priority assigned to tasks related to presentation display and audio. ing.

サブCPUの入力ポートI2には、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。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、メイン側初期化完了情報、ベットボタン3の操作情報を含むメダル投入情報、スタートレバー5の操作情報を含むリール始動情報、内部抽せんによる当せんフラグ情報、ストップボタン6L,6C,6Rの操作情報、遊技結果情報、遊技状態情報、フリーズ及び回胴演出情報、AT作動情報、AT指示情報、AT上乗せ情報、AT終了情報、エラー情報等、主制御装置MCで検出し又は決定若しくは実行する各種情報が含まれる。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、LEDドライバ回路Dr6を介して装飾ランプ88を、LCDドライバ回路Dr7を介して液晶表示装置70を、パワーアンプ回路Dr9を介してスピーカ91〜94を各制御している。   Transmission information from the main controller MC and a signal of the jog dial JD are input to the input port I2 of the sub CPU. The transmission information from the main control device MC, that is, the reception information of the peripheral control device NC includes main-side initialization completion information, medal insertion information including operation information of the bet button 3, reel start information including operation information of the start lever 5, Winning flag information by internal lottery, operation information of stop buttons 6L, 6C, 6R, game result information, game state information, freeze and rotation effect information, AT operation information, AT instruction information, AT addition information, AT end information, error Various information such as information that is detected or determined or executed by the main controller MC is included. The LED reel back lamps BL1 to 9 that illuminate the nine symbols facing the display window 80 from the output port O2 through the LED driver circuit Dr5 from the back of the reel bands 10L, 10C, and 10R are connected through the LED driver circuit Dr6. The decorative lamp 88 controls the liquid crystal display device 70 via the LCD driver circuit Dr7, and the speakers 91 to 94 via the power amplifier circuit Dr9.

サブCPUのROM上には、主制御装置MCからの受信情報に基づいて、液晶表示装置70等にAT指示情報出力手段H4から出力するAT指示情報に従ったナビ例えば正解押し順が「左中右」ならストップボタン位置に対応させて「123」等を表示させるナビ手段X1、ナビ手段X1の表示に連動してスピーカ91〜94から操作すべきストップボタンが左か中か右かを音声で知らせる音声ナビ手段X2、遊技状態、回胴演出、AT期間等に応じて液晶表示装置70に映し出す動画展開等を変更表示させる演出表示手段Y1、これに連動してスピーカ91〜94から効果音やBGMを出音させる効果音出力手段Y2を設けている。   On the ROM of the sub CPU, the navigation in accordance with the AT instruction information output from the AT instruction information output means H4 to the liquid crystal display device 70 or the like based on the reception information from the main controller MC, for example, the correct push order is “middle left If “right”, the navigation means X1 displays “123” or the like corresponding to the position of the stop button, and the stop button to be operated from the speakers 91 to 94 in conjunction with the display of the navigation means X1 is voiced. The voice display means X2 for notifying, the effect display means Y1 for changing and displaying the video development projected on the liquid crystal display device 70 according to the gaming state, the spinning effect, the AT period, etc., and the sound effects from the speakers 91 to 94 in conjunction with this. Sound effect output means Y2 for outputting BGM is provided.

図7に示すように、多くの遊技期間を費やすRBB1内部中に、高配当択役左中1に当せんした場合、左中右が正解の押し順となり、押し順正解時、第1高配当役NML1を入賞させる。不正解の押し順のうち、左右中の場合、低配当役たる1枚役NML8又はNML11を1/2の確率で入賞させるか取りこぼしとなる。中左右、中右左の場合、1枚役NML12又はNML15を1/2の確率で入賞させるか取りこぼしとなる。右左中、右中左の場合、1枚役NML16又はNML19を1/2の確率で入賞させるか取りこぼしとなる。   As shown in FIG. 7, when RBB 1 spends a lot of gaming time and hits the high-payment electoral left middle one, the left middle right is the correct push order, and when the push order is correct, Win NML1. If the incorrect answer is pushed in the right or left direction, it is determined that the single winning combination NML8 or NML11 which is a low payout combination is won or missed with a probability of 1/2. In the case of middle left / right and middle right / left, the winning combination NML12 or NML15 is won or missed. In the case of right-left middle and right-middle left, it is determined that the single role NML16 or NML19 is won with a probability of 1/2 or is missed.

リール1L,1C,1Rの加速処理中に、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又は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RWM上で初期作成する。   During the acceleration processing of the reels 1L, 1C, 1R, all the symbols of the reels 1L, 1C, 1R are replayed> winning (small)> special in accordance with the winning combination determined by the internal drawing. If the winning combination is a winning combination (small combination), and the winning combination (small combination) is the winning combination (small combination), the small combination with a high number of payouts and / or a combination of symbols with many combinations of symbols. The stop candidate search data with the prioritization in the role corresponding to the number priority that is preferentially drawn in is initially created on the RWM.

枚数優先に対応させて初期作成する停止候補検索データは、左リール1Lの「リプレイ」図柄に対応させて84H(上位の8は配当数、下位の4は小役を意味する)を、左リール1Lの「バー」図柄に対応させて16H(上位の1は配当数、下位の6は小役の4と特別役の2との和を意味する)を、左リール1Lの「チェリー」「ハート1」「ハート2」の各図柄に対応させて14H(上位の1は配当数、下位の4は小役を意味する)を、中リール1Cの「ブドウ」図柄に対応させて86H(上位の8は配当数、下位の6は小役の4と特別役の2との和を意味する)を、中リール1Cの「ベル」図柄に対応させて84Hを、中リール1Cの「プラム」「バー」「チェリー」「ハート1」「ハート2」の各図柄に対応させて14Hを、右リール1Rの「ベル」「ブドウ」の各図柄に対応させて1コマ上に84Hを、右リール1Rの「バー」図柄に対応させて1コマ上に16Hを、右リール1Rの「リプレイ」「チェリー」「ハート1」「ハート2」の各図柄に対応させて1コマ上に14Hを、その他の図柄に対応させて01H(下位の1は消極的に表示を許容させる最低順位数を意味する)を記録したものとなる。   The stop candidate search data that is initially created in correspondence with the number priority is 84H (the upper 8 means the number of payouts and the lower 4 means the small part) corresponding to the “replay” symbol of the left reel 1L. Corresponding to the 1L “bar” symbol, 16H (the upper 1 means the number of dividends, the lower 6 means the sum of 4 of the small role and 2 of the special role), “cherry” “heart” of the left reel 1L Corresponding to each symbol of “1” and “Heart 2”, 14H (the upper 1 means the number of dividends, the lower 4 means the small role), and 86H (upper 8 is the sum of the number of dividends, and the lower 6 is the sum of 4 of the small role and 2 of the special role), 84H corresponding to the “bell” symbol of the middle reel 1C, “Plum” “ 14H, right reel corresponding to each symbol of “Bar” “Cherry” “Heart 1” “Heart 2” Corresponding to each symbol of “R” “Bell” and “Grape”, 84H on one frame, corresponding to “Bar” symbol on right reel 1R, 16H on one frame, “Replay” “Cherry” on right reel 1R 14H on one frame corresponding to each symbol of “Heart 1” and “Heart 2”, and 01H corresponding to the other symbols (the lower one means the lowest number of orders that can be passively allowed to be displayed) Will be recorded.

