JP6637706B2 - Gaming machine - Google Patents

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JP6637706B2
JP6637706B2 JP2015181278A JP2015181278A JP6637706B2 JP 6637706 B2 JP6637706 B2 JP 6637706B2 JP 2015181278 A JP2015181278 A JP 2015181278A JP 2015181278 A JP2015181278 A JP 2015181278A JP 6637706 B2 JP6637706 B2 JP 6637706B2
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stop
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亨 川田
亨 川田
洋一 小野
洋一 小野
拓士 井川
拓士 井川
真寛 伊藤
真寛 伊藤
繁樹 山田
繁樹 山田
孝洋 石原
孝洋 石原
博幸 角谷
博幸 角谷
孝幸 菊地
孝幸 菊地
孝太 平岡
孝太 平岡
友和 大澤
友和 大澤
裕介 相場
裕介 相場
拓也 佐々木
拓也 佐々木
山本 俊
俊 山本
慎也 小野
慎也 小野
悠一 白石
悠一 白石
允仁 岩田
允仁 岩田
雄大 山口
雄大 山口
翼 中内
翼 中内
貴裕 朝飛
貴裕 朝飛
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株式会社オリンピア
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Description

本発明は、回胴式遊技機、その他のスロットマシン、アーケードゲーム機等の遊技機に関する。   The present invention relates to a gaming machine such as a spinning-type gaming machine, another slot machine, an arcade game machine, and the like.

特許文献1に、中段の有効ラインにベル図柄が三つ揃う9枚配当の一つの高配当役と、有効ラインにベル図柄が三つ揃わない1枚配当の全17種類の低配当役から当せんエリアの相互一致を避けて選ぶ3つ又は4つの低配当役とを重複当せんさせ、「中左右」の正解押し順に従う停止操作がされたとき高配当役を入賞させる213ベルを8種類、「中右左」の正解押し順に従う停止操作がされたとき高配当役を入賞させる231ベルを14種類、「右左中」の正解押し順に従う停止操作がされたとき高配当役を入賞させる312ベルを8種類、「右中左」の正解押し順に従う停止操作がされたとき高配当役を入賞させる321ベルを14種類、全部で44種類の択役当せんエリアを定義し、正解押し順を遊技者に報知させるアシストタイム(ATともいう)の作動時、液晶表示装置に正解押し順ナビを出し、高配当役を容易に入賞させることができる遊技機が記載されている。   Patent Literature 1 discloses a high payout of nine payouts in which three bell symbols are aligned on the middle effective line and a total of 17 kinds of low payouts of one payout in which three bells are not aligned on the active line. Eight kinds of 213 bells, which make three or four low payouts selected avoiding mutual coincidence of areas to overlap, and win a high payout when a stop operation is performed in accordance with the "middle left / right" correct pushing order. 14 kinds of 231 bells for winning the high payout combination when the stop operation is performed according to the correct right and left push order, and 312 bells for receiving the high payout combination when the stop operation is performed according to the "right right left" correct push order. 8 types, 14 types of 321 bells to win a high payout when a stop operation is performed in accordance with the correct right and left pressing order of "right center left", and a total of 44 types of optional hitting areas are defined, and the correct pressing order is determined by the player. Assist time ( During the operation of the T also called), issued a correct push order Navi to the liquid crystal display device, a game machine that a high dividend role can be easily winning are described.

特開2015−29741号公報JP 2015-29741 A

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

また、高配当役が一つで、これに複数の低配当役を互いの当せんエリアが同一にならないように重複当せんさせる必要があるため、低配当役の種類が多数になり、上記文献1にはない「左中右」「左右中」の正解押し順に対応させる択役当せんエリアをさらに増やすとなると一層多数に及び、役構成が複雑になる。しかも、主制御装置のRWM上でゲーム毎に作成する停止候補検索データ等に基づく優先順位付により停止図柄を決定するロジック演算のみで停止制御を完結できるケースが減り、同点の優先順位の図柄から唯一の停止図柄を決定するために停止テーブルを参照するケースが増え、停止制御も複雑になる。   In addition, since there is only one high payout combination, and it is necessary to overlap a plurality of low payout combinations with each other so as not to have the same winning area, there are many types of low payout combinations. If the number of optional winning areas corresponding to the correct answer pressing order of “left center right” and “left middle right” is further increased, the number of the winning combinations increases, and the role configuration becomes complicated. Moreover, the priority control based on the stop candidate search data created for each game on the RWM of the main controller reduces the number of cases in which the stop control can be completed only by the logic operation for determining the stop symbol, and the symbols having the same priority have the same priority. In many cases, the stop table is referred to in order to determine the only stop symbol, and the stop control is complicated.

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

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

図面の符号を括弧内に付記して例示する。
複数コマの図柄を可変表示させる複数の可変表示要素(左リール1L,中リール1C,右リール1R)を有し、
遊技媒体の投入下における可変表示開始操作に基づいて、内部抽せん用の乱数値を抽出し、予め定義した当せんエリアに対する抽出した前記乱数値の属否により当せんエリアに含まれる役の当否を決定する内部抽せん手段(K)と、
前記可変表示要素の可変表示を、対応する停止操作に基づいて各停止させ、所定の有効ラインに前記内部抽せん手段により当せんと決定した当せんエリアに含まれる役に対応した図柄の組合せの表示を許容させる可変表示制御手段(リール制御手段V)とを含む遊技機を前提とする。
「可変表示要素」は、リール、ベルト、画像を含む。「遊技媒体」は、遊技メダル、遊技球、貯留装置の電磁的記録を含む。
The reference numerals in the drawings are illustrated in parentheses.
It has a plurality of variable display elements (left reel 1L, middle reel 1C, right reel 1R) for variably displaying symbols of a plurality of frames,
Based on the variable display start operation under the insertion of the game medium, a random number value for internal drawing is extracted, and a winning / losing of a role included in the winning area is determined based on whether or not the extracted random number value belongs to a predefined winning area. Internal drawing means (K),
The variable display of the variable display element is stopped based on the corresponding stop operation, and the display of a combination of symbols corresponding to the combination included in the winning area determined to be won by the internal drawing means on a predetermined effective line is allowed. It is assumed that the gaming machine includes variable display control means (reel control means V).
The “variable display element” includes a reel, a belt, and an image. The “game medium” includes an electromagnetic record of a game medal, a game ball, and a storage device.

以上の遊技機において、前記当せんエリアには、
特定の正解押し順に従う停止操作がされたとき規定数を超える配当である一の高配当役(例えば、NML1)と、前記特定の正解押し順に従わない停止操作がされたとき規定数を超えない配当である複数の低配当役(例えば、NML8,11,12,15,16,19)とを重複当せんさせる一の択役当せんエリア(例えば、高配当択役左中1)と、
前記特定の正解押し順に従う停止操作がされたとき規定数を超える配当であり且つ前記一の高配当役とは異なる他の高配当役(例えば、NML4)と、前記特定の正解押し順に従わない停止操作がされたとき規定数を超えない配当である複数の低配当役(例えば、NML8,11,12,15,16,19)とを重複当せんさせる他の択役当せんエリア(例えば、高配当択役左中3)とを含む。
In the above gaming machines, in the hit area,
One high payout combination is a payout of greater than specified number when the stop operation in accordance with certain of the correct pressing forward (e.g., NML1) and, shall not exceed the number when the do not follow a particular correct pushing order stop operation is An optional winning area (for example, a high paying optional left middle 1) for overlapping and winning a plurality of low payouts (for example, NMLs 8, 11, 12, 15, 16, 19) which are payouts;
When the stop operation according to the specific correct push order is performed, the payout exceeds a specified number and is not in accordance with the specific correct push order with another high payout combination (for example, NML4) different from the one high payout combination. Another optional winning area (for example, a high payout) that overlaps with a plurality of low payouts (for example, NMLs 8, 11, 12, 15, 16, 19) that are payouts not exceeding a prescribed number when the stop operation is performed. Optional middle left 3).

さらに、前記一の高配当役(NML1)と前記他の高配当役(NML4)とは、図柄の組合せが一部異なるが、前記特定の正解押し順の第1番目の停止操作(左第1停止)がされたときに有効ラインに表示させる図柄(リプレイ)を同一にしていると共に、
前記一の高配当役と重複当選させる低配当役と前記他の高配当役と重複当せんさせる低配当役との全部又は一部を、同一の図柄の組合せ(例えば、NML8,11,12,15,16,19を各構成する図柄の組合せ)で構成し
前記内部抽せん手段(K)により前記一の択役当せんエリア(例えば、高配当択役左中1)又は前記他の択役当せんエリア(例えば、高配当択役左中3)の当せんが決定され、前記特定の正解押し順に従わない場合に、個数優先制御で低配当役の図柄を有効ラインに表示させる
Further, although the one high payout combination (NML1) and the other high payout combination (NML4) are partially different in symbol combinations, the first stop operation (the left first When the (stop) is done, the same symbol (replay) is displayed on the activated line,
All or a part of the low payout to be won by the one high payout and the low payout to be won by the other high payout is combined with the same symbol (for example, NML8, 11, 12, 15). , 16, and 19) in combination with each other .
The internal drawing means (K) determines the winning of the one optional winning area (for example, high payout optional left middle 1) or the other optional winning area (for example, high payout optional left middle 3). When the specific correct answering order is not followed, the symbol of the low payout combination is displayed on the activated line by the number priority control .

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

本発明遊技機の正面図。FIG. 2 is a front view of the gaming machine of the present invention. 可変表示要素を構成するリールの展開図。FIG. 3 is a development view of a reel constituting the variable display element. 図柄の組合せ一覧表。List of combinations of symbols. 当選エリアと当せん値数等の一覧表。List of winning areas and number of winnings. 遊技状態の遷移図。Transition diagram of a game state. 制御装置のブロック図。FIG. 3 is a block diagram of a control device. 高配当択役「左中1」当せん時に初期作成する停止候補検索データ。Stop candidate search data that is initially created when the high payout combination “left middle 1” is won. 正解押し順時の停止例説明図。FIG. 7 is an explanatory diagram of a stop example in the correct answer order. 高配当択役「中左1」当せん時に初期作成する停止候補検索データ。Stop candidate search data that is initially created when the high payout combination "middle left 1" is won. 高配当択役「右左1」当せん時に初期作成する停止候補検索データ。Stop candidate search data that is initially created when a high payout combination "right left 1" is won. 高配当択役「左中3」当せん時に初期作成する停止候補検索データ。Stop candidate search data that is initially created when the high payout combination "left middle 3" is won. 高配当択役「中左3」当せん時に初期作成する停止候補検索データ。Stop candidate search data that is initially created when the high payout combination "Middle Left 3" is won.

