JP2018183549A - Game machine - Google Patents

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JP2018183549A
JP2018183549A JP2017089011A JP2017089011A JP2018183549A JP 2018183549 A JP2018183549 A JP 2018183549A JP 2017089011 A JP2017089011 A JP 2017089011A JP 2017089011 A JP2017089011 A JP 2017089011A JP 2018183549 A JP2018183549 A JP 2018183549A
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winning
game
combination
rbb1
probability
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允仁 岩田
Nobuhito Iwata
允仁 岩田
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Olympia KK
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Abstract

PROBLEM TO BE SOLVED: To make a game under accessory continuous operation interesting by securing impartiality and allowing performance of a designation function to have a setting difference, based on type one accessory continuous operation having a setting difference.SOLUTION: With variation of specifications of a lottery regarding a replay as an opportunity, winning of a specific a type 1 accessory RB2 during operation of type 1 accessory continuous operation RBB1 having a setting difference is included, a game state of RT3 in which RB2 is won and operation of RBB1 is completed differs from a game state of non-RT in which RB2 is not won and operation of RBB1 is completed, and a shift is permitted to a specialized zone RT4 of addition of the number of sets of assist replay time ART by display of REP 5.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。特に、停止操作についての指示機能を作動可能とする有利区間を設けている遊技機に係る。   The present invention relates to a spinning machine, other slot machines, arcade game machines, and other gaming machines. In particular, the present invention relates to a gaming machine provided with an advantageous section in which an instruction function for a stop operation can be activated.

特許文献1に、第一種特別役物に係る役物連続作動装置BBの作動中の一般遊技において、青7図柄を表示窓中の右下りラインにシングル揃いさせる第1の第一種特別役物RB1に当せんした場合は再遊技に係る抽せん仕様を一の仕様RT4にし、青7図柄を表示窓中の右下りラインと中段ラインにダブル揃いさせる第2の第一種特別役物RB2に当せんした場合は再遊技に係る抽せん仕様を他の仕様RT8にし、BBの作動がRT4の状態で終了したときは、RT4から再遊技役3の表示により再遊技確率を100ゲームについて1/1.2に高めた一の高確遊技状態RT5に移行させ、BBの作動がRT8の状態で終了したときは、RT8から再遊技役4の表示により再遊技確率を1000ゲームについて1/1.2に高めた他の高確遊技状態RT7に移行させ、BBの作動中に青7図柄がシングル揃いするかダブル揃いするかに応じて、再遊技高確率状態となるゲーム数に差を設けた遊技機が記載されている(段落0242、図24(a)(b)等)。   In Patent Literature 1, in the general game during the operation of the accessory continuous actuating device BB related to the first type special feature, the first type one special role that makes the blue 7 symbol single aligned with the right downward line in the display window. If you hit the object RB1, the lottery specification related to replay will be the one specification RT4 and you will not win the second type 1 special role RB2 that doubles the blue 7 symbol on the right down line and middle line in the display window In this case, the lottery specification relating to the replay is set to another specification RT8, and when the operation of the BB is finished in the state of RT4, the replay probability is displayed on the display of the replaying player 3 from RT4 to 1 / 1.2 for 100 games. When the BB operation is finished in the state of RT8, the replay probability is increased to 1 / 1.2 for 1000 games by displaying the replaying role 4 from RT8. Other high probability play There is a description of a gaming machine in which a transition is made to the state RT7 and a difference is made in the number of games in which the replay high probability state is set depending on whether the blue 7 symbols are single-aligned or double-aligned during the operation of the BB (paragraph) 0242, FIG. 24 (a) (b) etc.).

特開2008−67946号公報JP 2008-67946 A

以上のものでは、BBの作動中に、青7図柄がシングル揃いするよりもダブル揃いすることに期待させる遊技性を創出できるが、BBの作動終了後に遊技者に付与される特典は、1000ゲームについての再遊技高確率状態であり、そもそも再遊技というのは新たなメダルの投入なしで「もう1回」遊技が行えるに過ぎず、再遊技を何回引いてもメダルは一向に増えないことから、出玉の増加を直接的かつ確実に期待することはできない。よって、BB作動中の遊技興趣を顕著に高めるまでには至らない。   In the above, during the operation of the BB, it is possible to create a game that can be expected to be double-aligned rather than a single blue 7 pattern, but the privilege given to the player after the operation of the BB is 1000 games In the first place, replaying can be done only once again without the introduction of new medals, and no matter how many times replays are drawn, the number of medals will not increase. It is not possible to expect an increase in the number of balls directly and reliably. Therefore, it does not reach to remarkably raise the game interest during BB operation.

ここで、BBの作動中に、青7図柄がシングル揃いするかダブル揃いするかに応じて、ストップボタンの押し順に正解したときに投入数を超える高配当のメダルを獲得できる択役についての正解押し順を報知するアシストタイムATの継続ゲーム数の上乗せ等をする仕様を付加すれば、BBの作動中の表示出目に一層興味が増すと考えられる。しかし、このようにすると、BBの作動頻度が指示機能の性能を直接左右することになり、BBは設定の違いによらない一律の確率で抽せんする設定差無とする必要がある。BBの当せん確率を設定により可変にすると、BBの作動中にする指示機能に係る処理の頻度がBBの設定差に依存し、高設定ほど、BBの作動自体で獲得できる出玉の優遇仕様に指示機能の作動による出玉の優遇仕様を加重することになり、遊技の公正を害するからである。よって、上記文献記載のものに指示機能に係る処理を付加すると、BBは設定差無となり、BBの作動自体の出玉差も、指示機能による出玉差も生じないメリハリを欠く遊技性に陥る。   Here, the correct answer about the winning combination that can win a medal with a high payout exceeding the number of throws when the correct answer is made in the order of pressing the stop button depending on whether the blue 7 symbols are single aligned or double aligned during the operation of BB If a specification for adding the number of continuous games of the assist time AT for notifying the pushing order is added, it is considered that the interest in the display appearance during the operation of the BB is further increased. However, if this is done, the operation frequency of the BB directly affects the performance of the instruction function, and the BB needs to have no setting difference that is drawn with a uniform probability regardless of the setting difference. If the winning probability of BB is made variable by setting, the frequency of processing related to the instruction function during BB operation depends on the setting difference of BB. This is because the preferential treatment specifications for playing balls due to the operation of the instruction function will be weighted, which will harm the fairness of the game. Therefore, when processing related to the instruction function is added to the above-described document, BB becomes no setting difference, and there is a lack of sharpness in which there is no difference in the operation of the BB itself and no difference in output due to the instruction function. .

本発明の課題は、設定差有の第一種特別役物に係る役物連続作動装置の作動に基づいて、遊技の公正さを担保しつつ実質的に指示機能の性能についても設定差を付与でき、役連作動中の遊技を面白くすると共にメリハリのある出玉特性を打ち出し得る遊技機を提供する点にある。   The object of the present invention is to provide a setting difference substantially for the performance of the instruction function while ensuring the fairness of the game, based on the operation of the continuous action device related to the first type special object having a setting difference. It is possible to provide a gaming machine that can make a game that is being operated in a fun and interesting manner and that can bring out a distinctive ball-out characteristic.

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を契機に内部抽せん用の乱数値を抽出し、抽出した乱数値に基づいて予め定義した複数の籤の中から当せん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、前記内部抽せん手段で当せんと決定した当せん籤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)とを含み、
前記籤の当せん確率の組合せである設定を変更可能にしていると共に、前記可変表示要素に対する停止操作についての指示機能を作動可能とする有利区間を設けている遊技機を前提とする。
The reference numerals of the drawings are illustrated in parentheses for illustration.
It has a plurality of variable display elements (left reel 1L, middle reel 1C, right reel 1R) for variably displaying symbols of a plurality of frames,
An internal lottery means (K) for extracting a random number value for internal lottery triggered by a variable display start operation when the game medium is inserted, and determining a winning from a plurality of pre-defined baskets based on the extracted random number value; ,
Variable display control means (reel control) for allowing the variable display of the variable display element to be displayed based on the corresponding stop operation, and displaying the combination of symbols corresponding to the combination included in the winning combination determined by the internal drawing means. Means V),
A premise is a gaming machine in which a setting that is a combination of the winning probability of the kite can be changed, and an advantageous section is provided in which an instruction function for a stop operation on the variable display element can be activated.

「可変表示要素」は、リール(回胴)、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。
「籤(くじ)」は、当せんエリアともいう。また、籤自体を条件装置あるいは条件装置グループということもできる。
「設定」とは、規定数(遊技の結果を1回得るために投入をする必要がある遊技メダル等の数として遊技の種類ごとに定められたもの)に応じた入賞、再遊技、役物又は役物連続作動装置の作動に係るそれぞれの条件装置が作動する確率の組合せをいう(遊技機規則第6条別表第二(3)ヘ)。要するに、定義した籤の当せん確率の組合せを意味する。当せん確率の組合せの違いにより、最低出玉率となる設定1から最高出玉率となる設定6まで、6段階に変更できるのが一般的である。
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.
“Kuji” is also called the winning area. The bag itself can also be called a conditional device or a conditional device group.
“Settings” means winnings, replays, and bonuses according to a specified number (specified for each type of game as the number of game medals that need to be inserted to obtain a game result once) Or the combination of the probability that each condition apparatus which concerns on the action | operation of an accessory continuous operation apparatus operates (figure machine rule Article 6 Attached Table 2 (3)). In short, it means a combination of the winning probabilities of the defined kites. Depending on the combination of the winning probabilities, it is generally possible to change the setting from 6 which is the lowest payout rate to 6 which is the highest payout rate.

「指示機能」とは、遊技媒体の獲得を補助する目的として行う可変表示要素に対する停止操作位置(押下位置)や停止順序(押し順)を指示する機能をいう。
主制御装置(主基板)で管理するメインモニタ(表示器)に、指示機能により獲得性能に差異が生じる条件装置作動状態に係る信号である指示情報信号を識別する番号すなわち例えば指示情報信号が第1番目に左ストップボタンを押し、第2番目に中ストップボタンを押し、第3番目に右ストップボタンを押す「左中右」の停止順序を指示するものなら、番号「1」等を表示すると共に、周辺制御装置(周辺基板)で管理する液晶表示装置等に、ストップボタンの配置に対応させて「123」等と該当するナビ情報を表示するのが一般的である。また、第1番目に左ストップボタンを押すべき左第1停止を指示するものなら、メインモニタ(表示器)に番号「7」等を表示すると共に、液晶表示装置等に「1××」や「1−−」等と表示するのも一般的である。
The “instruction function” refers to a function for instructing a stop operation position (pressed position) and a stop order (push order) for a variable display element that is performed for the purpose of assisting acquisition of a game medium.
The main monitor (indicator) managed by the main controller (main board) has a number for identifying an instruction information signal that is a signal related to a condition device operating state that causes a difference in acquisition performance by an instruction function, that is, an instruction information signal, for example. Press the left stop button first, press the middle stop button second, press the right stop button third. If you want to indicate the stop order of “left middle right”, display the number “1” etc. At the same time, the navigation information corresponding to “123” or the like is generally displayed on the liquid crystal display device or the like managed by the peripheral control device (peripheral substrate) in accordance with the arrangement of the stop button. If the first stop instruction to press the first left stop button is instructed, the number “7” or the like is displayed on the main monitor (display), and “1xx” or the like is displayed on the liquid crystal display device or the like. It is also common to display “1--” or the like.

「有利区間」とは、最大獲得数が得られる当せんに係る入賞役についての押下位置や停止順序の指示を原則1回以上行う、指示機能に係る性能を有する遊技区間をいう。原則としているのは、有利区間の遊技数が所定上限遊技数(1500回)を超えるまでに、あるいは、有利区間中に作動した第一種特別役物又は役物連続作動装置の作動終了後の任意に定める有利区間の終了時までに、最大獲得数が得られる当せんに係る入賞役についての押下位置や停止順序を指示する機会がなかった場合は、その指示を行わないことがあり得るからである。有利区間への移行は、設定の違いによらない当せん確率にて抽せんする籤の当せんに紐付いて決定するのが好ましい。また、有利区間中は、「指示機能に係る処理」を行うことができる。
「指示機能に係る処理」とは、指示機能の上乗せ、継続等の指示権利に係る直接的な処理、抽せん状態やその状態移行の遷移等(遊技数減算等)の間接的な処理及び有利区間を終了させる処理をいう。指示機能に係る処理には、指示機能の上乗せ等、遊技者に有利なものと、有利区間の終了等、遊技者に不利なものとを含む。
“Advantageous section” refers to a gaming section having a performance related to an instruction function, in which a push position and a stop order are instructed once or more for a winning combination relating to a winning where the maximum number of winnings is obtained. As a general rule, the number of games in the advantageous section exceeds the predetermined upper limit number of games (1500 times), or after the operation of the first kind special feature or the continuous action device that has been activated during the advantageous section. If there is no opportunity to indicate the pressing position and stop order for the winning combination related to the winning combination for obtaining the maximum number of winnings by the end of the arbitrarily determined advantageous section, the instruction may not be given. is there. It is preferable that the transition to the advantageous section is determined in association with the winning of the kite to be drawn with the winning probability regardless of the setting difference. Further, during the advantageous section, “processing related to the instruction function” can be performed.
“Processing related to the instruction function” means direct processing related to the instruction right such as addition and continuation of the instruction function, indirect processing such as a lottery state and transition of the state transition (such as subtraction of the number of games), and advantageous intervals Is the process of ending. The processing related to the instruction function includes things advantageous to the player such as addition of the instruction function and disadvantageous to the player such as the end of the advantageous section.