個数優先に対応させて初期作成する停止候補検索データは、左リール1Lの「リプレイ」図柄に対応させて44H(上位の4は他列の図柄の種類の数との積、下位の4は小役を意味する)を、左リール1Lの「バー」図柄に対応させて26H(上位の2は他列の図柄の種類の数との積、下位の6は小役の4と特別役の2との和を意味する)を、左リール1Lの「チェリー」「ハート1」「ハート2」の各図柄に対応させて24H(上位の2は他列の図柄の種類の数との積、下位の4は小役を意味する)を、中リール1Cの「プラム」図柄に対応させて44Hを、中リール1Cの「ブドウ」図柄に対応させて26Hを、中リール1Cの「ベル」「バー」「チェリー」「ハート1」「ハート2」の各図柄に対応させて24Hを、右リール1Rの「リプレイ」図柄に対応させて1コマ上に44Hを、右リール1Rの「バー」図柄に対応させて1コマ上に26Hを、右リール1Rの「ベル」「チェリー」「ハート1」「ハート2」の各図柄に対応させて1コマ上に24Hを、その他の図柄に対応させて01Hを記録したものとなる。   The stop candidate search data that is initially created in correspondence with the number priority is 44H corresponding to the “replay” symbol of the left reel 1L (the upper 4 is the product of the number of symbol types in the other columns, and the lower 4 is the small 26H (the upper 2 is the product of the number of symbol types in the other rows, the lower 6 is the small role 4 and the special role 2) 24H (the upper 2 is the product of the number of symbol types in the other rows, the lower order, corresponding to the symbols “cherry”, “heart 1”, “heart 2” of the left reel 1L) 4 represents the small role) corresponding to the “Plum” symbol of the middle reel 1C, 44H corresponding to the “Grape” symbol of the middle reel 1C, and “Bell” “Bar” of the middle reel 1C. ”“ Cherry ”“ Heart 1 ”“ Heart 2 ”24H corresponding to each symbol, 44H on one frame corresponding to the “Play” symbol, 26H on one frame corresponding to the “Bar” symbol on the right reel 1R, “Bell” “Cherry” “Heart 1” “Heart 2” on the right reel 1R ”And 24H are recorded on one frame and 01H is recorded in correspondence with other symbols.

図8に示すように、正解の押し順時、第1番目の左リール1Lの停止では、左ストップボタン6Lの操作検出時に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(即止め)、1コマ目、2コマ目、3コマ目の計4コマについて、加速処理中に作成した個数優先に対応する停止候補検索データに基づき、最も高い順位数の図柄を検索するロジック演算を行うと共に、同一順位数の図柄が複数ある場合は予めROM上で定義した停止テーブルを参照することにより、優先順位の最も高い唯一の停止図柄を決定し、決定した停止図柄が基準位置に到達するタイミング、すなわち基準位置の図柄が決定した停止図柄の図柄番号に更新され且つステップカウンタの値が停止図柄に対応するステップ数の初期値31又は29となるときに、右リール1RのステッピングモータSMに全相励磁パルス等による停止パルスを供給する。   As shown in FIG. 8, when the correct answer is pressed, when the first left reel 1L is stopped, the 0th frame (immediately following the upstream of the symbol that has reached the reference position when the operation of the left stop button 6L is detected). Stop) For the first frame, the second frame, and the third frame, a logic operation to search for the symbol with the highest ranking number based on the stop candidate search data corresponding to the number priority created during the acceleration process. In addition, when there are a plurality of symbols having the same number of ranks, the only stop symbol having the highest priority is determined by referring to the stop table defined in advance in the ROM, and the determined stop symbol reaches the reference position. When the timing, that is, the symbol of the reference position is updated to the symbol number of the determined stop symbol and the value of the step counter becomes the initial value 31 or 29 of the number of steps corresponding to the stop symbol, 1R supplies stop pulse by all phase excitation pulse such as a stepping motor SM for.

図8の例は、各リールについてバーを目安にしつつ、リールの回転周期を頼りに目押ししたことを想定している。左リール1L及び中リール1Cについてはバーが上段に到達したときにストップボタン6L,6Cを押し、右リール1Rについてはバーが上段に到達する前の若干早い目に右ストップボタン6Rを押した例を示すが、16×16×16=4096通りの全停止操作タイミングのうちのほんの一例である。左リール1Lの図柄番号(以下、左図柄番号ともいう。他のリールについても同様である)5の「リプレイ」に対応させて最も大きい44Hが記録されているため、左図柄番号5の「リプレイ」が1コマ滑って上段に引込まれ、左リール1Lに対応するRWM上の図柄番号が5、同ステップカウンタが図柄番号5のステップ数32の初期値31となるときに停止パルスが供給される。これにより、左リール1Lの上段の適位置に図柄番号5の「リプレイ」が停止する。   In the example of FIG. 8, it is assumed that the reels have been pressed to rely on the rotation period of the reels while using the bar as a guide for each reel. For the left reel 1L and the middle reel 1C, the stop buttons 6L and 6C are pressed when the bar reaches the upper stage, and for the right reel 1R, the right stop button 6R is pressed slightly earlier before the bar reaches the upper stage. This is just an example of 16 × 16 × 16 = 4096 total stop operation timings. Since the largest 44H is recorded corresponding to the “replay” of the symbol number 5 of the left reel 1L (hereinafter also referred to as the left symbol number, the same applies to other reels), the “replay” of the left symbol number 5 is recorded. ”Slides one frame and is pulled up, and the stop pulse is supplied when the symbol number on the RWM corresponding to the left reel 1L is 5, and the step counter reaches the initial value 31 of the number of steps 32 of symbol number 5. . As a result, the “replay” of symbol number 5 stops at an appropriate position on the upper stage of the left reel 1L.