図1に、本発明を適用する回胴式遊技機を示す。回胴式遊技機は、一般にパチスロと呼ばれ、「遊技機規則」、すなわち平成16年(2004年)1月30日の国家公安委員会規則第1での改正を経た昭和60年(1985年)2月12日の国家公安委員会規則第4「遊技機の認定及び型式の検定等に関する規則」、に適合するスロットマシンである。用語及びその技術内容は現行の遊技機規則に準じている。   FIG. 1 shows a spinning-type gaming machine to which the present invention is applied. The spinning-type gaming machine is generally called a pachislot, and has been revised in accordance with the “Rules for gaming machines”, that is, the rules of the National Public Safety Commission on January 30, 2004 (1985). ) The slot machine conforms to the rules and regulations of the National Public Safety Commission on February 12th, “Rules on Approval of Gaming Machines and Verification of Model Types”. The terms and their technical contents conform to the current rules of gaming machines.

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

リールパネル8の透明な表示窓80の内部には、メインリール100を構成する複数の可変表示要素となる左リール1L、中リール1C、右リール1Rを備え、それぞれのリール帯10L,10C,10Rの外周に全部で16コマ配した図柄のうち連続する3コマを窓越しに臨ませている。各リール1L,1C,1Rの定常回転数(定速回転数)は約80回転/分(本実施形態のものは約79.9回転/分)であり、約750ms(本実施形態のものは約751ms)で一回転する。通常の正転時、各図柄は上から下にスクロールし、図柄が一コマ移動するのに要する時間は平均約46.9msとなる。よって、遊技機規則第6条別表第五(1)イ(ト)において通常時のリール停止操作から停止までの規定時間が「190ms以内」というのは、((190÷46.9)−1)の整数解=3コマが許容される最大滑りコマ数となる。   Inside the transparent display window 80 of the reel panel 8, there are provided a left reel 1L, a middle reel 1C, and a right reel 1R as a plurality of variable display elements constituting the main reel 100, and respective reel bands 10L, 10C, 10R. Of the symbols arranged in a total of 16 frames on the outer periphery of, three consecutive frames are viewed through the window. The steady rotation speed (constant speed rotation speed) of each of the reels 1L, 1C, 1R is about 80 rotations / minute (about 79.9 rotations / minute in this embodiment) and about 750 ms (this embodiment One rotation at about 751 ms). During normal rotation, each symbol scrolls from top to bottom, and the time required for the symbol to move one frame is about 46.9 ms on average. Therefore, the specified time from the reel stop operation to the stop at the normal time in the gaming machine rules, Article 6 Schedule 5 (1) (i) is "within 190 ms" is ((190 (46.9) -1 ) = 3 frames is the maximum allowable number of sliding frames.

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

操作部8Sには、遊技媒体たる遊技メダルを投入するメダル投入口2、遊技者操作を演出に関与させるプッシュボタンPBとダイヤルDAをもつジョグダイヤルJD、貯留装置の電磁的記録すなわちクレジットから一回の遊技に必要な規定数として3枚の掛けメダルを引き落とすベットボタン3、クレジットに残る数のメダルをメダル受皿8Gに落す精算ボタン4、メインリール100の各リール1L,1C,1Rの可変表示(回転)を開始させるスタートスイッチとなるスタートレバー5、各リール1L,1C,1Rに対応して設け、対応するリールの可変表示を個別に停止させるストップスイッチとなる左ストップボタン6L、中ストップボタン6C、右ストップボタン6R、メダル投入口2下流のメダル詰り時に押すメダル返却ボタン20、ドアキー穴8Kを備える。   The operation unit 8S has a medal insertion slot 2 for inserting a game medal as a game medium, a jog dial JD having a push button PB and a dial DA for involving a player's operation in the production, an electromagnetic record of the storage device, that is, one time from credit. A bet button 3 for withdrawing three medals as prescribed numbers required for the game, a checkout button 4 for dropping the remaining medals to the medal tray 8G, and a variable display (rotation) of each reel 1L, 1C, 1R of the main reel 100 ), The start lever 5 is provided corresponding to each of the reels 1L, 1C, 1R, and the left stop button 6L and the middle stop button 6C are provided as stop switches for individually stopping the variable display of the corresponding reels. Right stop button 6R, medal return button to be pressed when the medal is clogged downstream of medal slot 2. 0, and a door key hole 8K.

液晶表示装置70の左右の下部には、現時のクレジット数を表示させる2桁7セグメントLEDから成るクレジット表示器DL1、入賞による払出メダル枚数を表示させると共にアシストタイムAT作動中等において演出表示装置7上の所定ナビ情報と対応するAT指示情報を表示させるメインモニタMAを兼ねる2桁7セグメントLEDから成るペイアウト表示器DL2、充当掛けメダルが1枚、2枚、3枚になる毎に点灯させる1〜3枚ランプEL1〜3、掛けメダルが受付可能なとき点灯させるベットランプELb、スタートレバー5による始動操作が可能なとき点灯させるスタートランプELs、再遊技に係る図柄の組合せが表示されたとき点灯させるリプレイランプELrを含む遊技基本ランプ類30を備える。なお、メインモニタMAは、ペイアウト表示器DL2とは別個独立に設けてもよいし、7セグメントLEDに限らず、多数のランプやLEDの並びや、液晶表示器、ドットマトリクス表示器等を用いてもよい。   At the lower left and right sides of the liquid crystal display device 70, a credit indicator DL1 composed of a 2-digit 7-segment LED for displaying the current number of credits, the number of medals to be paid out by winning, and the effect display device 7 during the assist time AT operation and the like. A payout display DL2 composed of a 2-digit 7-segment LED also serving as a main monitor MA for displaying AT instruction information corresponding to the predetermined navigation information, and is turned on each time the number of allocated medals becomes one, two or three. The three lamps EL1 to EL3, the bet lamp ELb to be turned on when a hanging medal can be accepted, the start lamp ELs to be turned on when a start operation by the start lever 5 is possible, and the light to be turned on when a combination of symbols related to a replay is displayed The game basic lamps 30 including the replay lamp ELr are provided. The main monitor MA may be provided separately and independently of the payout display DL2. The main monitor MA is not limited to a 7-segment LED, but may be provided by using a large number of lamps or an arrangement of LEDs, a liquid crystal display, a dot matrix display, or the like. Is also good.

ベットランプELbの点灯時、掛けメダルが0の状態でメダル投入口2からメダル1枚を入れると1枚ランプEL1が点灯し、さらに1枚入れると2枚ランプEL2が点灯し、さらに1枚入れると3枚ランプEL3が点灯し、3枚掛けの規定数になる。規定数の掛けメダルになると、スタートランプELsが点灯し、スタートレバー5による始動操作が可能となる。3枚ランプEL3の点灯後、スタートレバー5を操作せずにメダル投入口2にさらにメダルを入れると、クレジット表示器DL1のカウンタを進め、所定上限数である50枚まで貯留可能となる。入賞により払出されたメダルも50枚まではクレジットに加算され、50枚を超えて払出されたメダルは、メダル払出口8Mからメダル受皿8Gに受止められる。   When the bet lamp ELb is turned on, when one medal is inserted from the medal slot 2 with the medal being set to 0, the one-lamp EL1 is turned on. When one more medal is inserted, the two-lamp EL2 is turned on, and one more is inserted. And the three lamps EL3 are turned on, and the specified number of three lamps is reached. When a predetermined number of medals is reached, the start lamp ELs is turned on, and the start operation by the start lever 5 becomes possible. After the three-piece lamp EL3 is turned on, if a medal is further inserted into the medal insertion slot 2 without operating the start lever 5, the counter of the credit indicator DL1 is advanced, and up to a predetermined upper limit number of 50 can be stored. Up to 50 medals paid out by winning are also added to the credit, and medals paid out exceeding 50 medals are received in the medal receiving tray 8G from the medal payout exit 8M.

図2に示すように、各リール1L,1C,1Rのリール帯10L,10C,10Rの外周面には、バー、ブドウ、プラム、べル、チェリー、リプレイ、ハート1、ハート2の全8種類の図柄を、図柄番号0,1〜15に対応させ且つ独特の縦の並びに従って印刷等により描いている。各リール1L,1C,1Rは、全16コマの図柄を配する16コマリールであり、全21コマの図柄を配する標準的な21コマリールよりも小径のリールとしている。各リール帯10L,10C,10Rの上端と下端は結ばれて輪状になり、エンドレスに図柄をスクロールさせる。図柄のうち、バーは、遊技機業界内で古くから機種を問わず汎用的に遊技者に有利に働く象徴的な図柄の一つとして用いられ、横幅が比較的大きく、黒や白や黄等を基調とした比較的見やすい特徴を有する。なお、象徴的な図柄には、バーの他、数字の7を図案化したセブン図柄もある。   As shown in FIG. 2, on the outer peripheral surface of the reel band 10L, 10C, 10R of each reel 1L, 1C, 1R, all eight types of bar, grape, plum, veil, cherry, replay, heart 1, and heart 2 are provided. Are drawn by printing or the like according to the symbol numbers 0, 1 to 15 and in a unique vertical arrangement. Each of the reels 1L, 1C, and 1R is a 16-frame reel on which a total of 16 frames are arranged, and has a smaller diameter than a standard 21-frame reel on which a total of 21 frames are arranged. The upper and lower ends of each of the reel bands 10L, 10C, 10R are connected to form a ring, and the symbols are scrolled endlessly. Among the designs, bars are used as one of the symbolic designs that are generally advantageous to the player regardless of the model in the gaming machine industry for a long time, and have a relatively large width, such as black, white and yellow. It has a relatively easy-to-see feature based on. In addition to the bar, the symbolic symbol includes a seven symbol in which the numeral 7 is designed.