有利区間でない非有利区間は、原則として、「通常区間」となる。
「通常区間」とは、指示機能により獲得性能に差異が生じる条件装置作動状態に係る信号(指示情報信号)を周辺基板に送信してはならない区間であり、かつ指示機能に係る性能(但し、有利区間へ移行する抽せんを除く)に一切影響を及ぼさない、指示機能に係る性能を有さない遊技区間をいう。原則としているのは、役物連続作動装置又は第一種特別役物に係る条件装置に紐付いて有利区間移行抽せんに当せんした際、当該条件装置の内部中(所定のシミュレーション試験による出玉率が1以上の場合を除く)、当該役物連続作動装置又は第一種特別役物の作動時まで有利区間の開始を待機することができる「待機区間」を除く趣旨である。
A non-favorable section that is not an advantageous section is, in principle, a “normal section”.
The “normal section” is a section in which a signal (instruction information signal) relating to a condition device operating state in which a difference in acquisition performance is caused by the instruction function should not be transmitted to the peripheral board, and performance related to the instruction function (however, A game section that does not have any performance related to the instruction function and has no effect on any of the lotteries that move to the advantageous section. As a general rule, when a lottery is drawn in conjunction with a condition device related to a continuous actuating device for an accessory or a first-class special accessory, and an advantageous section transition lottery is won, the inside of the condition device (the rate of play by a predetermined simulation test is Except for the case of 1 or more), the purpose is to exclude the “standby section” in which the start of the advantageous section can be waited until the operation of the accessory continuous action device or the first type special accessory.

以上のものにおいて、
次遊技を新たな遊技媒体の投入なしで行える再遊技に係る籤の仕様を変動させる契機に、前記設定の違いに応じた当せん確率にて当せんさせる第一種特別役物に係る役物連続作動装置による設定差有役連(RBB1)の作動中に第一種特別役物による特定役物(RB2)に当せんしたときを含ませ、
前記特定役物(RB2)の当せんにより再遊技に係る籤の仕様が変動した態様で前記設定差有役連(RBB1)の作動が終了した後の遊技状態(RT3)は、前記特定役物(RB2)の当せんがなく再遊技に係る籤の仕様が変動しない態様で前記設定差有役連(RBB1)の作動が終了した後の遊技状態(非RT)と異なり、所定条件の具備(RT4移行リプ1〜3の当せんによるREP5の表示)により、前記有利区間中における前記指示機能に係る遊技者に有利な処理(アシストリプレイタイムARTのセット数上乗せ処理)を実行可能な特定遊技状態(RT4)に移行可能にしている。
In the above,
The continuous action of the first type special feature that will be won with the probability of winning according to the difference in the setting, when the specifications of the game related to replay that can be played without the introduction of new game media are changed Include the case where the specified combination (RB2) by the first-class special combination was hit during the operation of the set differential combination series (RBB1) by the device,
The gaming state (RT3) after the operation of the set differential effective group (RBB1) is finished in a manner in which the specification of the game related to replaying fluctuates due to the winning of the specific combination (RB2) is the specific combination ( Unlike the gaming state (non-RT) after the operation of the set differential effective group (RBB1) is finished in a manner in which the specification of the game related to replay does not fluctuate because there is no winning of RB2), the provision of predetermined conditions (RT4 transition) A specific gaming state (RT4) capable of executing processing (addition processing for assist replay time ART) advantageous to the player related to the instruction function in the advantageous section by displaying REP5 by winning of Lips 1 to 3) It is possible to migrate to.

「第一種特別役物」とは、規定数ごとの入賞に係る図柄の組合せの数を増加させ、又は規定数ごとの入賞に係る「条件装置」が作動する確率を上昇させる役物で、あらかじめ定められた場合に作動し12回を超えない回数の遊技の結果が得られるまで作動を継続することができるものをいう(遊技機規則第6条別表第二(3)ト)。第一種特別役物は、レギュラーボーナスともいい、RB等で表記される。
「役物連続作動装置」とは、第一種特別役物又は第二種特別役物を連続して作動させることができる装置で、特定の図柄の組合せが表示された場合に作動しあらかじめ定められた場合に作動を終了するものをいう(遊技機規則第6条別表第二(3)チ)。第一種特別役物に係る役物連続作動装置は、一種ビッグボーナスや単に一種ビッグともいい、RBBやBB等で表記される。
なお、「役物」とは、入賞を容易にするための特別の装置をいう(風俗営業等の規制及び業務の適正化等に関する法律施行規則第9条)。
"First-class special bonus" is an accessory that increases the number of symbol combinations related to winnings per prescribed number, or increases the probability that the "condition device" related to winnings per prescribed number will be activated. This means that the operation can be continued until a game result is obtained that does not exceed 12 times when it is determined in advance (gaming machine rule Article 6 Attached Table 2 (3) G). The first kind special combination is also called a regular bonus, and is written in RB or the like.
“Consecutive equipment continuous operation device” is a device that can continuously operate a first-class special product or a second-class special product, and is activated when a specific symbol combination is displayed. If it is done, it means that the operation is terminated (Attached Table 2 (3) h) of the Game Machine Rules Article 6 Attached Table 2). The accessory continuous actuating device related to the first kind special accessory is also referred to as a kind big bonus or simply a kind big, and is represented by RBB or BB.
“Functions” refers to special equipment that facilitates winning a prize (Article 9 of the Law Enforcement Regulations on Regulations on Customs Sales and Business Optimization).

「条件装置」とは、その作動が「入賞」、「再遊技」、役物又は役物連続作動装置の作動に係る図柄の組合せが表示されるために必要な条件とされている装置で、内部抽せん(遊技機内で行われる電子計算機によるくじ)に当せんした場合に作動するものをいう(遊技機規則第6条別表第二(3)ホ)。要するに、当せんフラグを意味する。
「入賞」とは、図柄について遊技メダル等(遊技メダル又は遊技球(遊技機規則第6条別表第二(1)ハ))を獲得するため必要な組合せとしてあらかじめ定められたものが表示されることをいう(遊技機規則第6条別表第二(3)ニ)。「入賞」に係る役すなわち入賞役は、小役ともいう。
「再遊技」とは、遊技メダル等の投入をすることによらずに行うことができる遊技をいう(遊技機規則第6条別表第二(3)イ)。「再遊技」に係る役は、再遊技役ともいう。
入賞と再遊技とを含めて役物ではないという意味で非役物ともいい、入賞役(小役)と再遊技役とを含めて非役物に係る役ともいう。
なお、再遊技、役物及び役物連続作動装置の作動は、入賞でない(平成16年(2004年)5月26日警察庁丁生環発155「技術上の規格解釈基準」の二.各論の(四)の(1)ロ(ハ))。
"Condition device" is a device whose operation is a necessary condition for displaying a combination of symbols related to the operation of "winning", "re-playing", an accessory or an accessory continuous operation device, The one that operates when it wins an internal lottery (a lottery by an electronic computer performed in a gaming machine) (Attachment Rules 2 of Article 6 (3) E). In short, it means a winning flag.
“Winning” is displayed as a combination required in order to acquire a game medal or the like (game medal or game ball (gaming machine rule Article 6 Attached Table 2 (1) C)) for the symbol. That means (Guide Machine Rules Article 6 Attached Table 2 (3) D). A role related to “winning”, that is, a winning role is also called a small role.
“Re-game” refers to a game that can be played without inserting game medals or the like (gaming machine rule Article 6 Appendix 2 (3) b). A role related to “replay” is also referred to as a replay role.
It is also referred to as a non-actual character in the sense that it is not a character including a winning combination and a replay, and a character related to a non-character including a winning character (small role) and a re-playing character.
In addition, the operation of the re-game, the accessory, and the accessory continuous operation device is not a prize (National Institute of Technology, Chofu 155, May 26, 2004). (4) (1) B (C)).

以上、特定役物の当せんがなく再遊技に係る籤の仕様が変動しない態様で設定差有役連の作動が終了した場合、設定の違いに応じた設定差有役連の作動頻度の違いにより、設定差有役連の作動自体による適正な出玉差を付与できる。特定役物の当せんにより再遊技に係る籤の仕様が変動した態様で設定差有役連の作動が終了した場合、所定条件の具備により特定遊技状態に移行できるが、所定条件の具備がない場合は特定遊技状態に移行せず、この場合は、設定差有役連の作動自体による適正な出玉差を付与できる。設定差有役連の作動が終了しても、特定遊技状態に必ず移行するものではなく、設定差有役連の作動が、有利区間中における指示機能に係る遊技者に有利な処理の実行に直結しない。これらにより、遊技の公正さを担保できる。それでいながら、設定差有役連の作動頻度が設定に応じて高まると、間接的に特定遊技状態に移行する頻度も高まるため、実質的に指示機能の性能についても設定差を付与できる。こうして、設定差有役連の作動中に特定役物に当せんする期待感を煽り、設定差有役連の作動中の遊技興趣を高め得ると共に、設定の違いに応じたメリハリのある出玉特性を打ち出し得る。   As mentioned above, when the operation of the set differential actors is completed in a manner that the specification of the spear related to replays does not change without winning a specific role, due to the difference in the operation frequency of the set differential actors depending on the setting difference It is possible to give an appropriate ball difference due to the operation itself of the set difference actors. When the operation of the set differential actors is completed in a manner in which the specifications of the game related to replay fluctuate due to the winning of the specified character, the specified game state can be entered by the predetermined condition, but the predetermined condition is not satisfied Does not shift to the specific gaming state, and in this case, an appropriate play difference can be given by the operation itself of the set difference effective series. Even if the operation of the set differential actors ends, it does not necessarily shift to the specific gaming state, and the operation of the set differential actors will execute processing that is advantageous to the player related to the instruction function in the advantageous section. Not directly connected. By these, the fairness of a game can be secured. Nevertheless, if the operation frequency of the setting difference effective group increases according to the setting, the frequency of shifting to the specific gaming state indirectly increases, so that the setting difference can be substantially given to the performance of the instruction function. In this way, the expectation of hitting a specific actor during the operation of the set differential actors can be raised, and the gaming interests during the operation of the set differential actors can be enhanced, and the distinctive appearance characteristics according to the setting difference Can be launched.

以上のもので、前記特定遊技状態(RT4)は、予め定める有限回数(例えば30回)の遊技中に、他の遊技状態(非RT、RT3等)では再遊技に係る籤の仕様を変動させる契機となる図柄の組合せ(BLK1〜3)が表示されても、前記特定遊技状態(RT4)を維持し、前記有限回数の遊技後に、前記特定役物(RB2)の当せんがなく再遊技に係る籤の仕様が変動しない態様で前記設定差有役連(RBB1)の作動が終了した後の遊技状態(非RT)と同じ遊技状態に移行させる仕様にしている。   In the above, the specific game state (RT4) changes the specification of the game related to re-game in other game states (non-RT, RT3, etc.) during a predetermined finite number of games (for example, 30 times). Even if a combination of symbols (BLK1 to 3) as an opportunity is displayed, the specific game state (RT4) is maintained, and after the finite number of games, there is no winning of the specific combination (RB2). It is set as the specification which transfers to the same gaming state as the gaming state (non-RT) after the operation | movement of the said setting difference effective association (RBB1) is complete | finished in the aspect which does not change the specification of a bag.

これにより、特定遊技状態を、指示機能に係る遊技者に有利な処理を実行する特化ゾーンとして適切かつ有効に機能させることができ、遊技興趣を効果的に高め得る。   Thereby, the specific gaming state can be appropriately and effectively functioned as a specialized zone for executing processing advantageous to the player related to the instruction function, and the gaming interest can be effectively enhanced.

本発明遊技機の斜視図。The perspective view of this invention gaming machine. 可変表示要素を構成するリールの展開図。The developed view of the reel which comprises a variable display element. 個々の条件装置等の一覧表。A list of individual condition devices. 同時当せんさせる条件装置毎に区分した籤(当せんエリア)一覧表。A list of 籤 (winning areas) sorted by condition device to be won simultaneously. 制御装置のブロック図。The block diagram of a control apparatus.

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。なお、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. In 1985, after revisions to the gaming machine rules, that is, the National Public Safety Commission Regulation No. 1 on January 30, 2004 (2004), 2 It is a slot machine that conforms to the National Public Safety Commission Regulation No. 4 “Rules for Game Machine Approval and Type Approval” on May 12. The terms and their technical contents are in accordance with the current game machine rules.

遊技機筐体8Bは、ハニカムリアキャビネット8R及びキャビネット枠8W、扉状の上下フロントキャビネット8E,8Fを備える。上フロントキャビネット8Eには、演出動画や、有利区間中のアシストタイムATによる指示情報信号に対応したナビ等をフルカラーで映し出す上部液晶表示装置71、サーチライトを模したドットマトリクス表示装置73、リールパネル8、展開及び収納可能な組ランプe1〜3をもつ左上可動ランプE1,同組ランプe4〜6をもつ右上可動ランプE2,同組ランプe7〜9をもつ左下可動ランプE3,同組ランプe10〜12をもつ右下可動ランプE4、左上ランプE5,右上ランプE6、リールパネル8を囲む門型ランプE7〜E11を備える。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 honeycomb rear cabinet 8R, a cabinet frame 8W, and door-shaped upper and lower front cabinets 8E and 8F. The upper front cabinet 8E includes an upper liquid crystal display device 71 that displays in full color a navigation video corresponding to a production video, an instruction information signal by an assist time AT in an advantageous section, a dot matrix display device 73 that simulates a search light, a reel panel 8. Upper left movable lamp E1 with assembled lamps e1 to e3 that can be deployed and stored, upper right movable lamp E2 with assembled lamps e4 to 6, lower left movable lamp E3 with assembled lamps e7 to 9, and assembled lamp e10 12, a lower right movable lamp E 4, an upper left lamp E 5, an upper right lamp E 6, and portal lamps E 7 to E 11 surrounding the reel panel 8. Note that left and right mean left and right in the player's line of sight facing the gaming machine.

下フロントキャビネット8Fには、操作部8S、演出用の下部液晶ボタンABを兼用し且つ上部液晶表示装置71と協働した演出動画等を表示させる可動式ビジョンATVから成る下部液晶表示装置72、その両脇のサイドランプE12,E13を備える。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はメダル受皿である。筐体8Bの内部には、「ド、ド、ド、ドォー」等の重低音の再生により振動を発生させるウーハー90を内蔵している。   The lower front cabinet 8F has a lower liquid crystal display device 72 composed of a movable vision ATV that also serves as an operation unit 8S and a lower liquid crystal button AB for production, and displays a production movie or the like in cooperation with the upper liquid crystal display device 71. Side lamps E12 and E13 on both sides are provided. Reference numerals 91 to 94 denote speakers for outputting BGM and various sound effects, 8M denotes a medal payout port, and 8G denotes a medal tray. Inside the housing 8B is incorporated a woofer 90 that generates vibrations by reproducing heavy bass such as “do, do, do, doo”.