第1停止が完了すると、次のストップボタンの操作を受付可能とするまでの停止操作間隔期間中(例えば約200msの間)に、第1停止による表示出目に応じて、表示の対象外となる図柄等について、14Hを01Hに書き換える等、未停止リールの停止候補検索データを書き換え、第2番目以後の停止に備える。正解の押し順時の第2番目の中リール1Cの停止では、枚数優先に対応させる停止候補検索データに切換え、中ストップボタン6Cの操作検出時に基準位置に到達している図柄の上流に後続する同じく4コマについて、第1番目の停止後に書き換えた停止候補検索データに基づき、上記同様なロジック演算あるいはロジック演算及び停止テーブルの参照により、優先順位の最も高い唯一の停止図柄を決定し、決定した停止図柄が基準位置に到達するタイミングで同様に停止パルスを供給する。   When the first stop is completed, during the stop operation interval period until the next stop button operation can be accepted (for example, for about 200 ms), the display is not subject to display according to the display result of the first stop. For such a symbol or the like, 14H is rewritten to 01H, for example, the stop candidate search data of the unstopped reel is rewritten to prepare for the second and subsequent stops. When the second middle reel 1C is stopped in the correct pushing order, it is switched to the stop candidate search data corresponding to the number priority, and succeeds upstream of the symbol reaching the reference position when the operation of the middle stop button 6C is detected. Similarly, for the four frames, based on the stop candidate search data rewritten after the first stop, the same stop operation with the highest priority is determined by determining the same logic operation or the logic operation and referring to the stop table. Similarly, a stop pulse is supplied at the timing when the stop symbol reaches the reference position.

図8の例では、中図柄番号6の「ブドウ」に対応させて最も大きい84H(初期値86Hから、第1停止のリプレイと組合せられない特別役は対象外となるため、84Hに書き換えられたもの)が記録されているため、中図柄番号6の「ブドウ」が0コマ滑って上段に即止めされ、中リール1Cに対応するRWM上の図柄番号が6、同ステップカウンタが図柄番号6のステップ数32の初期値31となるときに停止パルスが供給される。これにより、中リール1Cの上段の適位置に図柄番号6の「ブドウ」図柄が停止する。   In the example of FIG. 8, the largest 84H corresponding to the “Grape” of the middle symbol number 6 (from the initial value 86H, the special combination that cannot be combined with the first stop replay is excluded, so it has been rewritten to 84H. ) Is recorded, and the "Grape" with the middle symbol number 6 slips 0 frames and immediately stops at the upper stage, the symbol number on the RWM corresponding to the middle reel 1C is 6, and the step counter is the symbol number 6. A stop pulse is supplied when the initial value 31 of the step number 32 is reached. As a result, the “grape” symbol of symbol number 6 stops at an appropriate position on the upper stage of the middle reel 1C.

第2停止が完了すると、最後のストップボタンの操作を受付可能とするまでの停止操作間隔期間中(例えば約200msの間)に、第1,第2停止による表示出目に応じて、表示の対象外となる図柄及び又は当せんしていない役の完成を阻止するために蹴飛ばして停止不可とする図柄について、未停止リールの停止候補検索データを書き換え、第3番目の停止に備える。第3番目(最後)の右リール1Rの停止では、右ストップボタン6Rの操作検出時に基準位置に到達している図柄の上流に後続する同じく4コマについて、第2番目の停止後に書き換えた枚数優先に対応する停止候補検索データに基づき、上記同様なロジック演算あるいはロジック演算及び停止テーブルの参照により、優先順位の最も高く且つ当せんしていない役が完成することのない唯一の停止図柄を決定し、決定した停止図柄が基準位置に到達するタイミングで同様に停止パルスを供給する。   When the second stop is completed, during the stop operation interval period until the last stop button operation can be accepted (for example, for about 200 ms), the display of the first stop and the second stop is displayed. In order to prepare for the third stop, the stop candidate search data of the unstopped reel is rewritten with respect to the symbols that are not the target and / or the symbols that are not kicked to prevent the completion of the winning combination and cannot be stopped. In stopping the third (last) right reel 1R, priority is given to the number of frames that have been rewritten after the second stop for the same four frames that follow the upstream of the symbol that has reached the reference position when the operation of the right stop button 6R is detected. Based on the stop candidate search data corresponding to, the same logic operation or logic operation and reference to the stop table as described above determine the only stop pattern that has the highest priority and does not complete the winning combination, Similarly, a stop pulse is supplied at the timing when the determined stop symbol reaches the reference position.

図8の例では、右図柄番号5「リプレイ」の1コマ上の右図柄番号4「プラム」は、第1停止完了時点で01Hに書き換えられ、第2停止完了時点で当せん役でないNML4の完成を阻止するために蹴飛ばして停止不可とするため停止不可の00Hに書き換えらている。また、右図柄番号7「バー」の1コマ上の右図柄番号6「ブドウ」は、第1停止完了時点で14Hに書き換えられ、第2停止完了時点で当せん役でないNML20の完成を阻止するために蹴飛ばして停止不可とするため00Hに書き換えらている。右図柄番号6「ブドウ」に対応させて1コマ上の右図柄番号5「リプレイ」に最も大きい84Hが記録されているため、右図柄番号5の「リプレイ」が2コマ滑って上段に引込まれ、右リール1Rに対応するRWM上の図柄番号が5、同ステップカウンタが図柄番号5のステップ数32の初期値31となるときに停止パルスが供給される。これにより、右リール1Rの上段の適位置に図柄番号5の「リプレイ」図柄が停止して中段の適位置に図柄番号6の「ブドウ」が停止する。こうして、8枚役である第1高配当役NML1が入賞し、8枚のメダルが払出される。   In the example of FIG. 8, the right symbol number 4 “Plum” on one frame of the right symbol number 5 “Replay” is rewritten to 01H when the first stop is completed, and the NML 4 that is not a winning combination is completed when the second stop is completed. In order to prevent this, it is rewritten to 00H that cannot be stopped to make it impossible to stop. Also, the right symbol number 6 “Grape” on one frame of the right symbol number 7 “Bar” is rewritten to 14H when the first stop is completed, and the completion of the NML 20 which is not the winning combination at the time when the second stop is completed is prevented. It is rewritten to 00H to make it impossible to stop. Since the largest 84H is recorded in the right symbol number 5 “Replay” one frame above corresponding to the right symbol number 6 “Grape”, the “Replay” of the right symbol number 5 slides two frames and is pulled up. The stop pulse is supplied when the symbol number on the RWM corresponding to the right reel 1R is 5, and the step counter becomes the initial value 31 of the number of steps 32 of the symbol number 5. As a result, the “replay” symbol of symbol number 5 stops at an appropriate position on the upper stage of the right reel 1R, and the “grape” of symbol number 6 stops at an appropriate position of the middle reel. In this way, the first high payout combination NML1, which has 8 sheets, wins and 8 medals are paid out.