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

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

図柄中、プラム相互間、ベル又はブドウの相互間、リプレイ相互間は、それぞれ中間に3コマを介在させて4コマ置きに配置しており、任意のタイミングで停止操作しても最大3コマ滑りの範囲内で有効ラインに引込むことができる(図柄引込率1)。図柄番号15,0,1〜6の計8コマの第1領域内の特定引込図柄、すなわち左リール1Lのハート1又はチェリー、中リール1Cのハート1又はハート2、右リール1Rのチェリー又はハート2は、第1領域内から最大3コマ滑りの範囲内で有効ラインに引込むことができるが、図柄番号7〜14の計8コマの第2領域からは引込むことができない(図柄引込率1/2)。第2領域内の特定引込図柄、すなわち左リール1Lのバー又はハート2、中リール1Cのバー又はチェリー、右リール1Rのバー又はハート1は、第2領域内から最大3コマ滑りの範囲内で有効ラインに引込むことができるが、第1領域からは引込むことができない(図柄引込率1/2)。   In the design, between plums, between bells or grapes, and between replays, every three frames are placed with three frames in between, so that even if you stop at any timing, you can slide up to three frames Can be drawn into the activated line within the range (symbol drawing rate 1). Specific drawing symbols in the first area of a total of 8 frames of symbol numbers 15, 0, 1 to 6, namely, heart 1 or cherry of left reel 1L, heart 1 or heart 2 of middle reel 1C, cherry or heart of right reel 1R. 2 can be drawn into the active line within a range of a maximum of three frames from the first region, but cannot be drawn from the second region of a total of eight frames of the symbol numbers 7-14 (the symbol drawing ratio 1 /). 2). The specific pull-in symbol in the second area, that is, the bar or heart 2 of the left reel 1L, the bar or cherry of the middle reel 1C, and the bar or heart 1 of the right reel 1R are within a range of up to three frames from the second area. Although it is possible to draw in the pay line, it is not possible to draw in from the first area (symbol drawing rate 1/2).

図3に、内部抽せんで決定する作動に係る条件装置すなわち当せん役(当せんフラグ)に対応する有効ライン上の図柄の組合せを示す。入賞を容易にするための役物を作動させる特別役に、左図柄「バー」−中図柄「ブドウ」−右図柄「バー」の表示で始まる役物作動中の遊技状態時に、単位投入遊技媒体数(1枚)あたりの獲得遊技媒体数の期待値が1未満、つまり総獲得遊技媒体数が総投入遊技媒体数を下回る見込みとなり、総獲得遊技媒体数が上限例えば240枚を超過するとその作動を終了させる第1特別役RBB1を定義している。第1特別役RBB1は第一種特別役物に係る役物連続作動装置で構成している。なお、第1特別役RBB1は第一種特別役物で構成することも可能である。   FIG. 3 shows a combination of symbols on the activated line corresponding to a condition device related to the operation determined by the internal drawing, that is, a winning combination (winning flag). In the special role that activates the role to facilitate winning, the unit input game medium at the time of the game operation in which the role starts with the display of the left symbol "bar"-the middle symbol "grape"-the right symbol "bar" When the expected value of the number of acquired game media per number (1) is less than 1, that is, the total number of acquired game media is expected to be lower than the total number of inserted game media, and when the total number of acquired game media exceeds the upper limit, for example, 240, the operation is started. Is defined as the first special role RBB1. The first special role RBB1 is configured by a continuous action device for a special role related to the first special role. Note that the first special combination RBB1 can also be composed of a first-class special combination.

新たな遊技媒体の投入無しで元の掛け数と同じ掛け数で次遊技が行える再遊技役としてREP1〜5を定義し、遊技メダルを獲得できる入賞役すなわち小役としてNML1〜20を定義している。小役のうち、NML1〜5は、投入数を上回る8枚のメダルを獲得できる高配当役である。高配当役は、図柄の組合せがそれぞれ異なる5種類から成り、後述するように正解となる第1番目の停止操作が相互に異なるように設定する第1高配当役NML1、第2高配当役NML2及び第3高配当役NML3と、正解となる第1番目の停止操作が第1高配当役NML1又は第3高配当役NML3と同じになるように設定し、且つ設定した正解となる第1番目の停止操作がされたとき第1高配当役NML1又は第3高配当役NML3と同一図柄を表示させる第4高配当役NML4と、正解となる第1番目の停止操作が第2高配当役NML2と同じになるように設定し、且つ設定した正解となる第1番目の停止操作がされたとき第2高配当役NML2と同一図柄を表示させる第5高配当役NML5とから成る。NML6,7は、3枚のメダルを獲得できる中配当役である。NML8〜20は、投入数を下回る1枚のメダルを獲得できる低配当役である。一つの欄に複数の図柄を列挙しているものがあるが、例えばREP1について言うと、左リール1Lの図柄はベル又はブドウという意味である。備考欄に、各役に対応した表示窓80中の表示出目例を示す。   REP1 to REP5 are defined as replays that allow the next game to be performed with the same number of multipliers as the original number without the insertion of a new game medium, and NML1 to 20 are defined as prize roles that can acquire game medals, that is, small roles. I have. Among the small wins, NML1 to NML5 are high payout wins that can acquire eight medals exceeding the number of throws. The high payout combination is composed of five different combinations of symbols, and as will be described later, a first high payout combination NML1 and a second high payout combination NML2 are set so that the first stop operation that is the correct answer is different from each other. And the third high payout combination NML3, and the first stop operation that is the correct answer is set to be the same as the first high payout combination NML1 or the third high payout combination NML3, and the set first correct answer is set. When the stop operation is performed, the fourth high payout combination NML4 displaying the same symbol as the first high payout combination NML1 or the third high payout combination NML3, and the first stop operation that is the correct answer is the second high payout combination NML2. And the fifth high payout combination NML5 for displaying the same symbol when the first stop operation which is the set correct answer is performed. NMLs 6 and 7 are medium payouts that can acquire three medals. NMLs 8 to 20 are low payouts that can acquire one medal that is less than the number inserted. A plurality of symbols are listed in one column. For example, for REP1, the symbol on the left reel 1L means bell or grape. The remarks column shows an example of a display appearance in the display window 80 corresponding to each combination.

低配当役のうち、NML8〜11の第1グループは、左図柄リプレイと中及び右図柄の第1又は第2領域の特定引込図柄の各引込率を乗じ、NML12〜15の第2グループは、中図柄プラムと左及び右図柄の第1又は第2領域の特定引込図柄の各引込率を乗じ、NML16〜19の第3グループは、右図柄リプレイと左及び中図柄の第1又は第2領域の特定引込図柄の各引込率を乗じたそれぞれ1/4が図柄引込率となる。第1グループ中、NML8と11を重複当せんさせるNML8+11の場合、NML9と10を重複当せんさせるNML9+10の場合、第2グループ中、NML12と15を重複当せんさせるNML12+15の場合、NML13と14を重複当せんさせるNML13+14の場合、第3グループ中、NML16と19を重複当せんさせるNML16+19の場合、NML17と18を重複当せんさせるNML17+18の場合、それぞれ1/2が図柄引込率となる。   Among the low payouts, the first group of NMLs 8 to 11 is a product of the left symbol replay and the respective attraction rates of the specific attraction symbols of the first and second regions of the middle and right symbols, and the second group of NMLs 12 to 15 is Multiply each draw ratio of the specific symbol of the first and second regions of the middle symbol plum and the first and second regions of the left and right symbols, and the third group of NML16-19 is the right symbol replay and the first or second region of the left and middle symbols. 1/4 obtained by multiplying each drawing rate of the specific drawing symbol is the symbol drawing rate. In the first group, NML8 + 11 causes NML8 + 11 to overlap, NML9 + 10 overlaps NML9 + 10, and in the second group, NML12 + 15 overlaps NML12 + 15; NML12 + 15 causes NML13 + 14 to overlap. In the case of NML13 + 14, in the third group, in the case of NML16 + 19, which causes NML16 and 19 to overlap, and in the case of NML17 + 18, which causes NML17 and 18 to overlap, the symbol drawing rate is が.

図4に、内部抽せんでの各当せんエリアと作動する条件装置(当せん役)の関係を示す。内部抽せんは、スタートレバー5の操作時、主制御装置MCのRWM上で高速更新する例えば2バイトカウンタから抽出する乱数値が、その取り得る0〜65535の数値範囲M=65536内に予め区分した何れの当せんエリアに属するか否かで当該ゲームでの作動に係る条件装置すなわち当せん役を決定する。   FIG. 4 shows the relationship between each winning area in the internal drawing and the operating condition device (winning role). In the internal drawing, when the start lever 5 is operated, the random number value extracted from, for example, a 2-byte counter that is updated at high speed on the RWM of the main control device MC is divided in advance into a possible numerical range of 0 to 65535 M = 65536. The condition device related to the operation in the game, that is, the winning combination, is determined based on which winning area it belongs to.

当せんエリアは、何れの役にも当せんしない不当せん、入賞役(小役)に対応する、小役ALL、1枚役ALL、BAR煽り役、高配当択役であって8枚の高配当が得られる正解押し順を第1番目「左」第2番目「中」に設定した高配当択役左中1〜4、同正解押し順を第1番目「左」第2番目「右」に設定した高配当択役左右1〜4、同正解押し順を第1番目「中」第2番目「左」に設定した高配当択役中左1〜4、同正解押し順を第1番目「中」第2番目「右」に設定した高配当択役中右1〜4、同正解押し順を第1番目「右」第2番目「左」に設定した高配当択役右左1〜4、同正解押し順を第1番目「右」第2番目「中」に設定した高配当択役右中1〜4、3枚択役であって3枚配当が得られる正解押し順を第1番目「左」に設定した3枚択役左1〜4、同正解押し順を第1番目「中」又は「右」の左以外に設定した3枚択役左以外1〜4、再遊技役に対応するリプレイ1〜4、弱プラムリプ、強プラムリプ、ベルリプ、弱チェリプ、強チェリプ、確定チェリプ、BAR狙えリプ、特別役に対応するRBB1を含み、各欄列挙の条件装置(役)を単独当せん又は重複当せんさせ、遊技状態(遊技の種類)に応じて抽せん対象役及びその当せん値数を定めている。   The winning area is a small role ALL, a single role ALL, a BAR fanning role, and a high dividend election role corresponding to a winning role (small role) that does not win any role, and 8 high dividends The obtained correct push order is set to the first "left", the second "middle", and the high payout selection left middle 1 to 4, and the correct push order is set to the first "left" and the second "right". High payout selection left and right 1-4 and the same correct push order is set to the first "middle" second "left" High payout middle left 1 to 4 and the correct push order is the first "middle" The second highest right payout set in the right is the middle right 1-4, the correct answer push order is the first right right the second highest left the right set 1-4, the same The first correct answer pressing order is the first "right", the second "middle", and the first correct answer pressing order in which the middle right is the first to fourth and the third winning combination, and the third winning is obtained. Left " 3 selections left 1 to 4, the same correct answer push order is set to other than the first "middle" or "right" other than the left 3 selections 1 to 4, other than replay 1 to 4 corresponding to replay , Weak plum lip, strong plum lip, bell lip, weak cherip, strong cherip, confirmed cherip, BAR aiming lip, RBB1 corresponding to the special role, the condition device (role) listed in each column is singly or repeatedly hit, and the game state The role to be drawn and the number of winning values are determined according to the (type of game).