リールパネル8の透明な表示窓80の内部には、複数の回胴すなわち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20コマ配列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。定常回転時を含む通常の正転時、各図柄は上から下にスクロールする。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、例えば中段ライン(左中−中中−右中)のみを有効ラインとしている。なお、他のラインを含めて2本以上のラインを有効ラインとしてもよい。   The transparent display window 80 of the reel panel 8 includes a plurality of spinning cylinders, that is, a left reel 1L, a middle reel 1C, and a right reel 1R, which are variable display elements, on the outer periphery of each reel band 10L, 10C, 10R. Three consecutive frames out of a total of 20 symbols are exposed through the window. Each symbol scrolls from top to bottom during normal forward rotation, including during steady rotation. 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 middle line (left middle-middle middle-right middle) is the effective line. Note that two or more lines including other lines may be effective lines.

操作部8Sには、遊技媒体たる遊技メダルを投入するメダル投入口2i、開始ボタンbi・上下左右の移動ボタンb1〜4・終了ボタンboをもち、音量、光量、BGM、キャラクター等を選択変更できる実機カスタマイズ用の十字キーユニットBT、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例えば3枚の掛けメダルを引き落とすベットボタン3、クレジット等に残る数のメダルをメダル受皿8Gに落す精算ボタン4、各リール1L,1C,1Rの可変表示(回転)を開始させるスタートスイッチとなるスタートレバー5、各リール1L,1C,1Rに対応して設け、対応するリールの可変表示(回転)を個別に停止させるストップスイッチとなる左ストップボタン6L、中ストップボタン6C、右ストップボタン6R、メダル投入口2i下流のメダル詰り時に押すリジェクトボタン2R、ドアキーの操作穴8Kを備える。   The operation unit 8S has a medal slot 2i for inserting a game medal as a game medium, a start button bi, up / down / left / right move buttons b1 to 4, and an end button bo, and can select and change the volume, light quantity, BGM, character, and the like. Cross key unit BT for customizing the actual machine, electromagnetic record of the storage device, that is, a bet button 3 for pulling out a prescribed number necessary for one game from credit, for example, 3 betting buttons, a medal tray 8G The adjustment button 4 is provided to correspond to the start lever 5 serving as a start switch for starting variable display (rotation) of each reel 1L, 1C, 1R, and the corresponding reel variable display ( Left stop button 6L, middle stop button 6C, and right stop, which are stop switches that individually stop rotation) Tan 6R, reject button 2R press when clogging medals downstream medal slot 2i, an operation hole 8K of door key.

また、現時のクレジット数を表示させるクレジット表示器DL1、入賞による払出メダル枚数を表示させると共に有利区間中のアシストタイムATによる指示機能の作動時に指示情報信号を識別する番号を表示させるメインモニタMAを兼ねるペイアウト表示器DL2、そのドットを利用し、有利区間への移行が決定された次遊技から有利区間中にあるとき点灯させ、有利区間が終了した次遊技からの通常区間中に消灯させる区間表示器Ek、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て再遊技が作動し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。   Also, a credit display DL1 for displaying the current number of credits, a main monitor MA for displaying the number of payout medals by winning and displaying a number for identifying the instruction information signal when the instruction function by the assist time AT in the advantageous section is activated. The payout indicator DL2 that also serves as an indicator that uses the dot to turn on when there is an advantageous section from the next game that has been determined to be transferred to the advantageous section, and turn off during the normal section from the next game after the advantageous section has ended The Ek, the 1-3 lamps EL1 to 3 that are turned on each time one, 2, or 3 medals are applied, the bet lamp ELb that is turned on when the medals can be accepted, and the start operation by the start lever 5 Start lamp ELs to light up when possible, light up when a combination of symbols related to replay is displayed and replay is activated It includes a game basic lamps 30 including a replay lamp ELr to.

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2iからメダル1枚を入れると1枚ランプEL1が点灯し、さらに1枚入れると2枚ランプEL2が点灯し、さらに1枚入れると3枚ランプEL3が点灯し、規定数に達する。規定数の掛けメダルになると、スタートランプELsが点灯し、スタートレバー5による始動操作が可能になる。規定数に達した状態からスタートレバー5を操作しないでメダル投入口2iにさらにメダルを入れると、クレジット表示器DL1のカウンタを進め、所定上限数である50枚まで貯留可能となる。入賞により払出されたメダルも50枚まではクレジットに加算され、50枚を超えて払出されたメダルは、メダル払出口8Mからメダル受皿8Gに受止められる。   When the bet lamp ELb is lit, when one medal is inserted from the medal insertion slot 2i with the hanging medal being 0, the one lamp EL1 is lit, and when one is inserted, the two lamp EL2 is lit, and one more is inserted. The three-lamp lamp EL3 is lit and reaches the specified number. When the specified number of multiplying medals is reached, the start lamp ELs is turned on, and the start operation by the start lever 5 becomes possible. When a medal is further inserted into the medal insertion slot 2i without operating the start lever 5 from the state where the prescribed number has been reached, the counter of the credit indicator DL1 is advanced and can be stored up to a predetermined upper limit of 50 sheets. Up to 50 medals paid out by winning are added to the credit, and medals paid out exceeding 50 are received by the medal tray 8G from the medal payout opening 8M.

図2に示すように、各リール帯10L,10C,10Rの外周面には、赤7、黒バー、チェリー、スイカ、ベル、リプレイ、ブランク1、ブランク2、ブランク3、ブランク4の全10種類の図柄を、図柄番号0,1〜19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。   As shown in FIG. 2, on the outer peripheral surface of each reel strip 10L, 10C, 10R, all 10 types of red 7, black bar, cherry, watermelon, bell, replay, blank 1, blank 2, blank 3, blank 4 These symbols are drawn by printing or the like in accordance with the symbol numbers 0, 1 to 19 and according to a unique vertical arrangement. The upper and lower ends of each reel band 10L, 10C, 10R are connected to form a ring, and the symbols are scrolled endlessly.

各リール1L,1C,1Rは20コマの図柄を配する20コマリールである。各リール1L,1C,1Rの駆動には、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SM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、20コマリールでは、504/20=25.2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。ステップ数の多い方を26、ステップ数の少ない方を24とし、図柄番号0〜19を5で割った整数解の余りが奇数となる図柄番号1,3,6,8,11,13,16,18の図柄に少ない方の24ステップを割付け、その他の図柄番号0,2,4,5,7,9,10,12,14,15,17,19の図柄に多い方の26ステップを割付けている。   Each reel 1L, 1C, 1R is a 20-frame reel that arranges 20-frame symbols. For driving each reel 1L, 1C, 1R, a stepping motor SM having a specification in which one step angle for driving 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 20-frame reels, 504/20 = 25.2 does not result in an integer solution, so an uneven number of steps is assigned. ing. Symbol number 1,3,6,8,11,13,16 in which the remainder of the integer solution obtained by dividing 26 with the larger number of steps and 24 with the smaller number of steps and dividing symbol numbers 0 to 19 by 5 is odd. Assign the lesser 24 steps to 18 symbols, and assign the more 26 steps to the other symbols 0, 2, 4, 5, 7, 9, 10, 12, 14, 15, 17, 19 ing.

なお、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、一割込み時間例えば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、504のステップ更新で一回転させる。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。   The 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. And a stator Sw wound around a phase (A bar phase (inverted phase of A)) and D phase (B bar phase (inverted phase of B)). 1-phase excitation and 2-phase excitation that turns on one winding and other adjacent windings are turned on by 1-2 phase excitation that repeats alternately every interrupt time, for example, t = 1.49 ms. A half step angle (one step angle by two-step update) is displaced by one step update of the pulse, and one rotation is made by step update of 504. Further, forward rotation and reverse rotation are made possible by changing the step update direction of the excitation pulse.

定常回転時、各リール1L,1C,1Rは、504ステップと1割込時間1.49msを乗じた750.96msで一回転する。1分間に約80回転となる。図柄が一コマ移動するのに要する時間は、平均約37.55msとなる。遊技機規則において通常時のリール停止操作から停止までの第1規定時間「190ms以内」というのは、((190÷37.55)−1)の整数解=4コマが許容される最大滑りコマ数となる。よって、各リール帯10L,10C,10Rにおいて、4コマ以下の図柄を間に挟んで表示対象の図柄が上下に変位する場合、その表示対象の図柄は必ず有効ラインに表示でき、表示確率は1となる。   At the time of steady rotation, each reel 1L, 1C, 1R makes one rotation at 750.96 ms, which is multiplied by 504 steps and 1 interrupt time 1.49 ms. Approximately 80 rotations per minute. The average time required for the symbol to move one frame is approximately 37.55 ms. According to the gaming machine rules, the first specified time “within 190 ms” from the normal reel stop operation to the stop is the maximum sliding piece in which an integer solution of ((190 ÷ 37.55) −1) = 4 frames is allowed. Number. Therefore, in each reel band 10L, 10C, 10R, when a symbol to be displayed is displaced up and down with a symbol of four frames or less in between, the symbol to be displayed can always be displayed on an effective line, and the display probability is 1 It becomes.

なお、ステッピングモータSMには、1−2相励磁により20の倍数である400等のステップ更新により一回転させる仕様のものを用い、1割込時間を1.875ms等としてもよい。   As the stepping motor SM, a motor having a specification of rotating once by step update of 400 or the like that is a multiple of 20 by 1-2 phase excitation may be used, and one interrupt time may be set to 1.875 ms.

図3に、内部抽せんで引く籤(当せんエリア)の構成役となる個々の条件装置(当せんフラグ)に対応する有効ライン上の図柄の組合せ等を示す。役物には、設定の違いに応じた当せん確率にて当せんさせる第一種特別役物に係る役物連続作動装置による設定差有役連RBB1と、この設定差有役連RBB1の作動中の一般遊技中(第一種特別役物が未作動状態の遊技中)に抽せんする第1の第一種特別役物RB1及び第2の第一種特別役物RB2を定義している。第2の第一種特別役物RB2は、本発明でいう特定役物に対応する。   FIG. 3 shows a combination of symbols on the effective line corresponding to each condition device (winning flag) which is a component of a bag (winning area) drawn by an internal lottery. In the combination, the set differential effective group RBB1 by the continuous action device related to the first type special combination to be won with the winning probability according to the setting difference, and the setting differential effective group RBB1 in operation A first first-type special combination RB1 and a second first-type special combination RB2 that are drawn during a general game (during a game in which the first-type special combination is not activated) are defined. The second type 1 special combination RB2 corresponds to the specific combination referred to in the present invention.

RBB1の当せん確率は数百分の一〜数千分の一の確率、例えば、
設定1は、131/65536≒1/500、
設定2は、138/65536≒1/475、
設定3は、146/65536≒1/449、
設定4は、154/65536≒1/426、
設定5は、164/65536≒1/400、
設定6は、174/65536≒1/377としている。
RBB1 winning probability is one hundredth to several thousandth probability, for example,
Setting 1 is 131 / 65536≈1 / 500,
Setting 2 is 138 / 65536≈ 1/475,
Setting 3 is 146 / 65536≈1 / 449,
Setting 4 is 154 / 65536≈ 1/426,
Setting 5 is 164 / 65536≈1 / 400,
Setting 6 is 174 / 65536≈1 / 377.

RBB1に当せんしたゲームでRBB1作動図柄の組合せである「赤7」−「赤7」−「赤7」を表示できなかった場合、RBB1の当せんフラグが持ち越された「RBB1内部中」の遊技状態となる。RBB1の当せんゲーム又はRBB1内部中にRBB1作動図柄の組合せを表示できると、再遊技に係る籤の仕様が未変動状態の非RT(RTはリプレイタイムの略で、非RTはリプレイタイムでないという意味)下でのRBB1作動中の一般遊技中(RBB1作動中の「非RT下一般中」)とし、このRBB1作動中の「非RT下一般中」に、第1の第一種特別役物RB1に当せんした場合は、再遊技に係る籤の仕様を変動させずに非RTのままとするが、特定役物たる第2の第一種特別役物RB2に当せんした場合は、次ゲーム以後、再遊技に係る籤の仕様をRT3というリプレイタイムに変動させる仕様にしている。   If the combination of RBB1 action symbols "Red 7"-"Red 7"-"Red 7" could not be displayed in the game won by RBB1, the game state of "Inside RBB1" where the winning flag of RBB1 was carried over It becomes. If you can display a combination of RBB1 action symbols in RBB1 winning game or inside RBB1, the specification of the replay game is non-variable non-RT (RT is short for replay time, non-RT is not replay time) ) Under the general game during the RBB1 operation ("Non-RT under general" during the RBB1 operation), and during the "non-RT general during the RBB1 operation" If you win the game, you will remain non-RT without changing the specifications of the samurai for replay, but if you win the second type 1 special role RB2, which is a specific role, The specification of the bag related to replay is changed to a replay time called RT3.

すなわち、RBB1作動中において、「非RT下一般中」でRB1に当せんし、当せんゲームでRB1の作動図柄の組合せである「赤7」−「赤7」−「黒バー」を表示できなかった場合、RB1の当せんフラグが持ち越された「非RT下RB内部中」となり、RB1の作動図柄の組合せの表示を待つ。「非RT下一般中」又は「非RT下RB内部中」にRB1作動図柄の組合せを表示できると、「非RT下RB作動中」となり、RB1が作動する。RB1の作動は、8回の入賞により終了し、「非RT下一般中」に戻る。   In other words, while RBB1 is in operation, RB1 was won in “Non-RT General”, and “Red 7”-“Red 7”-“Black Bar”, which is the combination of RB1 action symbols, could not be displayed in the winning game In this case, the winning flag of RB1 is carried over to “Non-RT-under-RB inside”, and the display of the combination of the operating symbols of RB1 is awaited. If a combination of RB1 operation symbols can be displayed in "Non-RT under RB in general" or "Non-RT under RB inside", "Non-RT under RB is in operation" and RB1 operates. The operation of RB1 is completed after eight winnings and returns to “Non-RT under general”.