図9に示すように、RBB1内部中に、高配当択役中左1に当せんした場合、中左右が正解の押し順となり、押し順正解時、図8の制御と同様に、第1番目の停止は個数優先に対応させた停止候補検索データに基づいて制御し、第2番目以降の停止は枚数優先に対応させた停止候補検索データに基づいて制御し、第2高配当役NML2を入賞させる。中左右の正解押し順以外は不正解の押し順となり、第1停止から全停止に至るまで、個数優先に対応させた停止候補検索データに基づいて制御を行う。不正解の押し順のうち、左中右、左右中の場合、1枚役NML8又はNML11を1/2の確率で入賞させるか取りこぼしとなり、中右左の場合、1枚役NML12又はNML15を1/2の確率で入賞させるか取りこぼしとなり、右左中、右中左の場合、1枚役NML16又はNML19を1/2の確率で入賞させるか取りこぼしとなる。   As shown in FIG. 9, when hitting left 1 in the high payout selection inside RBB 1, the middle and left and right are in the correct push order, and at the time of the push order correct answer, as in the control of FIG. The stop is controlled based on the stop candidate search data corresponding to the number priority, and the second and subsequent stops are controlled based on the stop candidate search data corresponding to the number priority to win the second high payout combination NML2. . Other than the right and left correct answer pressing order, the incorrect answer pressing order is used, and control is performed based on the stop candidate search data corresponding to the number priority from the first stop to the total stop. In the wrong answer push order, if left middle right, left / right middle, the single role NML8 or NML11 is won or missed with a probability of 1/2, and if middle right / left, the single role NML12 or NML15 is 1 / In the case of right-left middle and right-middle left, the winning combination NML16 or NML19 is won or missed with a probability of 1/2.

枚数優先に対応させて初期作成する停止候補検索データは、第2高配当役NML2の「プラム」図柄に対応させて84Hの最高順位付けがされるが、個数優先に対応させて初期作成する停止候補検索データは、左リール1Lの「リプレイ」図柄に対応させて第1高配当役NML1の左図柄「リプレイ」対応と同じく44Hの最高順位付けがされ、中リール1Cの「プラム」図柄に対応させて44Hの最高順位付けがされ、右リール1Rの「リプレイ」図柄に対応させて1コマ上に第3高配当役NML3の右図柄「リプレイ」対応と同じく44Hの最高順位付けがされる。   The stop candidate search data that is initially created corresponding to the number priority is given the highest ranking of 84H corresponding to the “plum” symbol of the second high payout NML2, but the stop that is initially created corresponding to the number priority The candidate search data is associated with the “replay” symbol of the left reel 1L and is assigned the highest ranking of 44H, as with the left symbol “replay” of the first high payout NML1, and corresponds to the “plum” symbol of the middle reel 1C. Thus, the highest ranking of 44H is given, and the highest ranking of 44H is given on the top corresponding to the right symbol “replay” of the third high payout combination NML3 corresponding to the “replay” symbol of the right reel 1R.

このため、高配当択役中左1の当せん時、押し順不正解時も、第1停止の終了段階では、第1高配当役NML1や第3高配当役NML3の入賞に対する期待感を持続させることができる。しかも、第2高配当役NML2の正解押し順でない不正解押し順により第1番目に左リール1Lについて「リプレイ」を有効ラインに表示させる停止制御は、第1高配当役NML1を含む他の択役当せんエリアの当せん時にその正解押し順により第1番目に左リール1Lについて「リプレイ」を有効ラインに表示させる停止制御と同様になる。また、第2高配当役NML2の正解押し順でない不正解押し順により第1番目に右リール1Rについて「リプレイ」を有効ラインに表示させる停止制御は、第3高配当役NML3を含む他の択役当せんエリアの当せん時にその正解押し順により第1番目に右リール1Rについて「リプレイ」を有効ラインに表示させる停止制御と同様になる。したがって、停止制御に要するプログラム容量を低減することができる。   For this reason, even if the left one in the high payout selection combination is won or the answer is incorrect, the expectation for winning of the first high payout combination NML1 or the third high payout combination NML3 is maintained at the end of the first stop. be able to. In addition, the stop control for displaying “Replay” on the effective line for the left reel 1L first by the incorrect pressing order other than the correct answer pressing order of the second high payout combination NML2 is another option including the first high payout combination NML1. This is the same as the stop control in which “replay” is displayed on the effective line for the left reel 1L first in the correct answer pressing order when the winning area is won. In addition, the stop control for displaying “Replay” on the active line for the first right reel 1R by the incorrect pressing order other than the correct answer pressing order of the second high payout combination NML2 is another option including the third high payout combination NML3. This is the same as the stop control in which “replay” is displayed on the effective line for the right reel 1R first according to the correct pressing order when the winning area is won. Therefore, the program capacity required for stop control can be reduced.

図10に示すように、RBB1内部中に、高配当択役右左1に当せんした場合、右左中が正解の押し順となり、押し順正解時、上記と同様に、第1番目の停止は個数優先に対応させた停止候補検索データに基づいて制御し、第2番目以降の停止は枚数優先に対応させた停止候補検索データに基づいて制御し、第3高配当役NML3を入賞させる。右左中の正解押し順以外は不正解の押し順となり、第1停止から全停止に至るまで、個数優先に対応させた停止候補検索データに基づいて制御を行う。不正解の押し順のうち、左中右、左右中の場合、1枚役NML8又はNML11を1/2の確率で入賞させるか取りこぼしとなり、中左右、中右左の場合、1枚役NML12又はNML15を1/2の確率で入賞させるか取りこぼしとなり、右中左の場合、1枚役NML16又はNML19を1/2の確率で入賞させるか取りこぼしとなる。   As shown in FIG. 10, when hitting the high payout choice right / left 1 inside the RBB 1, the right / left middle is the correct push order, and when the push order is correct, the first stop takes priority as in the above. The second and subsequent stops are controlled based on the stop candidate search data corresponding to the number priority, and the third high payout combination NML3 is awarded. Except for the right and left middle correct answer push order, the incorrect answer push order is used, and control is performed based on the stop candidate search data corresponding to the number priority from the first stop to the total stop. If the wrong answer is pushed, left middle right, left / right middle, or a single role NML8 or NML11 is won or missed with a probability of 1/2, and if left / right, middle right / left, one single role NML12 or NML15 In the case of the right center left or right, it is determined whether or not to win the single role NML16 or NML19 with a probability of 1/2.