小役ALL、1枚役ALLは、第1特別役RBB1に係る役物作動中の遊技状態時のみに抽せんする入賞役であって、小役ALLは全ての高配当役NML1〜5を含む全入賞役NML1〜20を重複当せんさせ、1枚役ALLは全ての低配当役NML8〜20を重複当せんさせる。後述するように、全ての高配当役NML1〜5を含む小役ALLの当せん確率は、役物作動中以外の遊技状態時における各高配当役の当せん確率以上で且つ何れかの高配当役が当せんする確率よりも低くしている。また、第1特別役RBB1に係る役物作動中の遊技状態時、遊技媒体を獲得できる入賞役についての各当せん確率は役物作動中以外の遊技状態時を下回らず且つ入賞役についてのトータル当せん確率は役物作動中以外の遊技状態時よりも高くするが、総投入遊技媒体数よりも総獲得遊技媒体数が下回る仕様にしている。   The small role ALL and the one-piece role ALL are winning combinations that are drawn only during the playing state of the role related to the first special role RBB1 and the small role ALL includes all the high payout combinations NML1 to NML5. The winning combinations NML1 to NML20 are overlapped, and the one-piece combination ALL causes all the low payout combinations NML8 to 20 to overlap. As will be described later, the winning probability of the small win ALL including all the high payouts NML1 to NML5 is equal to or higher than the win probability of each high payout in the game state other than the actor's operation, and any of the high payouts It is lower than the probability of winning. Also, in the gaming state in which the role of the first special role RBB1 is in operation, each winning probability for a winning combination that can acquire a game medium is not less than in the gaming state other than in the operating of the role, and the total winning for the winning combination is not. The probability is set higher than in the gaming state other than during the operation of the accessory, but the specification is such that the total number of acquired game media is smaller than the total number of inserted game media.

再遊技役についての当せんエリアには、所定の特殊な図柄の組合せであるバー揃いを表示窓80中の中段に表示させることができる特殊再遊技役REP3に係る図柄の組合せ(中段バー揃いさせることとなる有効ライン上の図柄の組合せは、「図柄番号6番のプラム」−「ブドウ」−「バー」)を含み、新たな遊技媒体の投入無しで次遊技が行える再遊技の作動とともに予め定めた特典として、アシストタイムATの非作動中にはATを確定させ、AT作動中にはATの作動継続ゲーム数等を所定数上乗せする特殊再遊技役当せんエリアとなる「BAR狙えリプ」REP1+3+4を定義している。なお、特典は、いわゆる擬似ボーナスの付与や、ATの当せん確率を高める高確ステージへの移行等でもよい。この「BAR狙えリプ」の当せんエリアに当せんした時は、実際にバー揃いを達成できなくとも、再遊技の作動とともに特典を付与することとしている。   In the winning area for the replaying role, a combination of symbols relating to the special replaying role REP3, which is capable of displaying a bar alignment, which is a predetermined special symbol combination, in the middle of the display window 80 (middle bar alignment) The combination of the symbols on the activated line becomes "Plum with symbol number 6"-"Grape"-"Bar"), and is determined in advance together with the operation of the re-game in which the next game can be performed without inserting a new game medium. As a special benefit, the "BAR aiming lip" REP1 + 3 + 4 which is a special replaying game winning area in which the assist time AT is determined when the assist time AT is not operating and the number of games continuously operated by the AT is added by a predetermined number while the AT is operating. Has defined. The privilege may be a so-called pseudo bonus, a transition to a high-accuracy stage for increasing the probability of winning the AT, or the like. When the player hits the hit area of the “BAR aiming lip”, even if he / she cannot actually achieve the bar alignment, a privilege is given together with the operation of the replay.

また、入賞役についての当せんエリアには、表示窓80中に中段バー揃いと一部が異なる特定の図柄の組合せすなわち中右の中段にバー揃い、左下にバーを表示させることとなる煽り図柄の組合せ(有効ライン上「リプレイ」−「ブドウ」−「バー」)を表示させることができた場合に入賞となり、煽り図柄の組合せを表示させることができなかった場合に入賞の取りこぼしとなる煽り入賞役当せんエリア「BAR煽り役」NML20を定義している。この「BAR煽り役」の当せんエリアに当せんした時は、この当せんエリアに含まれる単独のNML20が入賞するか取りこぼすかどちらかであり、勿論、「BAR狙えリプ」の当せんした時の特典は付与しない。   In addition, in the winning area for the winning combination, there is a combination of specific symbols partially different from the middle bar in the display window 80, ie, the middle right middle bar is aligned and the bar is displayed in the lower left. Winning will be awarded if the combination ("Replay"-"Grape"-"Bar") can be displayed on the activated line, and if it cannot be displayed, the winning combination will be missed. The role winning area "BAR instigator" NML20 is defined. When the player hits the "BAR instigator" hit area, the single NML 20 included in the hit area either wins or misses. Of course, the benefits when the "BAR aim lip" hits are Do not grant.

小役ALLは、NML1〜5の何れかの8枚役を入賞させ、1枚役ALLは、NML8〜20の何れかの1枚役を入賞させる。BAR煽り役は、1枚役NML20を図柄引込率16×4×4/(16×16×16)=256/4096で入賞させる。各高配当択役は、押し順正解時に重複当せん役に含む高配当役(8枚役)を入賞させ、押し順不正解時に図柄引込率1/2で重複当せん役に含む低配当役(1枚役)を入賞させる。各3枚択役は、押し順正解時に3枚役を入賞させ、押し順不正解時に図柄引込率1/4で重複当せん役に含む1枚役を入賞させる。図柄引込率が1でない図柄の組合せに係る入賞役(小役)は取りこぼす場合がある。なお、各高配当択役は、押し順正解時に重複当せん役に含む高配当役を入賞させ、押し順不正解時に取りこぼしなしで重複当せん役に含む低配当役を入賞させ、各3枚択役は、押し順正解時に3枚役を入賞させ、押し順不正解時に取りこぼしなしで1枚役を入賞させる仕様にしてもよい。   The small role ALL wins any one of NML1 to NML5, and the single role ALL causes any one of NML8 to N20 to win. The BAR fanner wins the one-sheet winning NML 20 at a symbol drawing rate of 16 × 4 × 4 / (16 × 16 × 16) = 256/4096. Each high payout winning combination wins a high payout combination (8-piece combination) included in the double winning combination when the push order is correct, and a low payout combination (1 Prize). In each of the three winning combinations, three winning combinations are won when the pushing order is correct, and one winning winning combination is won at a symbol drawing rate of 1/4 when the pushing order is incorrect. The winning combination (small combination) related to the combination of the symbols whose symbol attraction rate is not 1 may be omitted. In addition, for each high dividend winning combination, when the pushing order is correct, the high dividend winning combination included in the double winning combination is won, and when the pressing order is incorrectly answered, the low dividend winning combination included in the overlapping winning combination is won without being missed. May be designed so that three winning combinations are won when the pushing order is correct, and one winning combination is won without missing when the pushing order is incorrect.

高配当択役の当せんエリアは、5種類の高配当役NML1〜5の何れか一つと、複数の低配当役NML8〜19とを重複当せんさせる6通りの正解押し順に対してそれぞれ4区分ずつ、合計24個の区分エリアを有し、かつ、高配当役毎の当せん確率は同じにならないが正解押し順の選択率は同じになるように各高配当役NML1〜5の当せん値数を区分エリアに配分した仕様を有する。第2高配当役と第5高配当役の各々の合計の当せん値数は1638×4=6552で相対的に小さく、これら第2高配当役と第5高配当役の各当せん確率は相対的に低値(6552/65536)に、第1高配当役と第3高配当役と第4高配当役の各々の合計の当せん値数は2184×4又は1092×8で計算される8736と相対的に大きく、これら第1高配当役と第3高配当役と第4高配当役の各当せん確率は相対的に高値(8736/65536)にしている。このように、各高配当役毎の当せん確率は同じにならないが、高配当択役の左中、左右、中左、中右、右左、右中の6通りの正解押し順にそれぞれ配分する当せん値数は2184×2+1092×2又は1638×4で計算される6552で同一にしており、6通りの正解押し順に対する選択率は同じになるようにしている。   The winning area of the high payout combination is four divisions in each of six types of correct answer pushing order in which any one of the five types of high payouts NML1 to NML5 and a plurality of low payouts NML8 to 19 are overlapped. It has a total of 24 divisional areas, and the winning probability of each high payout combination NML1-5 is determined by dividing the number of winning values of each high payout combination NML1-5 so that the winning probability of each high payout combination is not the same, but the selectivity of the correct push order is the same. With specifications distributed to The total winning value of each of the second high payout and the fifth high payout is relatively small at 1638 × 4 = 6552, and the respective winning probabilities of the second high payout and the fifth high payout are relatively small. To the low value (6552/65536), the total number of winning values of each of the first high payout part, the third high payout part and the fourth high payout part is relative to 8736 calculated by 2184 × 4 or 1092 × 8. The winning probabilities of the first high payout combination, the third high payout combination, and the fourth high payout combination are relatively high (8736/65536). As described above, the winning probability for each high paying combination is not the same, but the winning value to be distributed in each of the six types of correct answer pushing order of the left high, left, right, middle left, middle right, right left and right middle of the high paying combination. The numbers are the same at 6552 calculated by 2184 × 2 + 1092 × 2 or 1638 × 4, and the selectivity for the six correct pushing orders is the same.