一方、RBB1作動中において、「非RT下一般中」でRB2に当せんし、当せんゲームでRB2の作動図柄の組合せである「赤7」−「黒バー」−「黒バー」を表示できなかった場合、RB2の当せんフラグが持ち越された「RT3下RB内部中」となり、RB2の作動図柄の組合せの表示を待つ。「非RT下一般中」でのRB2の当せんゲーム又は「RT3下RB内部中」にRB2作動図柄の組合せを表示できると、「RT3下RB作動中」となり、RB2が作動する。RB2の作動は、8回の入賞により終了し、終了後、RT3下での一般中たる「RT3下一般中」となる。「RT3下一般中」にRB1又はRB2に当せんすると、当せんに係るRB1又はRB2の作動図柄の組合せを表示できなかった場合は、当せんに係るRB1又はRB2の当せんフラグが持ち越された「RT3下RB内部中」となる。「RT3下一般中」でのRB1又はRB2の当せんゲーム又は「RT3下RB内部中」に、当せんに係るRB1又はRB2の作動図柄の組合せを表示できると、当せんに係るRB1又はRB2が作動する「RT3下RB作動中」となる。   On the other hand, during RBB1 operation, RB2 was won in “Non-RT General”, and “Red 7”-“Black Bar”-“Black Bar” which was the combination of RB2 operation symbols could not be displayed in the winning game In this case, the winning flag of RB2 is carried over to "inside RB under RT3", and the display of the combination of the operating symbols of RB2 is awaited. If the winning combination of RB2 in “Non-RT under RB” or the combination of RB2 action symbols can be displayed in “RT3 under RB inside”, “RT3 under RB is in operation” and RB2 is activated. The operation of the RB2 is completed by eight winnings, and after completion, “RT3 general under” is a general medium under RT3. If you hit RB1 or RB2 during "General under RT3" and you cannot display the combination of RB1 or RB2 related to winning, the winning flag of RB1 or RB2 related to winning will be carried over to "RB under RT3 Inside. " If the combination of the RB1 or RB2 action symbols related to the win can be displayed in the winning game of RB1 or RB2 in “RT3 general under” or “inside RT3 RB inside”, the RB1 or RB2 related to the win will be activated. RT3 under RB operation ".

RBB1の作動は、作動開始からの獲得メダル枚数が所定の上限例えば297枚を超過すると終了し、作動中の第一種特別役物RB1又はRB2の作動も終了する。RBB1の作動中にRB2の当せんが一回もなかった場合は非RTの遊技状態となり、RBB1の作動中にRB2の当せんが最低1回あった場合はRT3の遊技状態となる。   The operation of the RBB1 is ended when the number of medals obtained from the start of operation exceeds a predetermined upper limit, for example, 297, and the operation of the first-type special accessory RB1 or RB2 in operation is also ended. If there is no winning of RB2 during the operation of RBB1, a non-RT gaming state is entered, and if there is at least one winning of RB2 during the operation of RBB1, an RT3 gaming state is entered.

役物でない非役物には、再遊技に係る役(再遊技役)REP1〜7と、入賞に係る役(入賞役(小役))NML1〜16を定義している。NML13〜16は9枚、その他のNML1〜12は1枚のメダルを払出す。ブランクBLK1〜3は、後記左ベル1〜4、中ベル1〜4、右ベル1〜4の何れかの択役の籤の当せん時に払出し0となる取りこぼし時に表示される。一欄に複数の図柄を列挙しているものがあるが、例えばREP2については、右リール1Rに対応する表示対象となる右図柄は、赤7又は黒バー又はスイカという意味である。配当欄の二重丸は役物の作動、同一重丸は再遊技の作動を意味する。備考欄に各役の表示出目を示す。   In the non-combination that is not a combination, a combination (re-playing combination) REP 1 to 7 related to replay and a combination (winning combination (small combination)) NML 1 to 16 related to winning are defined. NML 13-16 pays out nine medals, and the other NML 1-12 pay out one medal. The blanks BLK1 to BLK3 are displayed at the time of overloading when the payout is 0 when any of the left bells 1 to 4, middle bells 1 to 4, and right bells 1 to 4 is selected. There are those that list a plurality of symbols in one column. For example, for REP2, the right symbol to be displayed corresponding to the right reel 1R means red 7 or black bar or watermelon. The double circle in the payout column means the operation of the role, and the same heavy circle means the operation of the replay. The remarks column shows the display of each role.

図4に、内部抽せんで引く籤、すなわち同時当せん(重複当せん)させる条件装置の内訳が異なるように定義した当せんエリアを示す。例えば、左ベル1がNML5+9+14というのは、左ベル1の籤が、NML5とNML9とNML14とを同時当せんさせることを意味する。内部抽せんでは、スタートレバー5の操作時、主制御装置MCのRWM上で所定範囲例えば0〜65535の2バイトの数値範囲内(全部で65536個の数値)で高速更新するカウンタから一つの乱数値を抽出し、この抽出した乱数値が、乱数範囲内0〜65535において籤に対応した当せん値数の数値幅により区分したどのエリアに属するかにより、当せんに係る籤、従ってその籤に含まれる条件装置の当せん即ち当せんフラグを決定する。   FIG. 4 shows a winning area that is defined so as to have a different breakdown of the condition devices to be drawn by the internal lottery, that is, the simultaneous winning (double winning). For example, if the left bell 1 is NML5 + 9 + 14, it means that the bag of the left bell 1 simultaneously hits NML5, NML9, and NML14. In the internal lottery, when the start lever 5 is operated, one random number value from a counter that is updated at high speed within a predetermined range, for example, a 2-byte numerical range of 0 to 65535 (a total of 65536 numerical values) on the RWM of the main controller MC. Depending on which area the extracted random number value belongs to in the random number range 0 to 65535 divided by the numerical value range of the winning value corresponding to 籤, the 籤 related to winning, and therefore the conditions included in that 籤Determine the winning or winning flag of the device.

籤の仕様は遊技状態により異なる。遊技状態は、次の12種類あり、備考欄の遊技状態遷移図のとおり移行する。
[1]設定差有役連たるRBB1作動中に特定役物たるRB2の当せんがなく再遊技に係る籤の仕様が変動しない態様でRBB1の作動が終了した後の遊技状態となり、再遊技確率を、例えば合算した当せん値数が8978で8978/65536≒1/7.3と相対的に低くした低確遊技状態で、再遊技に係る籤の仕様が未変動状態である非RT。
[2]非RTからブランクBLK1〜3何れかの表示により移行し、再遊技に係る籤の仕様は非RTと異なるが、合算した当せん値数は8978と同じで、再遊技確率を同じく約1/7.3と相対的に低くした低確遊技状態の第1リプレイタイムRT1。
[3]RT1からREP3又はREP4の表示により昇格し、ブランクBLK1〜3何れかの表示によりRT1に転落する、再遊技確率を、例えば合算した当せん値数が40000で40000/65536≒1/1.64と相対的に高くした高確遊技状態の第2リプレイタイムRT2。
The specifications of the kite vary depending on the gaming state. There are the following 12 game states, and the game state transitions as shown in the game state transition diagram in the remarks column.
[1] The game state after the operation of RBB1 is completed in a manner in which the specification of the game related to replay does not fluctuate during the operation of RBB1 which is a set difference actor and there is no winning of RB2 which is a specific role, and the replay probability is For example, in a low-probability gaming state in which the combined number of winning values is 8978 and is relatively low as 8978 / 65536≈1 / 7.3, the non-RT in which the specifications of the game related to re-game are not changed.
[2] Transition from non-RT to any one of blanks BLK1 to 3 and the specifications of the game related to replay are different from non-RT, but the total number of winnings is the same as 8978, and the replay probability is about 1 First replay time RT1 in a low-probability gaming state that is relatively low at /7.3.
[3] Replay probabilities that are promoted by the display of REP3 or REP4 from RT1 and fall to RT1 by the display of any one of blanks BLK1 to 3, for example, 40000 / 65536≈1 / 1.1 when the total number of winning values is 40000. The second replay time RT2 in a highly probable gaming state that is relatively high with 64.

[4]設定差有役連たるRBB1作動中に特定役物たるRB2に当せんして再遊技に係る籤の仕様が変動した態様でRBB1の作動が終了した後の遊技状態となり、再遊技に係る籤の仕様は非RT及びRT1異なるが、合算した当せん値数は8978と同じで、再遊技確率を同じく約1/7.3と相対的に低くした低確遊技状態の第3リプレイタイムRT3。RT3からブランクBLK1〜3何れかの表示によりRT1に移行する。
[5]RT3からREP5の表示により昇格し、予め定める有限回数例えば30回の遊技中に、他の遊技状態である非RT、RT2、RT3では再遊技に係る籤の仕様を変動させる契機となる図柄の組合せであるブランクBLK1〜3の何れかが表示されても、遊技状態を維持し、30回等の有限回数の遊技後に、特定役物RB2の当せんがなく再遊技に係る籤の仕様が変動しない態様で設定差有役連RBB1の作動が終了した後の遊技状態と同じ遊技状態すなわち非RTに移行させる第4リプレイタイムRT4。
以上の[1]〜[5]の遊技状態は一般遊技中となる。
[4] A game state after the operation of RBB1 is finished in a manner in which the specifications of the game related to replay fluctuate by hitting RB2 which is a specific role during the operation of RBB1 which is a set difference role Although the specifications of the kite are different from non-RT and RT1, the third replay time RT3 in the low-probability gaming state in which the total number of winning values is the same as 8978 and the re-playing probability is also relatively low at about 1 / 7.3. Transition from RT3 to RT1 by displaying any one of blanks BLK1 to BLK3.
[5] The game is promoted by displaying REP5 from RT3, and during a predetermined finite number of games, for example, 30 games, the non-RT, RT2, and RT3, which are other gaming states, will change the specifications of the game related to regame. Even if one of the blanks BLK1 to 3 which is a combination of symbols is displayed, the game state is maintained, and after a finite number of games such as 30 times, there is no winning of the specified character RB2, and the specification of the game related to replaying A fourth replay time RT4 for shifting to the same gaming state as that after the operation of the set differential effective group RBB1 is finished in a non-changing manner, that is, non-RT.
The above gaming states [1] to [5] are in a general game.

[6]当せんした遊技状態が非RT、RT1、RT2、RT3、RT4の何れであるかにかかわらず、再遊技の当せん値数を8979と低確遊技状態よりも1だけ増加させるが、再遊技確率を約1/7.3と相対的に低くしたほぼ低確遊技状態のRBB1内部中。 [6] Regardless of whether the winning gaming state is non-RT, RT1, RT2, RT3, or RT4, the winning number of replays is increased to 8979, which is 1 more than the low probability gaming state. Inside the RBB1 in the almost low-probability gaming state in which the probability is relatively low as about 1 / 7.3.

[7]RBB1作動中の「非RT下一般中」。
[8]RBB1作動中の「非RT下RB内部中」。
[9]RBB1作動中の「非RT下RB作動中」。
[10]RBB1作動中の「RT3下一般中」。
[11]RBB1作動中の「RT3下RB内部中」。
[12]RBB1作動中の「RT3下RB作動中」。
なお、低確遊技状態及び/又は高確遊技状態は、少なくとも一つの状態があればよく、また、再遊技に係る籤の内訳及び当せん値数がそれぞれ異なるもっと多くの状態があってもよい。
[7] “Non-RT in general” during RBB1 operation.
[8] “Non-RT inside RB inside” during RBB1 operation.
[9] “Non-RT RB in operation” during RBB1 operation.
[10] “General under RT3” during RBB1 operation.
[11] “Inside RB under RT3” during RBB1 operation.
[12] “RT3 lower RB in operation” during RBB1 operation.
Note that the low-probability gaming state and / or the high-probability gaming state only needs to have at least one state, and there may be more states in which the breakdown and the number of winning values for re-games are different.

また、停止操作についての指示機能を作動可能とする有利区間には、非有利区間の通常区間から設定の違いによらない一律の当せん確率で抽せんする設定差無の籤の当せんに紐付いた所定条件下で移行し、所定の保証ゲーム数例えば5ゲーム(5G、Gはゲーム)について継続させるチャンスゾーンCZと、通常区間又はチャンスゾーンCZから設定差無の籤に紐付いた特定条件下で移行し、高確遊技状態たるRT2において所定継続ゲーム数例えば1セット50ゲーム以上について指示機能を作動させるアシストタイムATとする遊技者により有利なアシストリプレイタイムARTとを設けている。   In addition, the favorable section where the instruction function for the stop operation can be operated is a predetermined condition associated with the winning of the set no difference, which is drawn with a uniform winning probability regardless of the setting difference from the normal section of the non-favoring section. Transition below, a chance zone CZ to be continued for a predetermined number of guaranteed games, for example 5 games (5G and G are games), and transition from a normal section or a chance zone CZ under specific conditions linked to a bag with no setting difference, There is provided an assist replay time ART that is more advantageous to the player as an assist time AT for operating the instruction function for a predetermined number of continuous games, for example, one set of 50 games or more in RT2, which is a highly probable gaming state.

チャンスゾーンCZは、通常区間よりもARTへの移行確率を高くしており、保証の5ゲーム間に、ARTへの移行を勝ち取ることができず、その5ゲーム間に最大獲得数9枚のメダルを獲得できる何れかの択役の籤の当せんにより指示機能を最低1回作動済の場合、5ゲーム超過時点で終了し、通常区間に戻る。5ゲーム間に、ARTへの移行を勝ち取ることができず、何れの択役の籤の当せんもなかった場合、5ゲーム後に有利区間終了待ちとし、択役の籤の当せん時に指示機能を作動させた後、通常区間に戻る。チャンスゾーンCZ中にRBB1に当せんしたとき、ART中又はARTへの移行が決定済の有利区間中にRBB1に当せんしたとき、有利区間を維持し、かつ、チャンスゾーンCZ或はARTの継続ゲーム数の減算を停止し、RBB1の作動終了後、チャンスゾーンCZ又はARTに復帰可能にしている。   The chance zone CZ has a higher probability of going to ART than in the normal section, and it cannot win the transition to ART during the guaranteed 5 games, and the maximum number of medals that can be earned during that 5 games is 9 If the instruction function has been activated at least once by winning any of the choices that can win, the game ends when 5 games are exceeded and returns to the normal section. If it is not possible to win the transition to ART during 5 games, and there is no winning of any elected role, it waits for an advantageous section after 5 games and activates the instruction function when the elected role is won After that, return to the normal section. If you hit RBB1 during chance zone CZ, if you hit RBB1 during ART or during an advantageous section where the transition to ART has been decided, maintain the advantageous section and continue games in chance zone CZ or ART Is stopped, and after the operation of RBB1 is completed, it is possible to return to the chance zone CZ or ART.