枚数優先に対応させて初期作成する停止候補検索データは、第3高配当役NML3の左図柄「プラム」、中図柄「ベル」又は「ブドウ」、右図柄「リプレイ」に対応させて84H等の最高順位付けがされるが、個数優先に対応させて初期作成する停止候補検索データは、左リール1Lの「リプレイ」図柄に対応させて第1高配当役NML1の左図柄「リプレイ」対応と同じく44Hの最高順位付けがされ、中リール1Cの「プラム」図柄に対応させて第2高配当役NML2の左図柄「プラム」対応と同じく44Hの最高順位付けがされ、右リール1Rの「リプレイ」図柄に対応させて1コマ上に44Hの最高順位付けがされる。   The stop candidate search data that is initially created in accordance with the priority of the number of sheets is 84H or the like corresponding to the left symbol “Plum”, the middle symbol “Bell” or “Grape”, the right symbol “Replay” of the third high payout NML3. Although the highest ranking is given, the stop candidate search data that is initially created corresponding to the number priority is the same as the left symbol “replay” correspondence of the first high payout combination NML1 corresponding to the “replay” symbol of the left reel 1L. The highest ranking of 44H is assigned, and the highest ranking of 44H is assigned to the “Plum” symbol of the second high payout NML2 corresponding to the “Plum” symbol of the middle reel 1C, and the “Replay” of the right reel 1R is assigned. Corresponding to the symbol, the highest ranking of 44H is given on one frame.

このため、高配当択役右左1の当せん時、押し順不正解時も、第1停止の終了段階では、第1高配当役NML1や第2高配当役NML2の入賞に対する期待感を持続させることができる。しかも、第3高配当役NML3の正解押し順でない不正解押し順により第1番目に左リール1Lについて「リプレイ」を有効ラインに表示させる停止制御は、第1高配当役NML1を含む他の択役当せんエリアの当せん時にその正解押し順により第1番目に左リール1Lについて「リプレイ」を有効ラインに表示させる停止制御と同様になる。また、第3高配当役NML3の正解押し順でない不正解押し順により第1番目に中リール1Cについて「プラム」を有効ラインに表示させる停止制御は、第2高配当役NML2を含む他の択役当せんエリアの当せん時にその正解押し順により第1番目に中リール1Cについて「プラム」を有効ラインに表示させる停止制御と同様になる。したがって、停止制御に要するプログラム容量を低減することができる。   For this reason, even when the high payout elector right / left 1 is won or when the push order is incorrect, the expectation of winning the first high payout NML1 and the second high payout NML2 is maintained at the end of the first stop. Can do. Moreover, the stop control for displaying “Replay” on the effective line for the left reel 1L first in the incorrect pressing order other than the correct answer pressing order of the third high payout combination NML3 is another option including the first high payout combination NML1. This is the same as the stop control in which “replay” is displayed on the effective line for the left reel 1L first in the correct answer pressing order when the winning area is won. In addition, the stop control for displaying “Plum” on the active line for the first middle reel 1C in the incorrect push order other than the correct push order of the third high payout combination NML3 is another option including the second high payout combination NML2. This is the same as the stop control in which “Plum” is displayed on the effective line for the first reel 1C in the correct answer pressing order when the winning area is won. Therefore, the program capacity required for stop control can be reduced.

図11に示すように、RBB1内部中に、高配当択役左中3に当せんした場合、左中右が正解の押し順となり、押し順正解時、上記と同様に、第1番目の停止は個数優先に対応させた停止候補検索データに基づいて制御し、第2番目以降の停止は枚数優先に対応させた停止候補検索データに基づいて制御し、第4高配当役NML4を入賞させる。左中右の正解押し順以外は不正解の押し順となり、第1停止から全停止に至るまで、個数優先に対応させた停止候補検索データに基づいて制御を行う。不正解の押し順のうち、左右中の場合、1枚役NML8又はNML11を1/2の確率で入賞させるか取りこぼしとなり、中左右、中右左の場合、1枚役NML12又はNML15を1/2の確率で入賞させるか取りこぼしとなり、右左中、右中左の場合、1枚役NML16又はNML19を1/2の確率で入賞させるか取りこぼしとなる。   As shown in FIG. 11, when hitting the high-payout elector left middle 3 in the inside of the RBB 1, the left middle right is the correct push order, and when the push order is correct, the first stop is the same as above. Control is performed based on the stop candidate search data corresponding to the number priority, and the second and subsequent stops are controlled based on the stop candidate search data corresponding to the number priority, and the fourth high payout combination NML4 is awarded. Except for the correct answer pressing order of the left middle right, the incorrect answer pressing order is used, and control is performed based on the stop candidate search data corresponding to the number priority from the first stop to the total stop. If the incorrect answer is in the left-right direction, the single-player role NML8 or NML11 is won or missed with a probability of 1/2. If the middle-right, left-right, middle-right left, the single-player role NML12 or NML15 is 1/2. In the case of right-left middle and right-middle-left, the winning combination NML16 or NML19 is won or missed with a probability of 1/2.