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

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

第1〜3択役当せんエリアで各々重複当せんさせる低配当役は、
第1正解押し順の第1番目と同じ順番で第1番目の停止操作(左第1停止)がされたとき第1高配当役の左図柄と同じリプレイを有効ラインに表示させ、全停止操作後は第1高配当役と異なる図柄の組合せ(バー、チェリー、ハート1、ハート2、取りこぼしとなる図柄を含む図柄の組合せ)を有効ラインに表示させる第1正解押し順対応低配当役(第1グループNML8〜11から選ぶ図柄引込率1/2となるペアNML8+11又はNML9+11)と、
第2正解押し順の第1番目と同じ順番で第1番目の停止操作(中第1停止)がされたとき第2高配当役の中図柄と同じプラムを有効ラインに表示させ、全停止操作後は第2高配当役と異なる図柄の組合せ(バー、チェリー、ハート1、ハート2、取りこぼしとなる図柄を含む図柄の組合せ)を有効ラインに表示させる第2正解押し順対応低配当役(第2グループNML12〜15から選ぶ図柄引込率1/2となるペアNML12+15又はNML13+14)と、
第3正解押し順の第1番目と同じ順番で第1番目の停止操作(右第1停止)がされたとき第3高配当役の右図柄と同じリプレイを有効ラインに表示させ、全停止操作後は第3高配当役と異なる図柄の組合せ(バー、チェリー、ハート1、ハート2、取りこぼしとなる図柄を含む図柄の組合せ)を有効ラインに表示させる第3正解押し順対応低配当役(第3グループNML16〜19から選ぶ図柄引込率1/2となるペアNML16+19又はNML17+18)とを含む。
In the first to third option winning areas,
When the first stop operation (first left stop) is performed in the same order as the first in the first correct answer order, the same replay as the left symbol of the first high payout combination is displayed on the activated line, and all stop operations are performed. After that, a first correct answer push order-corresponding low payout combination (a combination of symbols including a bar, a cherry, a heart 1, a heart 2, and a design including a design to be missed) which is different from the first high payout combination is displayed on the activated line. A pair NML8 + 11 or NML9 + 11), which is a symbol attraction rate 1/2 selected from one group NML8-11.
When the first stop operation (middle first stop) is performed in the same order as the first in the second correct answer order, the same plum as the middle symbol of the second high payout combination is displayed on the activated line, and the all stop operation is performed. After that, a second correct answering order corresponding to a low payout combination (a combination of symbols including a bar, a cherry, a heart 1, a heart 2, and a design including a design to be missed) which is different from the second high payout combination is displayed on the activated line. A pair NML12 + 15 or NML13 + 14, which is a symbol attraction rate of 1/2 selected from two groups NML12 to 15),
When the first stop operation (the first right stop) is performed in the same order as the first in the third correct answer order, the same replay as the right symbol of the third high payout combination is displayed on the activated line, and the all stop operation is performed. After that, the third payout combination corresponding to the third correct answer push order (the third payout combination) that displays a combination of symbols different from the third high payout combination (a combination of symbols including a bar, a cherry, a heart 1, a heart 2, and a design to be missed) on an active line. NML16 + 19 or NML17 + 18), which is a symbol attraction rate of 1/2 selected from three groups NML16 to NML19.

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

一の高配当役たる第1高配当役NML1と他の高配当役たる第4高配当役NML4とは、図柄の組合せが一部異なるが、特定の正解押し順である左中右の第1番目の停止操作すなわち左第1停止がされたときに有効ラインに表示させる図柄をどちらもリプレイにしている。また、一の高配当役たる第1高配当役NML1と重複当選させる低配当役と、他の高配当役たる第4高配当役と重複当せんさせる低配当役とは、同一の図柄の組合せすなわちNML8,11,12,15,16,19を各構成する図柄の組合せで構成している。   The first high payout combination NML1 as one high payout combination and the fourth high payout combination NML4 as another high payout combination are partially different in the combination of symbols, but the first in the middle left and right in a specific correct answering order. The symbols to be displayed on the activated line when the second stop operation, that is, the first stop on the left is performed, are both replayed. In addition, the low payout that is overlapped with the first high payout NML1 as one high payout and the low payout that is overlapped with the fourth high payout as the other high payout are the same symbol combination, The NMLs 8, 11, 12, 15, 16, and 19 are configured by combinations of the constituent symbols.

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

さらに、一の高配当役を第2高配当役NML2、他の高配当役を中図柄がプラムで共通する第5高配当役NML5、特定の正解押し順を中左右とした場合、低配当役NML8,11,13,14,17,18を重複当せんさせる「高配当択役中左1」と「高配当択役中左3」との間、或は、低配当役NML9,10,12,15,16,19を重複当せんさせる「高配当択役中左2」と「高配当択役中左4」との間にも成立する。同様に、特定の正解押し順を中右左とした場合、低配当役NML8,11,13,14,17,18を重複当せんさせる「高配当択役中右1」と「高配当択役中右3」との間、或は、低配当役NML9,10,12,15,16,19を重複当せんさせる「高配当択役中右2」と「高配当択役中右4」との間にも成立する。   Further, when one high payout is a second high payout NML2, another high payout is a fifth high payout NML5 having a medium symbol common to plums, and when a specific correct answering order is set to middle left and right, a low payout is applied. NML8,11,13,14,17,18 are overlapped between "high payout combination middle left 1" and "high payout combination middle left 3" or low payout combination NML9,10,12, It is also established between "high payout optional middle left 2" and "high payout optional middle left 4" that cause 15, 16, and 19 to overlap. Similarly, when the specific correct answering order is set to the middle right and left, the high payout middle right 1 and the high payout middle right that cause the low payouts NML8, 11, 13, 14, 17, and 18 to be duplicated and hit. 3 ", or between" high payout middle right 2 "and" high payout middle right 4 "which cause the low payout NMLs 9, 10, 12, 15, 16, 19 to overlap. Holds.

さらにまた、一の高配当役を第3高配当役NML3、他の高配当役を右図柄がリプレイで共通する第4高配当役NML4、特定の正解押し順を右左中とした場合、低配当役NML8,11,12,15,16,19を重複当せんさせる「高配当択役右左1」と低配当役が部分的に一致することになる低配当役NML8,11,12,15,17,18を重複当せんさせる「高配当択役右左3」との間、或は、低配当役NML9,10,13,14,17,18を重複当せんさせる「高配当択役右左2」と低配当役が部分的に一致することになる低配当役NML9,10,13,14,16,19を重複当せんさせる「高配当択役右左4」との間にも成立する。同様に、特定の正解押し順を右中左とした場合、低配当役NML8,11,13,14,17,18を重複当せんさせる「高配当択役中右1」と低配当役が部分的に一致することになる低配当役NML8,11,13,14,16,19を重複当せんさせる「高配当択役右中3」との間、或は、低配当役NML9,10,12,15,16,19を重複当せんさせる「高配当択役中右2」と低配当役が部分的に一致することになる低配当役NML9,10,12,15,17,18を重複当せんさせる「高配当択役右中4」との間にも成立する。   Furthermore, if one high payout is the third high payout NML3, the other high payout is the fourth high payout NML4 whose right symbol is common in the replay, and a specific correct answer is in the middle of right and left, the low payout is low. The low payout combination NMLs 8, 11, 12, 15, 17, 17 in which the "high payout combination right and left 1" that causes the roles NML8, 11, 12, 15, 16, 16, and 19 to overlap and the low payout combination partially match. 18 between the “high payout option right and left 3” that causes the double payout 18 to overlap, or the “high payout optional right and left 2” that causes the low payout combination NMLs 9, 10, 13, 14, 17, and 18 to win. Is also established between “high payout combination right and left 4” that causes the low payout combinations NML9, 10, 13, 14, 16, and 19 to be partially overlapped. Similarly, when the specific correct push order is set to right middle left, the high payout combination middle right 1 that causes the low payout combinations NML8, 11, 13, 14, 17, and 18 to overlap and the low payout combination is partially Between the high payout combination NML8, 11, 13, 14, 16, and 19, which is the same as the high payout combination NML9, 10, 12, 15 , 16 and 19 are overlapped, and the high payout combination NML9, 10, 12, 15, 17, 17 and 18 are overlapped with "high payout combination middle right 2" in which the low payout combination partially matches the high payout combination. It is also established between "the dividend selection right middle 4".

特別役RBB1の抽せんをする一般中の遊技状態時、リプレイ1〜BAR狙えリプを合算した再遊技役の確率は8980/65536≒1/7.3である。特別役RBB1は、当せん確率例えば800/65536≒1/82で抽せんする。ただし、本機は、アシストタイムATの作動によりメダルを増やす仕様であり、特別役RBB1は役物作動中に単位投入遊技媒体数(1枚)あたりの獲得遊技媒体数の期待値が1未満となる減るボーナスであり、遊技機筐体8B等に特別役の存在を明示する一切の宣伝文句等もなく、専ら遊技機の内部状態として存在価値を有する。   In the general gaming state in which the special role RBB1 is drawn, the probability of the replaying game including the replay 1 to the BAR aiming rip is 8980/65536 ≒ 1 / 7.3. The special role RBB1 is drawn with a winning probability of, for example, 800/65536 ≒ 1/82. However, this machine is designed to increase the number of medals by activating the assist time AT, and the special combination RBB1 assumes that the expected value of the acquired number of game media per unit number of game media (1) is less than 1 during the operation of the accessory. This bonus is a declining bonus, and there is no advertising phrase or the like that clearly indicates the existence of a special role in the gaming machine housing 8B or the like, and has an existence value exclusively as an internal state of the gaming machine.

特別役RBB1に当せんするも役物作動図柄の組合せを表示できずにその当せんの権利が持ち越された内部中の遊技状態においても、規定数は3枚であり、一般中のRBB1の当せん値数800と不当せんエリア344を再遊技役の当せん値数にシフトして合計の再遊技役の当せん値数を10124に、再遊技役の確率を10124/65536≒1/6.5と適度に高めている。特別役RBB1に係る役物の作動中も、規定数を3枚に限定している。小役ALLと1枚役ALLを合せて当せん値数を55413とし、一般中及び内部中の55412よりも1だけ大きくしている(図5備考2参照)。   Even if the player wins the special role RBB1 but cannot display the combination of the character-operating symbols and the right to win is carried over to the inside game state, the prescribed number is three, and the number of RBB1 hits in the general 800 and the unreasonable area 344 are shifted to the number of winnings of the replaying game, and the total number of winnings of the replaying game is moderately increased to 10124, and the probability of the replaying game is appropriately increased to 10124/65536 ≒ 1 / 6.5. ing. The specified number is limited to three even during the operation of the accessory related to the special combination RBB1. The winning combination number of the small combination ALL and the one-piece combination ALL is 55413, which is 1 larger than 55412 in the general and internal parts (see Remark 2 in FIG. 5).

図5に示すように、遊技状態は、「一般中」「RBB1内部中」「RBB1作動中」の3つとなる。ただし、工場出荷直前の最終確認試験、或は、店舗導入時の受入確認試験等において、メーカー作業員又は店舗係員等により、「一般中」からRBB1の当せんを得てRBB1内部中に予め移行させておく運用を予定している。RBB1に当せんしたゲームでは、液晶表示装置70の画面を暗くして「復帰待機中」のメッセージを表示させ、うっかりRBB1作動図柄の組合せを表示させてしまうのを回避できるようにしている。RBB1内部中に移行すると、「復帰待機中」のメッセージを消して、液晶表示装置70の画面を明るくして背景動画と共に演出図柄7L,7C,7Rを表示し、準備完了を知らせる。   As shown in FIG. 5, there are three game states: "in general", "inside RBB1", and "in operation of RBB1". However, in the final confirmation test immediately before shipment from the factory, or the acceptance confirmation test at the time of store introduction, etc., a maker worker or a store clerk obtains a hit of RBB1 from “general” and transfers it into the RBB1 in advance. We are planning to use it. In the game in which the player hit RBB1, the screen of the liquid crystal display device 70 is darkened to display a message of "waiting for return" so that it is possible to avoid inadvertently displaying a combination of RBB1 operating symbols. When the process shifts to the inside of the RBB 1, the message of "waiting for return" is erased, the screen of the liquid crystal display device 70 is illuminated, and the effect symbols 7L, 7C, 7R are displayed together with the background moving image to notify the completion of preparation.