籤番号0の不当せんは、RBB1作動中の「非RT下RB作動中」と「RT3下RB作動中」を除く遊技状態で抽せんする。一般遊技中は、設定1〜6の違いにより当せん確率(当せん値数)が異なる設定差有としている。籤番号0の不当せんに当せんすること、すなわち不当せんを引くことは、当該ゲームで条件装置の当せんがなかったことを意味し、原則的には、役に対応した何れの図柄の組合せも表示させないが、RBB1内部中に不当せんを引くと、持ち越しに係るRBB1の作動図柄の組合せを表示でき、RBB1作動中の「非RT下RB内部中」又は「RT3下RB内部中」に不当せんを引くと、持ち越しに係るRB1又はRB2の作動図柄の組合せを表示できる。   The wrong number with the number 0 is drawn in the gaming state except for “non-RT under RB operation” and “RT3 under RB operation” during RBB1 operation. During a general game, there is a setting difference in which the winning probability (number of winning values) is different depending on the setting 1-6.当 Winning an unjustified number 0, that is, drawing an unjustified means that there was no winning condition device in the game, and in principle, any combination of symbols corresponding to the role is displayed. If you don't do it, you can display the combination of the RBB1's operating patterns related to carry-over, and display “Unable to RB inside non-RT under RB” or “Inside RB inside RT3” during RBB1 operation. When pulled, the combination of the operating symbols of RB1 or RB2 related to carryover can be displayed.

籤番号1の通常リプ(REP1の単独当せん)は、全ての遊技状態で抽せんし、設定差はないが、遊技状態により当せん確率が異なる。通常リプに当せんすると、次遊技は再遊技となる。   The normal lip number 1 (REP1's single winning) is drawn in all gaming states, and there is no setting difference, but the winning probability differs depending on the gaming state. If you hit a normal lip, the next game will be a replay.

籤番号2〜7のRT2移行リプ1〜6は、RT1のみで抽せんする。RT2移行リプ1〜6の合算当せん確率は、例えば5460/65536≒1/12としており、設定差もなく、移行リプ1〜6の6種類について均等に按分した確率910/65536≒1/72で当せんさせる。6択による押し順正解時にREP3又はREP4を表示してRT2に昇格できる。表示結果に関係なく、次遊技は再遊技となる。   The RT2 transition lips 1 to 6 with the numbers 2 to 7 are drawn using only RT1. The combined winning probability of the RT2 transition lip 1 to 6 is, for example, 5460 / 65536≈1 / 12, and there is no setting difference, and the probability 910 / 65536≈1 / 72 is equally distributed among the six types of transition lip 1 to 6 Let me win. REP3 or REP4 is displayed at the correct answer in the pressing order by 6 choices and can be promoted to RT2. Regardless of the display result, the next game is a re-game.

アシストリプレイタイムARTへの移行が決定済の有利区間中、RT1でRT2移行リプ1〜6に当せんすると、上部液晶表示装置71に、ストップボタン6L,6C,6Rの配置に対応させて、
正解押し順が「左中右」の移行リプ1なら青色の丸中に「123」と付したナビを、
正解押し順が「左右中」の移行リプ2なら青色の丸中に「132」と付したナビを、
正解押し順が「中左右」の移行リプ3なら青色の丸中に「213」と付したナビを、
正解押し順が「中右左」の移行リプ4なら青色の丸中に「312」と付したナビを、
正解押し順が「右左中」の移行リプ5なら青色の丸中に「231」と付したナビを、
正解押し順が「右中左」の移行リプ6なら青色の丸中に「321」と付したナビを
それぞれ表示し、これら昇格ナビの表示による指示機能の作動によりREP3又はREP4を表示させてRT2に容易に昇格させる。青色の丸は、リプレイ図柄の一般的な色である青色に対応させたものである。この昇格ナビは、最大獲得数が得られる当せんに係る入賞役についてのナビではないが、ARTへの移行が決定済の場合に限って出す。
In the advantageous section where the transition to the assist replay time ART has been decided, when the RT2 transition lip 1-6 is hit at RT1, the upper liquid crystal display device 71 is made to correspond to the arrangement of the stop buttons 6L, 6C, 6R,
If the correct answer push order is “left middle right” transition Lip 1, the navigation with “123” in the blue circle,
If the correct answer order is “Right / Left / Middle” Transition Lip 2, the navigation with “132” in the blue circle
If the correct answer is “middle left and right” transition Lip 3, the navigation with “213” in the blue circle
If the correct answer is “middle right left” transition lip 4, the navigation with “312” in the blue circle
If the correct answer is “Right / Left / Middle” Transition Lip 5, the navigation with “231” in the blue circle
If the correct answer push order is “Right-Middle-Left” transition Lip 6, the navigation marked with “321” is displayed in the blue circle, and REP3 or REP4 is displayed by the operation of the indication function by displaying the promoted navigation, and RT2 Easily promote to. The blue circle corresponds to blue, which is a general color of the replay symbol. This promotion navigator is not the navigator for the winning combination related to the winning in which the maximum number of acquisitions is obtained, but is issued only when the transition to ART has been decided.

RT2に昇格した以後、アシストリプレイタイムARTの継続ゲーム数の減算を開始し、その継続ゲーム数が0になるとアシストタイムATを終了させる。ATの終了に伴い、指示機能の作動はなくなり、ブランクBLK1〜3何れかの表示によりRT1に転落し、RT1への転落時に有利区間を終了させて通常区間に移行させる。有利区間は、連続滞在期間が所定上限遊技数の1500回を超過した場合にも終了し、1500回を超過すると、ARTの残り継続ゲーム数が1以上あっても、有利区間を終了させて通常区間に移行させる。1500回超過による終了時も、指示機能の作動はなくなり、ブランクBLK1〜3何れかの表示によりRT1に転落することになる。有利区間を終了させて通常区間に移行させるとき、指示機能に係る性能に影響を及ぼす全ての変数、すなわち有利区間の発生及び消滅を含む有利区間に関する主制御装置MCのRWMの記憶情報を全て初期化する。   After the promotion to RT2, the subtraction of the number of continuing games of the assist replay time ART is started, and when the number of continuing games becomes 0, the assist time AT is ended. With the end of AT, the operation of the instruction function disappears, and it falls to RT1 when any one of blanks BLK1 to 3 is displayed, and at the time of falling to RT1, the advantageous section is terminated and shifted to the normal section. The advantageous period ends even when the continuous stay period exceeds the predetermined upper limit number of games of 1500, and when it exceeds 1500, even if the number of remaining continuous games of ART is 1 or more, the advantageous period ends and the normal period ends. Transition to the section. Even when the operation is terminated due to exceeding 1500 times, the operation of the instruction function is lost, and the display falls to RT1 by displaying any one of the blanks BLK1 to 3. When the advantageous section is terminated and shifted to the normal section, all variables affecting the performance related to the instruction function, that is, all the stored information of the RWM of the main controller MC regarding the advantageous section including the occurrence and disappearance of the advantageous section are initialized. Turn into.

籤番号8〜10のRT4移行リプ1〜3は、RT3のみで抽せんする。RT4移行リプ1〜3の合算当せん確率は、例えば5460/65536≒1/12としており、設定差もなく、移行リプ1〜3の3種類について均等に按分した確率1820/65536≒1/36で当せんさせる。3択による押し順正解時にREP5を表示してRT4に昇格できる。表示結果に関係なく、次遊技は再遊技となる。   The RT4 transition lips 1 to 3 with the numbers 8 to 10 are drawn only with RT3. The combined winning probability of the RT4 transition lip 1 to 3 is, for example, 5460 / 65536≈1 / 12, there is no setting difference, and the probability of equally distributing the three types of transition lip 1-3 is 1820 / 65536≈1 / 36. Let me win. REP5 is displayed at the correct push order by 3 choices and can be promoted to RT4. Regardless of the display result, the next game is a re-game.

RT3でRT4移行リプ1〜3に当せんすると、上部液晶表示装置71に、ストップボタン6L,6C,6Rの配置に対応させて、
正解押し順が左第1停止の移行リプ1なら青色の丸中に「1××」と付したナビを、
正解押し順が中第1停止の移行リプ2なら青色の丸中に「×1×」と付したナビを、
正解押し順が右第1停止の移行リプ3なら青色の丸中に「××1」と付したナビを、
それぞれ表示し、これら昇格ナビの表示による指示機能の作動によりREP5を表示させてRT3に容易に昇格させる。この昇格ナビは、最大獲得数が得られる当せんに係る入賞役についてのナビでないため、通常区間か有利区間かにかかわらず出す。
When hitting RT4 transition lip 1-3 at RT3, the upper liquid crystal display device 71 is made to correspond to the arrangement of stop buttons 6L, 6C, 6R,
If the correct answer is the first left stop transition Lip 1, the navigation with “1xx” in the blue circle
If the correct answer is the middle first stop transition lip 2, the navigation with “× 1 ×” in the blue circle
If the correct answer is in the right first stop transition Lip 3, the navigation with “XX1” in the blue circle
Each is displayed, and REP5 is displayed by the operation of the instruction function by the display of these promotion navigations, and is easily promoted to RT3. Since this promotion navigation is not a navigation for a winning combination related to a winning that can obtain the maximum number of winnings, it is issued regardless of whether it is a normal section or an advantageous section.

籤番号11のフリーズリプは、一般遊技中、設定差無で、同一当せん確率で抽せんする。その当せん確率は、数千分の一〜1/17500、例えば4/65536=1/16384と極めて低くしている。フリーズリプに当せんできると、内部抽せんに引き続いてする、内部抽せん用乱数とは別個独立に主制御装置MCのRWM上で高速更新する例えば1バイトカウンタ(0〜255)を用いた内部振分抽せん(2段階抽せん)により、所定確率例えば256/256(100%)の確率で、通常区間又はチャンスゾーンCZにある場合は、優遇的な所定初期継続ゲーム数例えば300G(G;ゲーム)つまり1セットが50Gなら6セット分ついてのアシストリプレイタイムARTへの移行を確定させ、ART中は、6セット分(300G)についてのセット数上乗せを確定させる。   The freezing lip number 11 is drawn with the same winning probability without any setting difference during general games. The winning probability is as extremely low as a few thousandth to 1/17500, for example, 4/65536 = 1/16384. If it can win the freeze-lip, the internal lottery (for example, using a 1-byte counter (0 to 255) that is updated at high speed on the RWM of the main controller MC independently of the random number for internal lottery following the internal lottery ( If the player is in the normal zone or the chance zone CZ with a predetermined probability, for example, 256/256 (100%), a preferential predetermined number of initial continuous games, for example, 300G (G; game), that is, one set is obtained. For 50G, the shift to the assist replay time ART for 6 sets is confirmed, and during ART, the addition of the number of sets for 6 sets (300G) is confirmed.

なお、フリーズリプの当せん時、上部液晶表示装置71の表示をブラックアウトさせる等の所定のサプライズ演出と共に、遊技の進行を一時中断させる所謂フリーズ下で各リール1L,1C,1Rについて逆回転等の所定の動作を行わせる回胴演出を伴わせる。勿論、次遊技は再遊技となる。   In addition, when the freeze is hit, a predetermined surprise effect such as blacking out the display on the upper liquid crystal display device 71 and a predetermined rotation such as reverse rotation of each reel 1L, 1C, 1R under a so-called freeze that temporarily stops the progress of the game. Accompanied by the rotator effect that makes the operation of Of course, the next game will be a re-game.

籤番号12のチャンスリプは、RT4のみにおいて、設定差無で、同一当せん確率で抽せんする。その当せん確率は、例えば8192/65536=1/8としている。チャンスリプに当せんできると、内部抽せんに引き続いてする前記内部振分抽せん(2段階抽せん)により、所定確率例えば256/256(100%)の確率で、有利区間中にある場合は、1セット分(50G)ついてアシストリプレイタイムARTのセット数上乗せを確定させる。   Chance lip No. 12 is drawn with the same winning probability without setting difference only in RT4. The winning probability is, for example, 8192/65536 = 1/8. If you can win a chance lip, the internal distribution lottery (two-step lottery) following the internal lottery will give you a set probability if you are in an advantageous section with a predetermined probability, for example, 256/256 (100%). (50G) Then, the additional number of assist replay times ART is confirmed.

籤番号13のRBB中小役ALL(NML1〜16の重複当せん)は、RBB1作動中の「非RT下RB作動中」又は「RT3下RB作動中」のみで抽せんする。再遊技の当せん値数8978を除く広範囲についてRBB中小役ALLの当せんとし、配当の多いNML13〜16の何れかを入賞させて、9枚のメダルを払い出す。   The RBB small and medium-sized role ALL (NML 1-16, which is a duplicate of NML1) with the number 13 is drawn only when the RBB1 is in operation, “non-RT under RB operation” or “RT3 under RB operation”. The RBB small / medium role ALL is won over a wide range excluding the replay winning value of 8978, and any one of the NMLs 13 to 16 having a large payout is won and nine medals are paid out.