枚数優先に対応させて初期作成する停止候補検索データは、第4高配当役NML4の左図柄「リプレイ」、中図柄「ベル」又は「ブドウ」、右図柄「リプレイ」に対応させて84H等の最高順位付けがされるが、個数優先に対応させて初期作成する停止候補検索データは、左リール1Lの「リプレイ」図柄に対応させて第1高配当役NML1の左図柄「リプレイ」対応と同じく44Hの最高順位付けがされ、中リール1Cの「プラム」図柄に対応させて第2高配当役NML2の左図柄「プラム」対応と同じく44Hの最高順位付けがされ、右リール1Rの「リプレイ」図柄に対応させて1コマ上に第3高配当役NML3の左図柄「リプレイ」対応と同じく44Hの最高順位付けがされる。   The stop candidate search data that is initially created in accordance with the priority of the number of sheets is 84H or the like corresponding to the left symbol “replay”, the middle symbol “bell” or “grape”, the right symbol “replay” of the fourth high payout NML4. Although the highest ranking is given, the stop candidate search data that is initially created corresponding to the number priority is the same as the left symbol “replay” correspondence of the first high payout combination NML1 corresponding to the “replay” symbol of the left reel 1L. The highest ranking of 44H is assigned, and the highest ranking of 44H is assigned to the “Plum” symbol of the second high payout NML2 corresponding to the “Plum” symbol of the middle reel 1C, and the “Replay” of the right reel 1R is assigned. Corresponding to the symbol, the highest ranking of 44H is given on the top one frame, similarly to the left symbol “replay” correspondence of the third high payout combination NML3.

このため、高配当択役左中3の当せん時、押し順不正解時も、第1停止の終了段階では、第2高配当役NML2や第3高配当役NML3の入賞に対する期待感を持続させることができる。しかも、第4高配当役NML4の正解押し順でない不正解押し順により第1番目に中リール1Cについて「プラム」を有効ラインに表示させる停止制御は、第2高配当役NML2を含む他の択役当せんエリアの当せん時にその正解押し順により第1番目に中リール1Cについて「プラム」を有効ラインに表示させる停止制御と同様になる。また、第4高配当役NML4の正解押し順でない不正解押し順により第1番目に右リール1Rについて「リプレイ」を有効ラインに表示させる停止制御は、第3高配当役NML3を含む他の択役当せんエリアの当せん時にその正解押し順により第1番目に右リール1Rについて「リプレイ」を有効ラインに表示させる停止制御と同様になる。さらに、第4高配当役NML4の正解押し順により第1番目に左リール1Lについて「リプレイ」を有効ラインに表示させる停止制御は、第1高配当役NML1を含む他の択役当せんエリアの当せん時にその正解押し順により第1番目に左リール1Lについて「リプレイ」を有効ラインに表示させる停止制御と同様になる。したがって、停止制御に要するプログラム容量を低減することができる。   For this reason, even when the high payout electing role left middle 3 is won or the push order is incorrect, the expectation for the winning of the second high paying role NML2 or the third high paying role NML3 is maintained at the end of the first stop. be able to. In addition, the stop control for displaying “plum” on the active line for the first middle reel 1C by the incorrect pressing order other than the correct pressing order of the fourth high payout combination NML4 is another option including the second high payout combination NML2. This is the same as the stop control in which “Plum” is displayed on the effective line for the first reel 1C in the correct answer pressing order when the winning area is won. In addition, the stop control for displaying “Replay” on the active line for the first right reel 1R in the incorrect pressing order other than the correct answer pressing order of the fourth high payout combination NML4 is another option including the third high payout combination NML3. This is the same as the stop control in which “replay” is displayed on the effective line for the right reel 1R first according to the correct pressing order when the winning area is won. Furthermore, stop control to display “Replay” on the effective line for the left reel 1L first in the correct pushing order of the fourth high payout NML4 is not win in other optional winning areas including the first high payout NML1 Sometimes it is the same as the stop control in which “replay” is displayed on the active line for the left reel 1L first in the correct answer pressing order. Therefore, the program capacity required for stop control can be reduced.

図12に示すように、RBB1内部中に、高配当択役中左3に当せんした場合、中左右が正解の押し順となり、押し順正解時、上記と同様に、第1番目の停止は個数優先に対応させた停止候補検索データに基づいて制御し、第2番目以降の停止は枚数優先に対応させた停止候補検索データに基づいて制御し、第5高配当役NML5を入賞させる。中左右の正解押し順以外は不正解の押し順となり、第1停止から全停止に至るまで、個数優先に対応させた停止候補検索データに基づいて制御を行う。不正解の押し順のうち、左中右、左右中の場合、1枚役NML8又はNML11を1/2の確率で入賞させるか取りこぼしとなり、中右左の場合、1枚役NML12又はNML15を1/2の確率で入賞させるか取りこぼしとなり、右左中、右中左の場合、1枚役NML16又はNML19を1/2の確率で入賞させるか取りこぼしとなる。   As shown in FIG. 12, when the high dividend selection combination left 3 is hit in the inside of the RBB1, the middle and left and right are in the correct push order, and at the time of the correct push order, the first stop is the number as above. Control is performed based on stop candidate search data associated with priority, and the second and subsequent stops are controlled based on stop candidate search data associated with priority on the number of sheets, and the fifth high payout combination NML5 is awarded. Other than the right and left correct answer pressing order, the incorrect answer pressing order is used, and control is performed based on the stop candidate search data corresponding to the number priority from the first stop to the total stop. In the wrong answer push order, if left middle right, left / right middle, the single role NML8 or NML11 is won or missed with a probability of 1/2, and if middle right / left, the single role NML12 or NML15 is 1 / In the case of right-left middle and right-middle left, the winning combination NML16 or NML19 is won or missed with a probability of 1/2.

枚数優先に対応させて初期作成する停止候補検索データは、第5高配当役NML5の左図柄「ベル」又は「ブドウ」、中図柄「プラム」、右図柄「プラム」に対応させて84Hの最高順位付けがされるが、個数優先に対応させて初期作成する停止候補検索データは、左リール1Lの「リプレイ」図柄に対応させて第1高配当役NML1又は第4高配当役NML4の左図柄「リプレイ」対応と同じく44Hの最高順位付けがされ、中リール1Cの「プラム」図柄に対応させて第2高配当役NML2又は第5高配当役NML5の左図柄「プラム」対応と同じく44Hの最高順位付けがされ、右リール1Rの「リプレイ」図柄に対応させて1コマ上に第3高配当役NML3の左図柄「リプレイ」対応と同じく44Hの最高順位付けがされる。   The stop candidate search data that is initially created in accordance with the number priority is the highest 84H corresponding to the left symbol “bell” or “grape”, the middle symbol “plum”, and the right symbol “plum” of the fifth high payout NML5. Although the ranking is performed, the stop candidate search data that is initially created corresponding to the number priority is the left symbol of the first high payout combination NML1 or the fourth high payout combination NML4 corresponding to the “replay” symbol of the left reel 1L. 44H is ranked the same as “Replay” correspondence, and 44H is the same as the left “Plum” correspondence of the second high payout combination NML2 or the fifth high payout combination NML5 corresponding to the “Plum” design of the middle reel 1C. The highest ranking is assigned, and the highest ranking of 44H is assigned to the “replay” symbol of the right reel 1R, similarly to the left symbol “replay” correspondence of the third high payout NML3.