RBB1内部中は不当せんエリアがなく且つ取りこぼしてもRBB1作動図柄の組合せを表示できないフルヒット仕様にしているため揃えられず、RBB1内部中からRBB1作動中に移行しない。もっとも、RBB1内部中に不当せんエリアを極僅か例えば1だけ確保する等して、困難ではあるが、RBB1内部中からRBB1作動中に稀に移行できる仕様にしてもよい。なお、本実施形態では、RBB1内部中に滞在時、電源オンオフやリセット処理等をしても一般中に復帰しない仕様にしており、一旦内部中に滞在すると作動中や一般中の遊技状態に移ることはない。   There is no unreasonable area inside the RBB1 and the RBB1 operating symbol combination cannot be displayed even if it is dropped. Therefore, the RBB1 is not fully aligned because it has a full hit specification, and there is no transition from the inside of the RBB1 to the RBB1 operating. However, it may be difficult to secure an unjustified area, for example, only 1 in the inside of the RBB 1, but the specification may be such that it can rarely shift from the inside of the RBB 1 to the operation of the RBB 1. In the present embodiment, when the vehicle stays inside the RBB 1, it is designed not to return to the general operation even if the power is turned on or off, reset processing, or the like. Never.

ただし、店舗側において、内部抽せん仕様の設定(規定数に応じた入賞役、再遊技役、特別役についての当せん確率の組合せ(遊技機規則第6条別表第二(3)ヘ))を有利不利に複数段階について変更するいわゆる設定変更をした場合、RBB1作動中は、一般中の遊技状態に復帰させる仕様にしている。これにより、遊技者若しくはメーカー作業員又は店舗係員等により、誤って或は意図せずに、一般中のRBB1の当せんゲームでRBB1作動図柄の組合せを表示させてRBB1作動中に移行させてしまっても、長期間となるRBB1作動中を消化することなく、直ちに、一般中からRBB1内部中に移行させる準備をやり直すことができるようにしている。なお、RBB1作動中を除く他の遊技状態時に設定変更をした場合は、元の遊技状態を維持する仕様にしており、RBB1内部中に設定変更をしても内部中を維持できるものとしている。また、RBB1作動中は、液晶表示装置70の画面を暗くして「復帰待機中」のメッセージを表示させる復帰待機演出がされる。   However, on the store side, it is advantageous to set internal lottery specifications (combination of winning probabilities for winning combinations, re-gaming combinations, and special combinations according to the specified number (follow Article 2, Appendix 6 of the rules for gaming machines)) In the case where the so-called setting change that is disadvantageously changed in a plurality of stages is performed, the game is returned to the general game state while the RBB1 is operating. As a result, the player, the maker worker, the store clerk, or the like accidentally or unintentionally displays the combination of the RBB1 operating symbols in the general RBB1 winning game and shifts to the RBB1 operating state. In addition, it is possible to immediately restart the preparation for shifting from the general operation to the inside of the RBB 1 without digesting the operation of the RBB 1 for a long time. When the setting is changed during a game state other than during the operation of the RBB 1, the original game state is maintained, and the inside of the RBB 1 can be maintained even if the setting is changed. Also, during the operation of the RBB1, a return standby effect is performed in which the screen of the liquid crystal display device 70 is darkened and a message “waiting for return” is displayed.

各遊技状態において、当せんエリアの区分に応じた入賞役について当せんと決定する入賞役当せん値数と、任意の順序及び任意のタイミングで停止操作をした場合に190msの規定時間内に当せんに係る入賞役に対応した図柄の組合せを有効ラインに表示できる表示確率と、有効ラインに表示された入賞役についての図柄の組合せによる獲得遊技媒体数を投入遊技媒体数で割った配当比とを掛算して求める入賞役定数を遊技状態に応じた抽せん対象の全入賞役について合算した総入賞役定数をs、再遊技役の当せんと決定する再遊技役当せん値数をr、内部抽せん用の乱数の数値範囲をMとした場合の、再遊技抜き期待値Eo=s/(M−r)、再遊技込み期待値Ei=(s+r)/Mを各求めると以下のとおりとなる。図5備考1に全結果を示す。   In each game state, the number of prize winnings determined to be a prize for the prize according to the division of the prize area, and the prize relating to the prize within a prescribed time of 190 ms when the stop operation is performed in an arbitrary order and at an arbitrary timing. The display probability that the combination of symbols corresponding to the winning combination can be displayed on the activated line is multiplied by the payout ratio obtained by dividing the number of gaming media obtained by the combination of symbols for the winning combination displayed on the activated line by the number of inserted gaming media. S is the total winning combination constant obtained by summing up the required winning combination constants for all the winning combinations according to the playing status, r is the number of replaying game winning values that determine the replaying game winning, and a random number for internal drawing. When the range is M, the expected re-game-less expected value Eo = s / (M−r) and the expected re-game-included expected value Ei = (s + r) / M are obtained as follows. FIG. 5 Remarks 1 shows all the results.

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

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

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

以上のように、RBB1作動中の遊技状態の再遊技抜き期待値Eo≒62.85%を、全ての役物非作動中の遊技状態すなわち一般中又はRBB1内部中の再遊技抜き期待値Eo≒55.88%又は57.03%よりも高くし、かつ、RBB1作動中の遊技状態の再遊技込み期待値Ei≒62.85%を、少なくとも一の役物非作動中の遊技状態すなわちRBB1内部中の再遊技込み期待値Ei≒63.67%よりも低い仕様にしている。そして、RBB1作動中の遊技状態の低い再遊技込み期待値Ei≒62.85%に対して高い再遊技込み期待値Ei≒63.67%にとなる少なくとも一の役物非作動中の遊技状態すなわちRBB1内部中の遊技状態時に、内部抽せんで決定した当せん役に対応した図柄の組合せを有効ラインに表示させることを意図するナビ情報を遊技者に報知させるアシストタイムATを作動可能にしている。   As described above, the expected re-elimination value Eo of the game state during the operation of the RBB1 is 62.85%, and the expected re-game value Eo of the non-operational state of all the public goods, that is, the ordinary or the inside of the RBB 1 is the re-elimination expected value Eo. 55.88% or 57.03%, and the replay-inclusive expected value Ei ≒ 62.85% of the game state during the operation of the RBB1 is at least one of the game states during the non-operation of the accessory, ie, the inside of the RBB1. The specification is lower than the expected re-game-including expected value Ei ≒ 63.67%. Then, at least one of the gaming states during the non-operating state of the character, in which the expected re-gaming value Ei 再 62.85% of the gaming state with the low gaming state during the operation of the RBB1 becomes higher than the expected gaming state Ei ≒ 63.67%. That is, in the game state inside the RBB 1, the assist time AT for notifying the player of the navigation information intended to display the symbol combination corresponding to the winning combination determined by the internal drawing on the activated line is enabled.

図5(備考2)に示すように、RBB1作動中の遊技状態時、個々の入賞役(NML1〜20)の当せん値数(当せん確率)は、他の役物非作動中の遊技状態よりも低下させることなく(全て増加)、合計の入賞役(小役ALL+1枚役ALL)の当せん値数(当せん確率)も、他の役物非作動中の合計入賞役(BAR煽り役+高配当択役+3枚択役左+3枚択役左以外)よりも高めている。よって、第一種特別役物に係る役物連続作動装置についての要件を完全に満たしている。   As shown in FIG. 5 (Note 2), in the gaming state in which the RBB1 is operating, the number of winning values (winning probability) of each winning combination (NML1 to NML20) is higher than in the gaming state in which the other role is not operating. Without lowering (all increase), the winning value (probability) of the total winning combination (small role ALL + 1 sheet ALL) is also reduced to the total winning role (BAR instigator + high dividend selection) when other roles are not in operation (Except role + 3 selection left + 3 selection left)). Therefore, the requirements for the accessory continuous operation device according to the first-class special accessory are completely satisfied.

アシストタイムATを作動可能とするRBB1内部中の遊技状態時、再遊技込み期待値Eiよりも低い値となる再遊技抜き期待値はEo=57.03%であり、遊技機規則第6条別表第五(1)ロ(リ)で規定する所定下限値である11/20=55%を所定量上回り、上限の1.2倍(120%)を超えることもない。アストタイムATの作動による純増は、投入遊技媒体数に対して獲得遊技媒体数が異なることとなる入賞役についての、高配当役の入賞と取りこぼし無しの入賞とを前提に計算できるため、
AT純増=(8−3)×39312/65536;高配当択役
+(1−3)×100/65536 ;BAR煽り役
≒3.0枚/ゲームとなり、高純増ATを実現できる。
In the gaming state inside the RBB 1 in which the assist time AT can be activated, the expected value without re-game, which is lower than the expected value Ei including re-game, is Eo = 57.03%. The predetermined lower limit of 11/20 = 55% defined in the fifth (1) b (i) is exceeded by a predetermined amount and does not exceed 1.2 times (120%) of the upper limit. Since the net increase due to the activation of the AST time AT can be calculated on the premise of the winning of the high payout combination and the winning without missing, for the winning combination in which the number of the obtained game media is different from the number of the inserted game media,
AT net increase = (8−3) × 39312/65536; High payout selection part + (1−3) × 100/65536; BAR fanning part 枚 3.0 cards / game, and a high net increase AT can be realized.