籤番号14の共通ベル(NML13と14の重複当せん)は、RBB1作動中の「非RT下RB作動中」又は「RT3下RB作動中」を除く遊技状態において、設定差無で、同一当せん確率で抽せんする。数十分の一〜数百分の一の当せん確率例えば256/65536=1/256で当せんさせ、中段にベルが並ぶNML13の方を優先的に入賞させて9枚のメダルを払出す。NML14は必ずしも表示を意図していない制御変更役として機能させている。RBB1内部中を除き、内部抽せんに引き続いてする前記内部振分抽せん(2段階抽せん)により、通常区間にある場合、所定確率例えば64/256(25%)の確率で、1セット分(50G)ついてアシストリプレイタイムARTへの移行を可能にする。   The common bell of number 14 (NML13 and 14 overlapping wins) is the same win probability with no setting difference in the gaming state except “non-RT under RB operation” or “RT3 under RB operation” during RBB1 operation. I will draw in. The winning probability is one-hundredth to one-hundredth, such as 256/65536 = 1/256, and the NML 13 in which the bells are arranged in the middle stage is preferentially awarded and 9 medals are paid out. The NML 14 functions as a control changer that is not necessarily intended for display. Except for the inside of RBB1, except for the internal lottery (two-stage lottery) following the internal lottery, if it is in the normal section, a predetermined probability such as 64/256 (25%), one set (50G) Therefore, it is possible to shift to the assist replay time ART.

籤番号15のスイカ(NML15の単独当せん)は、RBB1作動中の「非RT下RB作動中」又は「RT3下RB作動中」を除く遊技状態において、設定差無で、同一当せん確率で抽せんする。数十分の一〜数百分の一の当せん確率例えば1024/65536=1/64で当せんさせ、9枚のメダルを払出す。RBB1内部中を除き、内部抽せんに引き続く前記内部振分抽せん(2段階抽せん)により、通常区間にある場合、所定確率例えば64/256(25%)の確率で、チャンスゾーンCZに移行させる。   ス イ No. 15 watermelon (NML15 single winning) draws at the same winning probability with no setting difference in the gaming state except “non-RT under RB operation” or “RT3 under RB operation” during RBB1 operation . The winning probability is one-tenth to one-hundredth of winning probability, for example, 1024/65536 = 1/64, and nine medals are paid out. Except for the inside of the RBB1, the internal distribution lottery (two-step lottery) following the internal lottery makes the transition to the chance zone CZ with a predetermined probability, for example, 64/256 (25%) when in the normal section.

籤番号16のチェリー(NML16の単独当せん)は、RBB1作動中の「非RT下RB作動中」又は「RT3下RB作動中」を除く遊技状態において、設定差無で、同一当せん確率で抽せんする。数十分の一〜数百分の一の当せん確率例えば512/65536=1/128で当せんさせ、9枚のメダルを払出す。RBB1内部中を除き、内部抽せんに引き続く前記内部振分抽せん(2段階抽せん)により、通常区間にある場合、所定確率例えば128/256(50%)の確率で、チャンスゾーンCZに移行させる。   チ ェ リ ー No. 16 cherry (NML16 single winning) draws at the same winning probability with no setting difference in the gaming state except “non-RT under RB operation” or “RT3 under RB operation” during RBB1 operation . The winning probability is one-tenth to one-hundredth, for example, 512/65536 = 1/128, and nine medals are paid out. Except for the inside of the RBB1, the internal distribution lottery (two-step lottery) subsequent to the internal lottery makes a transition to the chance zone CZ with a predetermined probability, for example, 128/256 (50%) when in the normal section.

RBB1内部中を除き、籤番号15のスイカ又は籤番号16のチェリーの当せんを契機としたCZによる有利区間中、籤番号14の共通ベル、籤番号15のスイカ、籤番号16のチェリーの何れかに当せんできると、前記内部振分抽せん(2段階抽せん)により、所定の高確率例えば256/256(100%)の確率で、或は、籤番号17〜28の何れかの択役に当せんできると、通常区間中の前記内部振分抽せん(2段階抽せん)の確率0に代えて例えば25/256(約10%)の確率で、1セット分(50G)についてARTに移行させる。さらに、RBB1内部中を除き、ART中又はARTへの移行が決定済の有利区間中に、籤番号15のスイカに当せんできると、前記内部振分抽せん(2段階抽せん)により所定確率例えば64/256(25%)の確率で、籤番号16のチェリーに当せんできると、前記内部振分抽せん(2段階抽せん)により所定確率例えば128/256(50%)の確率で、所定継続ゲーム数例えば10Gについてゲーム数上乗せをする。   Except for the inside of RBB1, any one of the common bell of 籤 number 14, the watermelon of 籤 number 15, and the cherry of 籤 number 16 in the advantageous zone by CZ triggered by the winning of watermelon of 籤 number 15 or cherry of 籤 number 16 If you can win, you can hit a certain high probability, for example, 256/256 (100%) or any one of the numbers 17-28 by the internal distribution drawing (two-step drawing) Then, instead of the probability of the internal distribution lottery (two-step lottery) in the normal section, for example, 25/256 (about 10%) is transferred to ART for one set (50G). Furthermore, if the watermelon of No. 15 can be hit during the advantageous section in which the transition to ART is determined during the ART or the transition to ART except for the inside of the RBB1, a predetermined probability, for example, 64 / If it is possible to hit the cherry of the number 16 with a probability of 256 (25%), a predetermined probability of 128/256 (50%), for example, 10G, is obtained with the internal distribution drawing (two-stage drawing). Add the number of games.

籤番号17〜20の左ベル1〜4は、右下りにベルが並ぶNML14の入賞により9枚のメダルを獲得できる正解押し順が第1番目に左ストップボタン6Lを押す左第1停止となり、籤番号21〜24の中ベル1〜4は、中段にベルが並ぶNML13の入賞により9枚のメダルを獲得できる正解押し順が第1番目に中ストップボタン6Cを押す中第1停止となり、籤番号25〜28の右ベル1〜4は、中段にベルが並ぶNML13の入賞により9枚のメダルを獲得できる正解押し順が第1番目に右ストップボタン6Rを押す右第1停止となる。押し順不正解時は、各当せんエリアで重複当せんさせる1枚役NML1〜12の何れかを表示確率1/4で入賞させるか、表示確率3/4でブランクBLK1〜3の何れかを表示させる。   The left bells 1 to 4 of the numbers 17 to 20 are the first stop to the left where the correct push order in which nine medals can be obtained by winning the NML 14 with the bells lined down to the right is to press the left stop button 6L first. The middle bells 1 to 4 of the 籤 numbers 21 to 24 are the first stop when the middle stop button 6C is pushed first, and the correct answer push order in which 9 medals can be obtained by winning the NML 13 where the bells are arranged in the middle row, The right bells 1 to 4 of numbers 25 to 28 are the first right stop where the right stop button 6R is pressed first in the correct pressing order in which nine medals can be won by winning the NML 13 in which the bells are arranged in the middle row. In the case of incorrect answer in the pressing order, either one of the single roles NML1 to NLM1 to be won in each winning area is won with a display probability of 1/4, or one of blanks BLK1 to 3 is displayed with a display probability of 3/4. .

籤番号17〜28の各択役は、RBB1作動中の「非RT下RB作動中」又は「RT3下RB作動中」を除く遊技状態において設定差無で抽せんし、各4種類の左ベル、中ベル、右ベルについて均等に按分した当せん確率、例えば各籤について1960/65536、トータル23520/65536で当せんさせる。設定差無で且つ遊技状態の移行も伴わないが、通常区間から有利区間への移行抽せん籤としては機能させていない。チャンスゾーンCZ中若しくはアシストリプレイタイムART中又はその移行が決定されている有利区間中は、上部液晶表示装置71に、ストップボタン6L,6C,6Rの配置に対応させて、
正解押し順が左第1停止の左ベルなら、黄色の丸中に「1××」と付したナビを、
正解押し順が中第1停止の中ベルなら、黄色の丸中に「×1×」と付したナビを、
正解押し順が右第1停止の右ベルなら、黄色の丸中に「××1」と付したナビを
それぞれ表示し、これらベルナビの表示により容易に9枚払出しを受け得る。黄色の丸は、ベル図柄の一般的な色である黄色に対応させたものである。なお、有利区間中にあっても、RT3ではこのようなベルナビは出さず、ブランクBLK1〜3の何れかの表示によりRT1に移行し易い仕様にしている。
択 Numbers 17-28 are drawn with no setting difference in the game state except “non-RT under RB operation” or “RT3 under RB operation” during RBB1, and each of the four types of left bells, The winning probability is equally distributed for the middle bell and the right bell, for example, 1960/65536 for each saddle, and the total 23520/65536. There is no setting difference and there is no game state transition, but it does not function as a transition lottery from the normal section to the advantageous section. During the chance zone CZ or during the assist replay time ART or during the advantageous section where the transition is determined, the upper liquid crystal display device 71 is made to correspond to the arrangement of the stop buttons 6L, 6C, 6R,
If the correct answer is the left bell at the first stop on the left, the navigation with “1xx” in the yellow circle
If the correct push order is the middle bell at the first stop, the navigation with “× 1 ×” in the yellow circle
If the right answer is the right bell with the right first stop, the navigation indicated with “xx1” is displayed in the yellow circle, and nine pieces can be easily paid out by displaying the bell navigation. The yellow circle corresponds to yellow, which is a common color for bell designs. Even in the advantageous zone, such a bell navigation is not output in RT3, and the specification is such that it is easy to shift to RT1 by displaying any one of the blanks BLK1 to 3.

籤番号29のRBB1(RBB1の単独当せん)は、一般遊技中である非RT、RT1、RT2、RT3、RT4において、上記のとおり設定差有で抽せんする。RBB1内部中に不当せんを引いた場合、上部液晶表示装置71に「赤7を狙え!」のナビを出す仕様にしている。   RBB1 of number 29 (RBB1's single winning) is drawn with a setting difference as described above in non-RT, RT1, RT2, RT3, and RT4 which are in general games. In the case where an unfairness is drawn inside the RBB 1, the navigation system is designed so that a navigation of “Aim at Red 7!” Is displayed on the upper liquid crystal display device 71.

籤番号30のRB1は、RBB1作動中の「非RT下一般」又は「RT3下一般」でのみ、設定差無で、例えば26200/65536≒1/2.5で当せんさせる。RBB1作動中の「非RT下RB内部中」又は「RT3下RB内部中」において、RB1及びRB2の当せんエリアは不当せんにシフトし、RB1の当せんフラグが持ち越されたRB内部中に不当せんを引いた場合、上部液晶表示装置71に「赤7−赤7−黒バーを狙え!」のナビを出す仕様にしている。   The RB1 with the number 30 is made to hit with no setting difference, for example, 26200 / 65536≈1 / 2.5 only in “non-RT general” or “RT3 general” during the RBB1 operation. During RBB1 operation, in RB inside non-RT under RB or inside RB under RT3, the winning area of RB1 and RB2 is shifted to illegitimate, and the RB in the RB where the RB1 winning flag is carried forward When pulled, the upper liquid crystal display device 71 is designed to provide a navigation “Aim at Red 7-Red 7-Black Bar!”.

籤番号31のRB2は、RBB1作動中の「非RT下一般」又は「RT3下一般」でのみ、設定差無で、例えば5000/65536≒1/13で当せんさせる。RBB1作動中の「非RT下RB内部中」又は「RT3下RB内部中」において、RB1及びRB2の当せんエリアは不当せんにシフトし、RB2の当せんフラグが持ち越されたRB内部中に不当せんを引いた場合、上部液晶表示装置71に「赤7−黒バー−黒バーを狙え!」のナビを出す仕様にしている。   No. 31 RB2 of No. 31 is hit with no setting difference, for example, 5000 / 65536≈1 / 13 only in “non-RT general” or “RT3 general” during RBB1 operation. During RBB1 operation, during RB inside non-RT or inside RB under RT3, the winning area of RB1 and RB2 is shifted to illegitimate, and the RB in the RB where the RB2 winning flag is carried forward When pulled, the upper liquid crystal display device 71 is designed to provide a navigation “Red 7—Black bar—Aim for the black bar!”.

なお、以上の仕様で、籤番号14〜28の入賞に係る籤は、同一の当せん確率としている。役物が作動している場合を除き、入賞役についての確率変動は禁止されているからである(遊技機規則第6条別表第五(1)ロ(カ))。   In the above specifications, the winning combinations with winning numbers 14 to 28 have the same winning probability. This is because the probability variation of the winning combination is prohibited except when the combination is in operation (the gaming machine rule Article 6 Appendix Table 5 (1) B).

以上、再遊技に係る籤の仕様を変動させる契機に、設定差有役連RBB1の作動中に特定役物RB2に当せんしたときを含ませ、この特定役物RB2に最低1回当せんした後にRBB1の作動が終了した後のRT3は、RB2の当せんが1回もなかった後にRBB1の作動が終了した後の非RTと異なり、RT4移行リプ1〜3何れかの籤の当せんによりREP5を表示させてRT4に移行できる。RT3では、択役の当せん時にベルナビは出さないため、ブランクBLK1〜3の表示前に、REP5の表示を狙う遊技性となる。   As described above, the opportunity to change the specifications of the game related to replay includes the case where the specified combination RB2 is hit during the operation of the set differential combination series RBB1, and the RBB1 after hitting the specified combination RB2 at least once RT3 after the completion of the operation of RB5 is different from non-RT after the completion of the operation of RBB1 after there has been no RB2 winning, and REP5 is displayed by the winning of RT4 transition Lip 1-3 To RT4. In RT3, since the bell navigation is not issued when the winning combination is won, the game is aimed at displaying REP5 before displaying the blanks BLK1 to BLK1.