このため、高配当択役中左3の当せん時、押し順不正解時も、第1停止の終了段階では、第1高配当役NML1や第3高配当役NML3や第4高配当役NML4の入賞に対する期待感を持続させることができる。しかも、第5高配当役NML5の正解押し順でない不正解押し順により第1番目に左リール1Lについて「リプレイ」を有効ラインに表示させる停止制御は、第1高配当役NML1を含む他の択役当せんエリアの当せん時にその正解押し順により第1番目に左リール1Lについて「リプレイ」を有効ラインに表示させる停止制御と同様になる。また、第5高配当役NML5の正解押し順でない不正解押し順により第1番目に右リール1Rについて「リプレイ」を有効ラインに表示させる停止制御は、第3高配当役NML3を含む他の択役当せんエリアの当せん時にその正解押し順により第1番目に右リール1Rについて「リプレイ」を有効ラインに表示させる停止制御と同様になる。さらに、第5高配当役NML5の正解押し順により第1番目に中リール1Cについて「プラム」を有効ラインに表示させる停止制御は、第2高配当役NML2を含む他の択役当せんエリアの当せん時にその正解押し順により第1番目に中リール1Cについて「プラム」を有効ラインに表示させる停止制御と同様になる。したがって、停止制御に要するプログラム容量を低減することができる。   For this reason, even if the left 3 in the high payout selection combination is won or the push order is incorrect, the first high payout combination NML1, the third high payout combination NML3, and the fourth high payout combination NML4 are in the final stage of the first stop. The expectation for winning can be maintained. In addition, the stop control for displaying “Replay” on the active line for the first left reel 1L by the incorrect pressing order other than the correct pressing order of the fifth high payout combination NML5 is another option including the first high payout combination NML1. This is the same as the stop control in which “replay” is displayed on the effective line for the left reel 1L first in the correct answer pressing order when the winning area is won. Further, the stop control for displaying “Replay” on the active line for the first right reel 1R in the incorrect pressing order other than the correct answer pressing order of the fifth high payout combination NML5 is another option including the third high payout combination NML3. This is the same as the stop control in which “replay” is displayed on the effective line for the right reel 1R first according to the correct pressing order when the winning area is won. Furthermore, the stop control to display “Plum” on the active line first for the middle reel 1C according to the correct pushing order of the fifth high payout NML5 is not applied to other optional win areas including the second high payout NML2. Sometimes it is the same as the stop control in which “plum” is displayed on the active line for the middle reel 1C first in the correct pressing order. Therefore, the program capacity required for stop control can be reduced.

以上の実施形態において、何れかの高配当択役(左中1〜4、左右1〜4、中左1〜4、中右1〜4、右左1〜4、右中1〜4)の当せん時、第1番目に停止させる第1停止リールと有効ラインに表示される停止図柄の関係をまとめると、次のとおりとなる。この関係は押し順正解時/不正解時を問わない。
1)第1停止が左リール1Lなら、有効ライン上の停止図柄は必ずリプレイとなる。
2)第1停止が中リール1Cなら、有効ライン上の停止図柄は必ずプラムとなる。
3)第1停止が右リール1Rなら、有効ライン上の停止図柄は必ずリプレイとなる。
In the above embodiment, any winning combination (1 to 4 in the left, 1 to 4 in the left, 1 to 4 in the middle, 1 to 4 in the middle, 1 to 4 in the middle, 1 to 4 in the right and left, 1 to 4 in the right) At this time, the relationship between the first stop reel to be stopped first and the stop symbols displayed on the effective line is summarized as follows. This relationship does not matter whether the correct answer is correct or incorrect.
1) If the first stop is the left reel 1L, the stop symbol on the active line is always replayed.
2) If the first stop is the middle reel 1C, the stop symbol on the active line is always a plum.
3) If the first stop is the right reel 1R, the stop symbol on the active line is always replayed.

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。また、いわゆる特別役内部中にATを作動させてAT遊技を行うようにしたが、AT作動下で再遊技高確率状態たるリプレイタイムRTへの移行契機図柄の組合せを表示させてアシストリプレイタイムART下でAT遊技を行うものや、専ら一般中の遊技状態中にAT遊技を行うものや、役物作動中の遊技状態中にAT遊技を行うもの等に適用してもよい。
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項で規定する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、その他の店舗等で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. In addition, the AT is operated by operating the AT inside the so-called special role, but the assist replay time ART is displayed by displaying the combination of the transition timing pattern to the replay time RT which is a replay high probability state under the AT operation. The present invention may be applied to a player who performs an AT game below, a player who performs an AT game exclusively during a general gaming state, a player who performs an AT game while a game is being performed, and the like.
The spinning-type gaming machine is originally used for the pachinko shop business defined in Article 2, Paragraph 1 of the Law Concerning Customs Business Administration and Business Optimization, etc., but the gaming machine according to the present invention However, the present invention is not limited to this, but can also be applied to slot machines that are used for business in other stores, arcade game machines that are not subject to the regulations of the law, simulation game machines that represent reels as images, and the like. 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
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、Q;メダル自動投入手段、J;遊技状態移行手段
F;フリーズ抽せん手段、G;回胴演出実行手段
H1;AT作動決定手段、H2;AT上乗せ決定手段
H3;AT継続管理手段、H4;AT指示情報出力手段
X1;ナビ手段、X2;音声ナビ手段
Y1;演出表示手段、Y2;効果音出力手段
1L; Left reel, 1C; Middle reel, 1R; Right reel (each variable display element)
2; medal slot, 3; bet button, 4; checkout button 5; start lever (start switch)
6L, 6C, 6R; each stop switch 6L; left stop button, 6C; middle stop button, 6R; right stop button 7; production display device 70; liquid crystal display device 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, Q: automatic medal insertion means, J: game state transition means F: freeze drawing means, G: rotating effect execution means H1; AT operation determination means, H2; AT addition determination means H3; AT continuation management means, H4; AT instruction information output means X1; navigation means, X2; voice navigation means Y1; effect display means, Y2;