遊技機規則 第6条別表第五(1)ロ(ヘ)で規定するシミュレーション試験は、「内部抽せんを行い、条件装置が作動した場合には当該条件装置に係る図柄の組合せが表示され、当該図柄の組合せにより獲得することができる遊技メダル等の最大数が獲得されること」を要件としているため、一般中の取りこぼし無しの条件下での総入賞役定数sは、
s=100×1×1/3 ;BAR煽り役
+39312×1×8/3;高配当択役
+8000×1×3/3 ;3枚択役左
+8000×1×3/3 ;3枚択役左以外
≒120865.3となり、r=8980のため、
Eo=120865.3/(65536−8980)≒2.1371(約213.71%)となる。よって、
17500ゲーム換算投入メダル数=3×17500=52500枚
17500ゲーム換算獲得メダル数=2.1371×3×17500≒112197.8枚となる。
The simulation test stipulated in Article 6, Schedule 5 (1) b (f), of the gaming machine rules states that "when an internal drawing is performed and a condition device is activated, a combination of symbols related to the condition device is displayed. The maximum number of game medals and the like that can be obtained by a combination of symbols must be obtained. "
s = 100 × 1 × 1/3; BAR instigator + 39312 × 1 × 8/3; high payout selector + 8000 × 1 × 3/3; three-choice left + 8000 × 1 × 3/3; three-choice Other than left 左 120865.3, r = 8980,
Eo = 12085.3 / (65536-8980) ≒ 2.1371 (about 213.71%). Therefore,
17500 game conversion inserted medals = 3 × 17500 = 52,500 coins 17500 game conversion acquired medals = 2.1371 × 3 × 17500 ≒ 112197.8 coins.

また、シミュレーション試験では一般中にRBB1に当せんすると当せんゲームでRBB1作動図柄の組合せを表示でき、RBB1作動中は、240枚超過で終了するが、概算値で約124ゲームを見込むことができ、この間、
投入メダル数=3×124=372枚、
獲得メダル数=0.6285× 3×124≒234枚
となり、RBB1作動中の継続数の長さから372枚−234枚=−138枚という十分なメダル減少効果を達成できる。
17500ゲーム中のRBB1作動による投入メダル数
=372×17500×800/(65536−8980)≒92085.7枚、
17500ゲーム中のRBB1作動による獲得メダル数
=234×17500×800/(65536−8980)≒57924.9枚となる。
Also, in the simulation test, if the player hits RBB1 during the general game, a combination of RBB1 operating symbols can be displayed in the hit game, and during RBB1 operation, the game ends with more than 240 cards, but approximately 124 games can be expected with an approximate value. ,
Number of inserted medals = 3 × 124 = 372,
Acquired medals = 0.6285 × 3 × 124 ≒ 234, and a sufficient medal reduction effect of 372-234 = −138 can be achieved from the length of the number of continuations during RBB1 operation.
Number of inserted medals by RBB1 operation during 17500 games = 372 × 17500 × 800 / (65536-8980) ≒ 92085.7 sheets,
The number of medals acquired by the RBB1 operation during the 17500 game = 234 × 17500 × 800 / (65536-8980) ≒ 57924.9.

したがって、規定数3枚時、
総投入メダル数=52500+92085.7=144585.7枚、
総獲得メダル数=112197.8+57924.9=170122.7枚となり、
出玉率=170122.7/144585.7≒1.177(約117.7%)となり、遊技機規則 第6条別表第五(1)ロ(ヌ)で規定する出玉率の所定上限値120%(1.2倍)を下回り、規則に適合する。また、
役物比率=57924.9/170122.7≒0.3405(約34.05%)となり、遊技機規則 第6条別表第五(1)ロ(ヲ)で規定する上限60%(6割)を下回り、規則に適合する。
Therefore, when the specified number is 3,
Total medal count = 52500 + 92085.7 = 1444585.7,
The total number of acquired medals = 112197.8 + 579244.9 = 170122.7
Payout rate = 170122.7 / 1444585.7 ≒ 1.177 (approximately 117.7%), which is the predetermined upper limit of the payout rate prescribed in Article 6, Appendix 5 (1) b (nu) of the Gaming Machine Rules Below 120% (1.2 times), comply with the rules. Also,
Character ratio = 579244.9 / 170122.7 ≒ 0.3405 (approximately 34.05%), and the upper limit of 60% (60%) stipulated in Article 6, Appendix 5 (1) b (ヲ) of the Gaming Machine Rules Below and conform to the rules.

以上、役物作動中の遊技状態で獲得できる遊技媒体数が投入遊技媒体数よりも少ない所謂減るボーナス仕様の第1種特別役物に係る役物連続作動装置RBB1との組合せにおいて、所定の規定下限55%超え及び規定上限120%未満の適正出玉範囲内で、AT純増≒3.0枚/ゲームの高純増ATを適切且つ容易に実現できる。   As described above, in the combination with the continuous actuating device RBB1 for the so-called reduced bonus type 1 special bonus item, in which the number of game media that can be obtained in the gaming state during the operation of the bonus item is smaller than the number of inserted game media, Within the proper payout range of the lower limit of 55% or more and the upper limit of less than 120%, it is possible to appropriately and easily realize the high net increase AT of AT net increase of ≒ 3.0 cards / game.

特に、5種類の第1〜5高配当役NML1〜5を定義し、第1,3,4高配当役NML1,3,4の当せん値数は8736に、第2,5高配当役NML2,5の当せん値数は6552にして不均等にするが、高配当択役の左中、左右、中左、中右、右左、右中の6通りの正解押し順にそれぞれ配分する当せん値数は6552で均等にしたため、特定の押し順が有利或は不利になることなく、遊技の公正さを担保できながら、役物作動中の遊技状態での遊技媒体の減少効果を大きくでき、役物作動中以外の遊技状態で遊技者に還元できる出玉を十分に大きくできる。   In particular, five types of first to fifth high payouts NML1 to NML5 are defined, and the number of winning values of the first, third and fourth high payouts NML1, 3, and 4 is 8736, and the second and fifth high payouts NML2 are The number of winning values of 5 is unequal to 6552, but the number of winning values to be distributed in each of the six types of correct answer pressing order of the left high, the left, the right, the middle left, the middle right, the right left, and the middle of the high payout combination is 6552 In this way, the specific pushing order does not become advantageous or disadvantageous, and the fairness of the game can be secured, the effect of reducing the game medium in the playing state while the accessory is operating can be increased, and the The payout which can be returned to the player in a game state other than the above can be sufficiently increased.

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

図6に示すように、遊技機筐体8Bの内部に組込む制御装置CNは、遊技の進行を管理し、内部抽せん、入賞によるメダルの払出し、再遊技の作動、役物の作動、アシストタイムATの作動等の遊技者利益に関係する主遊技制御を実行させる所謂メイン側と呼ばれる遊技機規則でいう主基板に対応する主制御装置MCと、この主制御装置MCから一方向性通信仕様に従って送信する情報を受信して主制御装置MCでの決定事項に基づいて演出制御を実行させる所謂サブ側と呼ばれる遊技機規則でいう周辺基板に対応する周辺制御装置SCとを含む。一方向性通信仕様とは、主基板に関して遊技機規則で規定する「周辺基板が送信する信号を受信することができるものでないこと」を満たす通信仕様をいう。   As shown in FIG. 6, a control device CN incorporated in the gaming machine housing 8B manages the progress of the game, draws internals, pays out medals by winning, operates re-games, activates accessories, and assists time AT. A main controller MC corresponding to a main board referred to in a so-called gaming machine rule for executing a main game control related to a player's interest such as an operation of the main controller, and transmitted from the main controller MC according to a one-way communication specification. And a peripheral control device SC corresponding to a peripheral board in a game machine rule called a so-called sub-side which receives information to be performed and executes effect control based on a decision made by the main control device MC. The one-way communication specification refers to a communication specification that satisfies “not being able to receive a signal transmitted by a peripheral board” defined in the gaming machine rules for the main board.

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

メインCPUの入力ポートI1には、各リール1L,1C,1Rのインデックスセンサ11L,11C,11R(IDs)、各ストップボタン6L,6C,6R、ベットボタン3、精算ボタン4、スタートレバー5、メダル投入口2の下流に設ける投入メダルセンサ21、遊技機筐体8Bに内蔵するメダル払出装置HPの出口に設ける払出メダルセンサ23の各信号を入力している。出力ポートO1から、各ストップボタン6L,6C,6Rの内蔵LED61,62,63を、モータドライバ回路Dr1を介して各リール1L,1C,1Rに駆動軸SHを結合させる各ステッピングモータ12L,12C,12R(SM)を、LEDドライバ回路Dr2を介して遊技基本ランプ類30を、ソレノイドドライバ回路Dr3を介してリール始動後に追投入されるメダルをメダル受皿8Gに落すメダルブロッカー22を、モータドライバ回路Dr4を介してメダル払出装置HPのメダル払出モータ24を各制御している。   In the input port I1 of the main CPU, the index sensors 11L, 11C, 11R (IDs) of the reels 1L, 1C, 1R, the stop buttons 6L, 6C, 6R, the bet button 3, the settlement button 4, the start lever 5, and the medal Signals of a medal sensor 21 provided downstream of the slot 2 and a payout medal sensor 23 provided at an outlet of a medal payout device HP incorporated in the gaming machine housing 8B are input. From the output port O1, the built-in LEDs 61, 62, 63 of the respective stop buttons 6L, 6C, 6R are connected to the respective stepping motors 12L, 12C, which couple the drive shaft SH to the respective reels 1L, 1C, 1R via the motor driver circuit Dr1. 12R (SM), the game basic lamps 30 via the LED driver circuit Dr2, and the medal blocker 22 which drops the medals to be added after the reels are started to the medal tray 8G via the solenoid driver circuit Dr3 to the motor driver circuit Dr4. Control the medal payout motor 24 of the medal payout device HP via the.

各インデックスセンサIDsは、各リールの内側に取付ける半円帯状のインデックスID(1Li,1Ci,1Ri)のオンエッジとオフエッジとを半周毎に検出し、最先のオンエッジ又はオフエッジの検出が全リールについてされた後、ストップボタン6L,6C,6Rの受付を可能にする。各ステッピングモータSMは、鉄芯外周に多数のロータ小歯をもつ永久磁石内蔵式のロータRmと、磁極内周に複数のステータ小歯をもつ複数組の磁極にA相、B相、C相(Aバー相(Aの反転相))、D相(Bバー相(Bの反転相))の巻線を巻回したステータSwとを有し、定常回転時、一の巻線をオンにする1相励磁と、一の巻線及び隣接する他の巻線をオンにする2相励磁とを、1割込み時間t=1.49ms毎に交互に繰返す1−2相励磁により、励磁パルスの1ステップ更新により半ステップ角(2ステップ更新により1ステップ角)ずつ変位させる。また、励磁パルスのステップ更新方向を変更することにより正転と逆転とを可能にしている。なお、インデックスセンサIDsは、任意の固定した回転角においてリール一回転毎にオンエッジ又はオフエッジが少なくとも1回検出できれば足りる。   Each index sensor IDs detects an on-edge and an off-edge of a semi-circular belt-like index ID (1Li, 1Ci, 1Ri) attached to the inside of each reel for every half turn, and detects the earliest on-edge or off-edge for all reels. After that, the reception of the stop buttons 6L, 6C, 6R is enabled. Each stepping motor SM has a rotor Rm having a built-in permanent magnet having a large number of rotor small teeth on the outer periphery of an iron core, and a plurality of sets of magnetic poles having a plurality of stator small teeth on the inner circumference of the magnetic poles. (A bar phase (reversed phase of A)) and D phase (B bar phase (reversed phase of B)) and a stator Sw wound therewith. And the two-phase excitation for turning on one winding and the other adjacent winding are alternately repeated every one interruption time t = 1.49 ms, so that the excitation pulse is generated. It is displaced by a half step angle by one step update (one step angle by two step update). Further, by changing the step update direction of the excitation pulse, normal rotation and reverse rotation are enabled. The index sensor IDs only needs to be able to detect the on-edge or the off-edge at least once per reel rotation at an arbitrary fixed rotation angle.