RT4に移行できると、30ゲーム間に、有利区間中にある場合(チャンスゾーンCZ中若しくはその有利区間終了待ち中又はART中若しくはARTへの移行が決定済の有利区間中にRBB1に当せんし、RBB1の作動終了後、RT3を経てRT4に移行した後も有利区間である場合)は、チャンスリプ(REP7)の当せんに期待し、通常区間中にある場合は一旦チェリー又はスイカの当せんを契機にチャンスゾーンCZに当せんするか共通ベル或はフリーズリプの当せんによりARTに当せんすることにより有利区間に移行させ、この後にチャンスリプ(REP7)等の当せんに期待することになる。通常区間中にあるRT4において、チャンスゾーンCZに当せんし、CZ中にチャンスリプ(REP7)に当せんできると、共通ベル、スイカ、チェリーに当せんしたときと同様、1セット分(50G)についてのARTの移行が決定される。よって、RT4での有利区間(チャンスゾーンCZ)当せんによりARTを高確率で確定できる。さらに、RT4でのチャンスゾーンCZでは、籤番号17〜28の何れかの択役の当せん時、前記内部振分抽せん(2段階抽せん)の確率を256/256(100%)に高めてもよい。RT4の30ゲーム間に、有利区間中にあることを条件にチャンスリプ(REP7)に複数回当せんできると、複数セット分についてARTの移行又は上乗せができる。よって、有利区間中にRBB1に当せんし、有利区間を維持したままRT4に移行できた場合、ARTのセット数を多く獲得できる。RT4の30ゲーム間に、ブランクBLK1〜3を表示してもRT1に移行することはない。こうして、RT4を、ARTの高確率ゾーン、或いは、ARTをもう1セット以上行えるセット数上乗せ特化ゾーンとして有効に機能させることができる。また、ART中は、RBB1に当せんすることを、RBB1作動中は、RB2に当せんすることを、従来よりも一層強く期待させる遊技性を創出できる。   If you can move to RT4, if you are in an advantageous section for 30 games (waiting for the end of the chance zone CZ or the advantageous section, or hitting RBB1 during the advantageous section where the transition to ART or ART has been decided, After the operation of RBB1 is over, if it is an advantageous section even after moving to RT4 after passing through RT3, we expect to win a chance lip (REP7). By hitting the chance zone CZ or by hitting the ART by hitting the common bell or freeze lip, the winning zone is shifted to an advantageous section, and then the chance lip (REP7) or the like is expected. At RT4 in the normal section, if you hit the chance zone CZ and you can hit the chance lip (REP7) during CZ, as with the common bell, watermelon, cherry, ART for one set (50G) The transition is determined. Therefore, ART can be determined with a high probability by winning an advantageous section (chance zone CZ) at RT4. Further, in the chance zone CZ at RT4, the probability of the internal distribution lottery (two-stage lottery) may be increased to 256/256 (100%) when any one of the numbers 17 to 28 is selected. . If the chance lip (REP7) can be hit multiple times during the RT4 30 games, provided that it is in the advantageous section, the ART can be transferred or added for multiple sets. Therefore, if the player hits RBB1 during the advantageous section and can move to RT4 while maintaining the advantageous section, a large number of ART sets can be obtained. Even if blanks BLK1 to 3 are displayed during 30 games of RT4, there is no transition to RT1. In this way, RT4 can effectively function as a high-probability zone for ART or as a specialization zone by adding the number of sets in which one or more sets of ART can be added. In addition, it is possible to create a game that makes it possible to expect to hit RBB1 during ART and hit RB2 during RBB1 operation more than before.

設定差有役連RBB1の作動が非RTのままで終了した場合、設定差有役連RBB1の作動頻度の違いにより、設定差有役連RBB1の作動自体による適正な出玉差を付与できる。設定差有役連RBB1の作動がRT3で終了した場合、RT3からRT4への移行がない場合も、設定差有役連RBB1の作動自体による適正な出玉差を付与できる。RBB1の作動が終了しても、RT4に必ずしも移行するものではなく、RBB1の作動がARTのセット数上乗せに直結しない。しかし、RBB1の作動頻度が設定に応じて高まると、間接的にRT4に移行する頻度も高まり、ARTのセット数上乗せの期待度が高まる。よって、実質的に指示機能の性能についても設定差を付与できる。また、特定遊技状態たるRT4は、有限回数の30ゲーム経過後に、非RTに移行するため、遊技機規則第6条別第五(1)ハ(ニ)d及びeの規定を遵守できる。   When the operation of the set difference effective combination RBB1 is finished without being in RT, an appropriate difference in the ball due to the operation of the set difference effective combination RBB1 itself can be given due to the difference in the operation frequency of the setting difference effective combination RBB1. When the operation of the setting difference effective combination RBB1 is finished at RT3, even when there is no transition from RT3 to RT4, an appropriate difference in the ball due to the operation of the setting difference effective combination RBB1 itself can be given. Even if the operation of RBB1 ends, the process does not necessarily shift to RT4, and the operation of RBB1 is not directly linked to the addition of the number of ART sets. However, when the operation frequency of RBB1 increases according to the setting, the frequency of shifting to RT4 indirectly increases, and the degree of expectation for adding the number of ART sets increases. Therefore, a setting difference can be given to the performance of the instruction function substantially. In addition, since RT4, which is a specific gaming state, shifts to non-RT after a finite number of 30 games have elapsed, it is possible to comply with the provisions of gaming machine rules Article 6 (5) (1) c (d) and e.

図5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、チャンスゾーンCZ、ARTを含む有利区間への移行、セット数又はゲーム数の上乗せ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. 5, the control device CN incorporated in the inside of the gaming machine housing 8B manages the progress of the game, and performs internal lottery, payout of medals by winning a prize, operation of re-games, operation of objects, chance zone CZ , Main controller MC corresponding to the main board in the so-called main game machine rule called the main side that executes main game control related to the player's interest such as transition to an advantageous section including ART, addition of the number of sets or games And a peripheral board in a so-called sub-game rule called a sub-side that receives information transmitted according to the one-way communication specification from the main control device MC and executes effect control based on the items determined by the main control device MC. And a corresponding peripheral control device SC. The one-way communication specification refers to a communication specification that satisfies “not capable of receiving a signal transmitted by a peripheral board” defined in the gaming machine rules for the main board.

主制御装置MCは、ROM及びRWMを内蔵したメインCPUを備える。メインCPUは、Z80互換チップから成り、基本的なZ80仕様に所定の遊技機用拡張仕様を適用しており、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。入力ポートI1には、各リールのインデックスセンサ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、投入口2i下流のメダルセレクター2に設ける投入センサーSEN0及び通過センサーSEN1,2、メダルセレクター2からメダルを引き継ぐRシュートに設けるRシュートセンサーSEN3、メダル払出装置HPの出口に設ける払出センサーSEN4、メダル払出装置HPのバケット容量を超えて余剰に投入されたメダルを貯める補助収納庫に設けるオーバーフローセンサーSEN5、フロントキャビネット8E,8Fの開放を検出するドア開閉スイッチSi1、遊技場係員による操作により設定1(低)〜設定6(高)の6段階何れかに定める設定変更スイッチSi2等の各信号を入力している。   The main control device MC includes a main CPU incorporating a ROM and an RWM. The main CPU is composed of a Z80 compatible chip, applies a predetermined game machine expansion specification to the basic Z80 specification, and is used in a system clock operating environment of 12 MHz, for example. The input port I1 includes an index sensor IDs for each reel, stop buttons 6L, 6C, and 6R, a bet button 3, a settlement button 4, a start lever 5, an insertion sensor SEN0 and a passage sensor provided in the medal selector 2 downstream of the insertion slot 2i. SEN 1 and 2, R chute sensor SEN3 provided in R chute taking over medals from medal selector 2, payout sensor SEN4 provided at the outlet of medal payout device HP, and excessively inserted medals that exceed the bucket capacity of medal payout device HP are stored. Overflow sensor SEN5 provided in the auxiliary storage, door opening / closing switch Si1 for detecting the opening of the front cabinets 8E and 8F, and setting change determined in any of six stages from setting 1 (low) to setting 6 (high) by operation by a game attendant Each signal of switch Si2 etc. It has been a force.

出力ポートO1から、LEDドライバDr0を介して各ストップボタンに内蔵する停止表示器61,62,63すなわち停止不可表示時に点灯させる赤LED61R,62R,63R及び停止可能表示時に点灯させる青LED61B,62B,63Bを、モータドライバDr1を介して各リールに駆動軸SHを直結させるステッピングモータ12L,12C,12R(SM)を、LEDドライバDr2を介して遊技基本ランプ類30を、ソレノイドドライバDr3を介してメダルセレクター2からメダルを離脱させるブロッカー爪部28を突出させるブロッカーソレノイド28sを、モータドライバDr4を介してメダル払出装置HPのメダル払出モータHPmを各制御している。   From the output port O1, via the LED driver Dr0, the stop indicators 61, 62, 63 incorporated in each stop button, that is, the red LEDs 61R, 62R, 63R that are turned on when the stop cannot be displayed and the blue LEDs 61B, 62B that are turned on when the stop is displayed. 63B, stepping motors 12L, 12C, 12R (SM) for directly connecting the drive shafts SH to the respective reels via the motor driver Dr1, the game basic lamps 30 via the LED driver Dr2, and the medals via the solenoid driver Dr3 The blocker solenoid 28s for projecting the blocker claw portion 28 for releasing the medal from the selector 2 controls the medal payout motor HPm of the medal payout device HP via the motor driver Dr4.

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定常回転状態下にある各リールについてされた後、停止表示器61,62,63の赤LED61R,62R,63Rの点灯を青LED61B,62B,63Bの点灯に変え、ストップボタン6L,6C,6Rの操作を受付可能にする。   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 inner side of each reel every half circle, and the detection of the first on-edge or off-edge is in a steady rotation state. After each reel, the lighting of the red LEDs 61R, 62R, 63R of the stop indicators 61, 62, 63 is changed to the lighting of the blue LEDs 61B, 62B, 63B, and the operation of the stop buttons 6L, 6C, 6R can be accepted. To.

メインCPUのROM上には、規定数のメダルを投入するメダル投入手段T、スタートレバー5の操作を契機として図4の仕様に従う内部抽せんを実行する内部抽せん手段K、スタートレバー5の操作後で且つ前遊技の開始から4.1秒経過後に全リールを正転側に加速して定常回転に到達させる回胴回転装置制御手段V1と、回転中の各リールを停止表示器61,62,63の青LED61B,62B,63Bの点灯下でする対応するストップボタン6L,6C,6Rの操作に基づいて個別に停止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を設けている。   On the ROM of the main CPU, the medal insertion means T for inserting a predetermined number of medals, the internal lottery means K for executing the internal lottery according to the specifications of FIG. In addition, after a lapse of 4.1 seconds from the start of the previous game, the rotating device control means V1 for accelerating all the reels to the normal rotation side to reach the normal rotation, and the rotating reels 61, 62, 63 Reel control means V constituting variable display control means including rotation stop device control means V2 for stopping individually based on the operation of corresponding stop buttons 6L, 6C, 6R when the blue LEDs 61B, 62B, 63B are lit. Is provided.

さらに、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M、遊技結果が再遊技の作動なら掛けメダルを自動投入するメダル自動投入手段N、遊技結果が図4の仕様に従う遊技状態の移行を伴うのなら遊技状態を移行させる遊技状態移行手段J、当せんした籤に応じた0以上1以下の確率で遊技の進行を一時的に中断して各リールを逆回転や振動等により変則動作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W、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Qを設けている。   Furthermore, if the game result is a win, a medal payout means M for paying out a medal of a predetermined payout number, if the game result is a re-game, a medal automatic insertion means N for automatically inserting a medal, and the game result is a game state in accordance with the specification of FIG. Game state transition means J for transitioning the game state if there is a transition of the game, the progress of the game is temporarily interrupted with a probability of 0 or more and 1 or less according to the winning game, and each reel is irregularly caused by reverse rotation or vibration Freeze lottery means W for determining whether or not a predetermined turning effect is to be operated, and turning effect execution means Q for executing the turning effect related to the winning are provided.

さらにまた、チャンスゾーンCZ、ARTを含む有利区間への移行を上記のとおり設定差のない籤と関連付けた所定移行条件下で決定する有利区間移行決定手段H1、有利区間中のARTの継続ゲーム数の上乗せを上記のとおり所定上乗せ条件下で決定する上乗せ決定手段H2、CZ,ARTを含む有利区間の開始から終了までを管理する有利区間継続管理手段H3、左ベル1〜4、中ベル1〜4、右ベル1〜4による択役についての正解押し順等の指示情報信号を識別する番号を主制御装置MCで管理するメインモニタMAに出力させると共に対応するナビを周辺制御装置SCで管理する上部液晶表示装置71に出力させる指示情報出力手段H4を設けている。   Furthermore, the advantageous section transition determining means H1 for determining the transition to the advantageous section including the chance zones CZ and ART under the predetermined transition condition associated with the bag having no setting difference as described above, and the number of continuing games of the ART in the advantageous section Addition determination means H2 for determining the addition of the vehicle under the predetermined addition conditions as described above, advantageous section continuation management means H3 for managing from the start to the end of the advantageous section including CZ, ART, left bell 1 to 4, middle bell 1 to 4. A number for identifying an instruction information signal such as a correct answer push order for the right bells 1 to 4 is output to the main monitor MA managed by the main controller MC, and the corresponding navigation is managed by the peripheral controller SC. Instruction information output means H4 for outputting to the upper liquid crystal display device 71 is provided.

周辺制御装置SCは、ROM及びRWMをもつサブCPUを備える。サブCPUは、32ビットRISC(Reduced Instruction Set Computer)チップマイコンから成り、例えば200MHzを超える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、画像演出や音声演出等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 having a ROM and an RWM. The sub CPU is composed of a 32-bit RISC (Reduced Instruction Set Computer) chip microcomputer and is used in a system clock operating environment exceeding 200 MHz, for example. Under the control of the real-time operating system RTOS (Real-Time Operating System), the sub CPU controls the CPU time and priority assigned to tasks related to image production, audio production, etc., thereby performing appropriate and efficient parallel processing of tasks. It is possible.

サブCPUは、汎用ポート制御機能Po、調歩同期式シリアルUART(Universal Asynchronous Receiver Transmitter)及びクロック同期式シリアルによるシリアル通信機能Sr、I2C(Inter−Integrated Circuit)コントロール機能Ii等の、入出力ポートI2/O2を介した通信制御機能と共に、演出制御の対象デバイス毎の専用制御機能を統合した統合チップSOC(System On a Chip)から成るマイクロプロセッサである。   The sub CPU includes an input / output port I2 // such as a general-purpose port control function Po, an asynchronous serial UART (Universal Asynchronous Receiver Transmitter), a serial communication function Sr using a clock synchronous serial, and an I2C (Inter-Integrated Circuit) control function Ii. This is a microprocessor composed of an integrated chip SOC (System On a Chip) that integrates a dedicated control function for each target device for effect control together with a communication control function via O2.