Claims (1)

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、予め定義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前記内部抽せん手段により当せんと決定した当せんエリアに含まれる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、
前記当せんエリアには、
特定の正解押し順に従う停止操作がされたとき投入遊技媒体数を超える遊技媒体を獲得できる一の高配当役と、前記特定の正解押し順に従わない停止操作がされたとき投入遊技媒体数を超える遊技媒体を獲得できない複数の低配当役とを重複当せんさせる一の択役当せんエリアと、
前記特定の正解押し順に従う停止操作がされたとき投入遊技媒体数を超える遊技媒体を獲得でき且つ前記一の高配当役とは異なる他の高配当役と、前記特定の正解押し順に従わない停止操作がされたとき投入遊技媒体数を超える遊技媒体を獲得できない複数の低配当役とを重複当せんさせる他の択役当せんエリアとを含み、
前記一の高配当役と前記他の高配当役とは、図柄の組合せが一部異なるが、前記特定の正解押し順の第1番目の停止操作がされたときに有効ラインに表示させる図柄を同一にしていると共に、
前記一の高配当役と重複当選させる低配当役と前記他の高配当役と重複当せんさせる低配当役との全部又は一部を、同一の図柄の組合せで構成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, the random number value for the internal lottery is extracted, and whether or not the role included in the winning area is determined based on whether or not the extracted random number value belongs to the predetermined winning area. Internal lottery means,
Each variable display of the variable display element is stopped based on a corresponding stop operation, and a combination of symbols corresponding to a combination included in a winning area determined to be won by the internal lottery means on a predetermined effective line is allowed. In a gaming machine including variable display control means for causing
In the winning area,
One high payout player who can acquire game media exceeding the number of input game media when a stop operation is performed according to a specific correct push order, and the number of input game media is exceeded when a stop operation is not performed according to the specific correct press order An option winning area that overlaps multiple low payouts that cannot acquire game media;
When a stop operation is performed in accordance with the specific correct push order, a game medium exceeding the number of input game media can be obtained, and another high payout combination different from the one high payout combination and a stop that does not follow the specific correct push order Including other alternative winning areas that overlap multiple low payouts that cannot earn more game media than the number of input game media when operated,
The one high payout combination and the other high payout combination are partially different in the combination of symbols, but the symbols to be displayed on the active line when the first stop operation in the specific correct push order is performed. As well as
The whole or a part of the low payout combination that overlaps with the one high payout combination and the low payout combination that overlaps with the other high payout combination is composed of a combination of the same symbols. Gaming machine.
JP2015181278A 2015-09-14 2015-09-14 Gaming machine Active JP6637706B2 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP2015181278A JP6637706B2 (en) 2015-09-14 2015-09-14 Gaming machine

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP2015181278A JP6637706B2 (en) 2015-09-14 2015-09-14 Gaming machine

Related Child Applications (1)

Application Number Title Priority Date Filing Date
JP2019114992A Division JP6644366B2 (en) 2019-06-20 2019-06-20 Gaming machine

Publications (2)

Publication Number Publication Date
JP2017055855A true JP2017055855A (en) 2017-03-23
JP6637706B2 JP6637706B2 (en) 2020-01-29

Family

ID=58388677

Family Applications (1)

Application Number Title Priority Date Filing Date
JP2015181278A Active JP6637706B2 (en) 2015-09-14 2015-09-14 Gaming machine

Country Status (1)

Country Link
JP (1) JP6637706B2 (en)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2017099646A (en) * 2015-12-01 2017-06-08 株式会社オリンピア Game machine

Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2010131251A (en) * 2008-12-05 2010-06-17 Daito Giken:Kk Game machine
JP2014195629A (en) * 2013-03-29 2014-10-16 Kpe株式会社 Game machine
JP5683033B1 (en) * 2014-03-24 2015-03-11 サミー株式会社 Slot machine

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2010131251A (en) * 2008-12-05 2010-06-17 Daito Giken:Kk Game machine
JP2014195629A (en) * 2013-03-29 2014-10-16 Kpe株式会社 Game machine
JP5683033B1 (en) * 2014-03-24 2015-03-11 サミー株式会社 Slot machine

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2017099646A (en) * 2015-12-01 2017-06-08 株式会社オリンピア Game machine

Also Published As

Publication number Publication date
JP6637706B2 (en) 2020-01-29

Similar Documents

Publication Publication Date Title
JP5953526B1 (en) Game machine
JP6557079B2 (en) Game machine
JP6678924B2 (en) Amusement machine
JP5879588B1 (en) Game machine
JP2017018296A (en) Game machine
JP2017099829A (en) Game machine
JP6651157B2 (en) Gaming machine
JP6637706B2 (en) Gaming machine
JP2017099646A (en) Game machine
JP2017055854A (en) Game machine
JP6530684B2 (en) Gaming machine
JP2016209218A (en) Game machine
JP6635537B2 (en) Gaming machine
JP2017018295A (en) Game machine
JP6868915B2 (en) Game machine
JP6644366B2 (en) Gaming machine
JP2017018298A (en) Game machine
JP6713176B2 (en) Amusement machine
JP6288860B2 (en) Game machine
JP6839876B2 (en) Game machine
JP6675695B2 (en) Gaming machine
JP6647651B1 (en) Gaming machine
JP2017099645A (en) Game machine
JP2017079955A (en) Game machine
JP6715607B2 (en) Amusement machine

Legal Events

Date Code Title Description
RD03 Notification of appointment of power of attorney

Free format text: JAPANESE INTERMEDIATE CODE: A7423

Effective date: 20170619

RD04 Notification of resignation of power of attorney

Free format text: JAPANESE INTERMEDIATE CODE: A7424

Effective date: 20170628

A621 Written request for application examination

Free format text: JAPANESE INTERMEDIATE CODE: A621

Effective date: 20180713

A131 Notification of reasons for refusal

Free format text: JAPANESE INTERMEDIATE CODE: A131

Effective date: 20190423

A977 Report on retrieval

Free format text: JAPANESE INTERMEDIATE CODE: A971007

Effective date: 20190426

A521 Request for written amendment filed

Free format text: JAPANESE INTERMEDIATE CODE: A523

Effective date: 20190620

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: 20191203

A61 First payment of annual fees (during grant procedure)

Free format text: JAPANESE INTERMEDIATE CODE: A61

Effective date: 20191223

R150 Certificate of patent or registration of utility model

Ref document number: 6637706

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