専用制御機能として、上下の液晶表示装置71,72に動画等を表示させる液晶表示機能Sy1、スピーカ91〜94及び/又はウーハー90から効果音等を出力させる音声出力機能Sy2、各種ランプE1〜E13及び表示窓80に臨む9つの図柄をリール帯の背面から照明するリールバックランプBL1〜9を点灯等させる電飾制御機能Sy3、可動ランプE1〜E4の展開及び収納用のモータm1〜m4を駆動させるモータ制御機能Sy4等の各種機能を内蔵する。RTCは、二次電池Btでバックアップするリアルタイムクロックであり、遊技待機中、同一機種間で、下部液晶表示装置72から上部液晶表示装置71に一斉に蝶が舞い上がる等の同期演出が行えるようにしている。   As a dedicated control function, a liquid crystal display function Sy1 for displaying moving images and the like on the upper and lower liquid crystal display devices 71 and 72, an audio output function Sy2 for outputting sound effects from the speakers 91 to 94 and / or the woofer 90, and various lamps E1 to E13 And the lighting control functions Sy3 for lighting the reel back lamps BL1 to 9 that illuminate the nine symbols facing the display window 80 from the back of the reel band, and the motors m1 to m4 for developing and storing the movable lamps E1 to E4 are driven. Various functions such as a motor control function Sy4 are built in. The RTC is a real-time clock that is backed up by the secondary battery Bt, and can be used to perform synchronized effects such as butterflies rising from the lower liquid crystal display device 72 to the upper liquid crystal display device 71 at the same time during game standby. Yes.

入力ポートI2には、主制御装置MCからの送信情報、十字キーユニットBT、下部液晶ボタンABの信号を入力している。主制御装置MCからの送信情報には、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、CZ,ARTを含む有利区間移行情報、指示情報、上乗せ情報、有利区間終了情報、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制御情報が含まれる。   Transmission information from the main controller MC, cross key unit BT, and signals of the lower liquid crystal button AB are input to the input port I2. The transmission information from the main controller MC 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, stop Operation information of buttons 6L, 6C, 6R, game result information, game state information, freeze and rotation effect information, advantageous section transition information including CZ, ART, instruction information, extra information, advantageous section end information, error information, etc. Various control information detected by the main control device MC or determined or executed is included.

サブCPUによる演出制御の対象デバイスには、上下の液晶表示装置71,72の背後に配置する面光源ユニットであって、パルス幅変調PWMによるデューティ比の変更により輝度を調整可能としたLEDバックライトによるディスプレイ用バックライト71B,72Bも含む。各液晶表示装置71,72は、各LCDドライバDr5,6を介して制御し、各バックライト71B,72Bは、各LEDドライバDr7,8を介して制御している。   The target device of the effect control by the sub CPU is a surface light source unit disposed behind the upper and lower liquid crystal display devices 71 and 72, and the LED backlight capable of adjusting the luminance by changing the duty ratio by pulse width modulation PWM. Display backlights 71B and 72B. The liquid crystal display devices 71 and 72 are controlled via the LCD drivers Dr5 and 6, and the backlights 71B and 72B are controlled via the LED drivers Dr7 and 8.

ドットマトリクス表示装置73は専用のLEDドライバDr9を介して制御している。各種ランプE1〜13及びリールバックランプBL1〜9は、I2C仕様のLEDドライバDr10〜13を介して制御している。モータm1〜m4は、モータドライバDr14を介して制御している。スピーカ91〜94及びウーハー90は、デジタル/アナログ変換機能付きアンプDr15,16を介して制御している。下部液晶ボタンABをロックしてその押圧を禁止する下部液晶ボタンロッカーARは、ソレノイドドライバDr17を介して制御している。   The dot matrix display device 73 is controlled via a dedicated LED driver Dr9. The various lamps E1 to 13 and the reel back lamps BL1 to 9 are controlled via I2C specification LED drivers Dr10 to Dr13. The motors m1 to m4 are controlled via a motor driver Dr14. The speakers 91 to 94 and the woofer 90 are controlled via amplifiers Dr15 and 16 with a digital / analog conversion function. The lower liquid crystal button locker AR that locks the lower liquid crystal button AB and prohibits its pressing is controlled via a solenoid driver Dr17.

サブCPUのROM上には、主制御装置MCから受信する主遊技制御の情報、及び/又は、周辺制御装置SCの現在の演出制御の情報に基づいて、サブ側の演出状態を管理する演出状態管理手段Zを設けている。この演出状態管理手段Zは、主遊技制御の情報及び/又は演出制御の情報に基づいて、演出対象とする複数のデバイスで協働した演出、或は、特定のデバイスによる単独の演出を実行させる演出メッセージを決定する演出メッセージ決定手段Yを含む。   On the sub CPU ROM, an effect state for managing the effect state on the sub side based on the information on the main game control received from the main control device MC and / or the information on the current effect control of the peripheral control device SC Management means Z is provided. This effect state management means Z executes an effect that cooperates with a plurality of devices to be effected, or a single effect by a specific device, based on information on main game control and / or information on effect control. Production message determining means Y for determining the production message is included.

演出状態管理手段Zの統括下、演出メッセージ決定手段Yでの決定等に基づいて作動する次の各手段を設けている。すなわち、上部液晶表示装置71に指示情報出力手段H4から出力する指示情報信号に従ったナビ例えば正解押し順が「左第1停止」ならストップボタン位置に対応させて「1××」等を表示させる表示ナビ手段X1、この表示ナビ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を設けている。   Under the control of the production state management unit Z, the following units are provided that operate based on the determination by the production message determination unit Y. That is, the navigation according to the instruction information signal output from the instruction information output means H4 on the upper liquid crystal display device 71. For example, if the correct answer pressing order is “first left stop”, “1xx” or the like is displayed corresponding to the stop button position. Display navigation means X1 to be operated, and voice navigation means X2 for informing whether the stop button to be operated from the speakers 91 to 94 is left, middle or right in conjunction with the display navigation.

また、遊技状態、回胴演出、有利区間等に応じて液晶表示装置71,72及びドットマトリクス表示装置73に映し出す動画等を変更表示させる画像演出手段X3、これに連動して各種ランプE1〜13の点灯及び発光色を制御するランプ演出手段X4、スピーカ91〜94から効果音やBGMを出音させる音声演出手段X5、モータm1〜4により可動ランプE1〜E4の展開及び収納を制御するメカ演出手段X6、下部液晶ボタンABの押圧タイミング等に合わせてウーハー90を作動させる振動演出手段X7等を設けている。   Further, the image effect means X3 for changing and displaying the moving images and the like displayed on the liquid crystal display devices 71 and 72 and the dot matrix display device 73 according to the gaming state, the spinning effect, the advantageous section, and the like, and various lamps E1 to 13 in conjunction with this Lamp effect means X4 for controlling the lighting and emission color of the lamp, sound effect means X5 for outputting sound effects and BGM from the speakers 91 to 94, and mechanical effect for controlling the deployment and storage of the movable lamps E1 to E4 by the motors m1 to m4. Means X6, vibration effect means X7 for operating the woofer 90 in accordance with the pressing timing of the lower liquid crystal button AB, and the like are provided.

以上の実施形態において、設定の違いによらない一律の当せん確率で当せんさせる設定差無の第一種特別役物に係る役物連続作動装置や第二種特別役物に係る役物連続作動装置を搭載してもよい。また、設定差無の籤の中からもっと広範囲に有利区間に関する処理を実行する籤を選定し、その選定した籤の当せん時にする前記内部振分抽せん(2段階抽せん)等により、チャンスゾーンCZ及び/又はアシストリプレイタイムARTへの移行や、ART中のセット数又はゲーム数の上乗せ等をする仕様にしてもよい。   In the above embodiment, the continuous action device related to the first type special object and the second type continuous action device related to the second type special object that do not depend on the difference in setting and won the same setting probability. May be installed. In addition, the selection of the selection of the selection of the advantageous section in a wider range from the selection of the selection, and the chance zone CZ and the Zoning lottery (two-stage drawing), etc. It is also possible to make specifications such as shifting to the assist replay time ART or adding the number of sets or games in the ART.

以上の説明中、確率等の具体的数字や図柄等は一例示に過ぎない。特に具体的数字は発明の特徴を明確化するためのものであり、遊技機規則に則った出玉試験にパスすることを必ずしも保証するものではない。   In the above description, specific numbers such as probabilities, designs, etc. are merely examples. In particular, the specific numbers are for clarifying the features of the invention, and do not necessarily guarantee that the ball test conforming to the rules of the gaming machine is passed.

1L;左リール,1C;中リール,1R;右リール
2i;メダル投入口、2;メダルセレクター
3;ベットボタン、4;精算ボタン
5;スタートレバー、6L,6C,6R;各ストップスイッチ
71;上部液晶表示装置、72;下部液晶表示装置
8;リールパネル、80;表示窓
CN;制御装置、MC;主制御装置、SC;周辺制御装置
T;メダル投入手段、K;内部抽せん手段、V;リール制御手段
V1;回胴回転装置制御手段、V2;回転停止装置制御手段
M;メダル払出手段、N;メダル自動投入手段、J;遊技状態移行手段
W;フリーズ抽せん手段、Q;回胴演出実行手段
H1;有利区間移行決定手段、H2;上乗せ決定手段
H3;有利区間継続管理手段、H4;指示情報出力手段
1L; left reel, 1C; middle reel, 1R; right reel 2i; medal slot, 2; medal selector 3; bet button, 4; checkout button 5; start lever, 6L, 6C, 6R; Liquid crystal display device 72; lower liquid crystal display device 8; reel panel 80; display window CN; control device MC; main control device SC; peripheral control device T; medal insertion means K; Control means V1; Spinning rotation device control means V2; Rotation stop device control means M; Medal paying means N: Automatic medal insertion means J: Game state transition means W: Freeze lottery means Q: Spinning effect execution means H1; Advantageous section transition determining means, H2; Additional determining means H3; Advantageous section continuation managing means, H4; Instruction information output means

Claims (2)

複数コマの図柄を可変表示させる複数の可変表示要素を有し、
遊技媒体の投入下における可変表示開始操作を契機に内部抽せん用の乱数値を抽出し、抽出した乱数値に基づいて予め定義した複数の籤の中から当せん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、前記内部抽せん手段で当せんと決定した当せん籤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み、
前記籤の当せん確率の組合せである設定を変更可能にしていると共に、前記可変表示要素に対する停止操作についての指示機能を作動可能とする有利区間を設けている遊技機において、
次遊技を新たな遊技媒体の投入なしで行える再遊技に係る籤の仕様を変動させる契機に、前記設定の違いに応じた当せん確率にて当せんさせる第一種特別役物に係る役物連続作動装置による設定差有役連の作動中に第一種特別役物による特定役物に当せんしたときを含ませ、
前記特定役物の当せんにより再遊技に係る籤の仕様が変動した態様で前記設定差有役連の作動が終了した後の遊技状態は、前記特定役物の当せんがなく再遊技に係る籤の仕様が変動しない態様で前記設定差有役連の作動が終了した後の遊技状態と異なり、所定条件の具備により、前記有利区間中における前記指示機能に係る遊技者に有利な処理を実行可能な特定遊技状態に移行可能にしていることを特徴とする遊技機。
It has a plurality of variable display elements that variably display the symbols of multiple frames,
Internal lottery means for extracting a random value for internal lottery triggered by a variable display start operation under the insertion of game media, and determining a winning from a plurality of pre-defined baskets based on the extracted random number value;
Variable display control means for permitting display of a combination of symbols corresponding to a combination included in a winning combination determined by the internal drawing means based on a corresponding stop operation. ,
In a gaming machine that is capable of changing a setting that is a combination of the winning probability of the kite and that has an advantageous section in which an instruction function for a stop operation on the variable display element can be activated,
The continuous action of the first type special feature that will be won with the probability of winning according to the difference in the setting, when the specifications of the game related to replay that can be played without the introduction of new game media are changed Included when the specified bonus by the first type special feature is hit during the operation of the set differential actors by the device,
The gaming state after the operation of the set differential actors in a manner in which the specification of the game related to replay fluctuates due to the winning of the specified bonus is the game state after the operation of the set differential effective group has not been won. Unlike the gaming state after the operation of the set differential actors has been completed in a manner in which the specification does not change, processing that is advantageous to the player related to the instruction function in the advantageous section can be executed by providing a predetermined condition. A gaming machine characterized by being able to shift to a specific gaming state.
前記特定遊技状態は、予め定める有限回数の遊技中に、他の遊技状態では再遊技に係る籤の仕様を変動させる契機となる図柄の組合せが表示されても、前記特定遊技状態を維持し、前記有限回数の遊技後に、前記特定役物の当せんがなく再遊技に係る籤の仕様が変動しない態様で前記設定差有役連の作動が終了した後の遊技状態と同じ遊技状態に移行させる仕様にしている請求項1記載の遊技機。   The specific game state is maintained during the predetermined number of games, even if a combination of symbols that triggers a change in the specifications of the game related to replay in other game states is displayed, Specification that shifts to the same gaming state as the gaming state after the operation of the set differential actors is finished in such a manner that after the finite number of games, there is no winning of the specific combination and the specification of the game related to replaying does not change The gaming machine according to claim 1.
JP2017089011A 2017-04-27 2017-04-27 Game machine Pending JP2018183549A (en)

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Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2020099528A (en) * 2018-12-21 2020-07-02 株式会社三共 Slot machine
JP2020099527A (en) * 2018-12-21 2020-07-02 株式会社三共 Slot machine
JP2022162045A (en) * 2018-12-05 2022-10-21 株式会社三洋物産 game machine

Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2022162045A (en) * 2018-12-05 2022-10-21 株式会社三洋物産 game machine
JP2020099528A (en) * 2018-12-21 2020-07-02 株式会社三共 Slot machine
JP2020099527A (en) * 2018-12-21 2020-07-02 株式会社三共 Slot machine
JP7177688B2 (en) 2018-12-21 2022-11-24 株式会社三共 slot machine
JP7177689B2 (en) 2018-12-21 2022-11-24 株式会社三共 slot machine

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