各インデックスセンサIDsによるオンエッジの検出時、表示窓80中の上段等に定める基準位置に例えば図柄番号15の図柄が到達する関係にあり、図柄番号15と共に図柄番号15に対応する図柄のステップ数32の初期値31をセットし、各インデックスセンサIDsによるオフエッジの検出時、基準位置に図柄番号7の図柄が到達する関係にあり、図柄番号7と共に図柄番号7に対応する図柄のステップ数32の初期値31をセットする。励磁パルスを1ステップ更新する1割込毎に、ステップカウンタの値31から30,29,・・・1,0と更新して、ステップカウンタが0になった次のステップ更新により、例えば図柄番号15の次なら図柄番号を14に、ステップカウンタの値に図柄番号14に対応する図柄のステップ数32の初期値31をセットする。ステップ数30の図柄については、ステップカウンタの値を初期値29から28,・・・1,0と更新する。ステップカウンタの初期値での励磁パルスは1相励磁としている。なお、図柄番号及びステップカウンタの格納エリアは、各リール1L,1C,1R毎に主制御装置MCのRWMに確保している。   When the on-edge is detected by each index sensor IDs, for example, the symbol of symbol number 15 arrives at the reference position defined in the upper row or the like in the display window 80, and the symbol number 15 and the symbol number corresponding to the symbol number 15 are 32 Is set so that the symbol number 7 reaches the reference position when the off-edge is detected by each index sensor IDs, and the symbol number 7 and the symbol step number 32 corresponding to the symbol number 7 are initially set. Set the value 31. Each time the excitation pulse is updated by one step, the value of the step counter is updated to 30, 29,... 1, 0 from the value 31 of the step counter. If it is next to 15, the symbol number is set to 14, and the initial value 31 of the number of steps 32 of the symbol corresponding to the symbol number 14 is set to the value of the step counter. For the symbol having 30 steps, the value of the step counter is updated from the initial value 29 to 28,. The excitation pulse at the initial value of the step counter is one-phase excitation. The storage area of the symbol number and the step counter is secured in the RWM of the main controller MC for each reel 1L, 1C, 1R.

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

各リール1L,1C,1Rを停止させる停止パルスには、A相、B相、C相、D相の各巻線を所定時間例えば135割込に相当する201.15msについて全てオンにする全相励磁パルスを用いている。また、停止から定常回転に到達させる加速シーケンスでは、前回の停止時の全相励磁による停止パルスの直前の2相励磁パルスパターンから励磁を始め、最初は42割込時間62.58msの長いオン時間の2相励磁とし、次のステップ更新で9割込時間13.41msの1相励磁とする等、徐々にオン時間を短くしていき、約106ms経過後に定常回転に到達させる。なお、基準位置は有効ラインに必ずしも一致させる必要はなく、表示窓80中の中段や下段や表示窓80外に定めてもよい。基準位置と有効ラインとが異なる場合、基準位置に停止対象に決定した図柄を停止させると、有効ラインに当せん役に対応した図柄が表示される関係になる。   The stop pulse for stopping each of the reels 1L, 1C, 1R includes a full-phase excitation that turns on all the windings of the A-phase, the B-phase, the C-phase, and the D-phase for a predetermined time, for example, 201.15 ms corresponding to 135 interrupts. A pulse is used. Also, in the acceleration sequence for reaching the steady rotation from the stop, the excitation is started from the two-phase excitation pulse pattern immediately before the stop pulse by the all-phase excitation at the time of the previous stop, and at first, a long ON time of 42 interrupt times 62.58 ms is set. The on-time is gradually shortened, for example, to one-phase excitation of 9.41 ms in a 9-step interrupt in the next step update, and to reach steady rotation after about 106 ms. Note that the reference position does not necessarily need to coincide with the active line, and may be set in the middle or lower part of the display window 80 or outside the display window 80. When the reference position is different from the activated line, the symbol corresponding to the winning combination is displayed on the activated line when the symbol determined to be stopped at the reference position is stopped.

メインCPUのROM上には、スタートレバー5の操作を契機に図3〜5の仕様による内部抽せんを実行して当せん役を決定する内部抽せん手段K、スタートレバー5の操作後で且つ前遊技の開始から4.1秒経過後に全リールを正転側に加速処理して定常回転速度に到達させる回胴回転装置制御手段V1と各リールを対応するストップボタンの操作により個別に停止させて有効ラインに当せん役に対応した図柄の組合せの表示を許容させる回転停止装置制御手段V2とを含む可変表示制御手段を構成するリール制御手段V、遊技結果が入賞なら所定配当数のメダルを払出すメダル払出手段P、遊技結果が再遊技の作動なら次ゲームの掛けメダルを同一規定数で自動投入するメダル自動投入手段Q、遊技結果が内部中や役物作動中等への移行を伴うのなら遊技状態を移行させる遊技状態移行手段J、所定のフリーズ抽せんにより当せん役別に定めた所定確率により各リールを逆回転等させる所定の回胴演出の当否を決定するフリーズ抽せん手段F、その当せんに係る回胴演出を実行させる回胴演出実行手段Gを設けている。   In the ROM of the main CPU, the internal drawing means K which determines the winning combination by executing the internal drawing according to the specifications of FIGS. After 4.1 seconds have elapsed from the start, the reel rotating device control means V1 for accelerating all the reels to the normal rotation side to reach the steady rotation speed and the respective reels are individually stopped by operating the corresponding stop button to activate the effective line. Reel control means V which constitutes a variable display control means including a rotation stop device control means V2 for allowing display of a symbol combination corresponding to a winning combination, and a medal payout for paying out a predetermined number of medals if the game result is a prize. Means P, a medal automatic insertion means Q for automatically inserting the medals of the next game with the same prescribed number if the game result is a re-game operation, transition to a state in which the game result is in the inside or in the operation of the accessory. If so, a game state shifting means J for shifting the game state, a freeze drawing means F for deciding whether or not a predetermined spinning effect to reverse each reel with a predetermined probability determined for each winning combination by a predetermined freeze drawing, and the like, A torso effect execution means G for executing a torso effect related to a win is provided.

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

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

サブCPUの入力ポートI2には、主制御装置MCからの送信情報、ジョグダイヤルJDの信号を入力している。主制御装置MCからの送信情報すなわち周辺制御装置NCの受信情報には、メイン側初期化完了情報、ベットボタン3の操作情報を含むメダル投入情報、スタートレバー5の操作情報を含むリール始動情報、内部抽せんによる当せんフラグ情報、ストップボタン6L,6C,6Rの操作情報、遊技結果情報、遊技状態情報、フリーズ及び回胴演出情報、AT作動情報、AT指示情報、AT上乗せ情報、AT終了情報、エラー情報等、主制御装置MCで検出し又は決定若しくは実行する各種情報が含まれる。出力ポートO2から、LEDドライバ回路Dr5を介して表示窓80に臨む9つの図柄をリール帯10L,10C,10Rの背面から照明するLED式リールバックランプBL1〜9を、LEDドライバ回路Dr6を介して装飾ランプ88を、LCDドライバ回路Dr7を介して液晶表示装置70を、パワーアンプ回路Dr9を介してスピーカ91〜94を各制御している。   Transmission information from the main controller MC and a signal of the jog dial JD are input to the input port I2 of the sub CPU. The transmission information from the main control device MC, that is, the reception information of the peripheral control device NC includes main-side initialization completion information, medal insertion information including operation information of the bet button 3, reel start information including operation information of the start lever 5, Winning flag information by internal drawing, operation information of stop buttons 6L, 6C, 6R, game result information, game state information, freeze and turning effect information, AT operation information, AT instruction information, AT addition information, AT end information, error Various information detected, determined, or executed by the main controller MC, such as information, is included. LED-type reel back lamps BL1 to BL9 for illuminating nine symbols facing the display window 80 from the output port O2 through the LED driver circuit Dr5 from the back of the reel bands 10L, 10C, 10R via the LED driver circuit Dr6. The decoration lamp 88 controls the liquid crystal display device 70 via the LCD driver circuit Dr7, and the speakers 91 to 94 via the power amplifier circuit Dr9.

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

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

リール1L,1C,1Rの加速処理中に、全リール1L,1C,1Rの全図柄に対して、内部抽せんで決定した当せん役に応じて、再遊技役>入賞役(小役)>特別役の順に従う役別優先順位付けと、当せん役が入賞役(小役)の場合には、払出枚数が多い高配当の小役を優先引込みする枚数優先及び又は図柄の組合せの種類が多い小役を優先引込みする個数優先に対応させる役内優先順位付けとをした停止候補検索データをRWM上で初期作成する。   During the acceleration processing of the reels 1L, 1C, 1R, for all the symbols of all the reels 1L, 1C, 1R, in accordance with the winning combination determined by the internal drawing, the re-game combination> winning combination (small combination)> special combination And if the winning combination is a winning combination (small role), the number priority to draw in the high payout small combination with a large number of payouts and / or the small combination with many symbol combinations First, stop candidate search data is created on the RWM, in which the priorities within the role are set to correspond to the number priority for the pull-in.

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

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

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

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

第1停止が完了すると、次のストップボタンの操作を受付可能とするまでの停止操作間隔期間中(例えば約200msの間)に、第1停止による表示出目に応じて、表示の対象外となる図柄等について、14Hを01Hに書き換える等、未停止リールの停止候補検索データを書き換え、第2番目以後の停止に備える。正解の押し順時の第2番目の中リール1Cの停止では、枚数優先に対応させる停止候補検索データに切換え、中ストップボタン6Cの操作検出時に基準位置に到達している図柄の上流に後続する同じく4コマについて、第1番目の停止後に書き換えた停止候補検索データに基づき、上記同様なロジック演算あるいはロジック演算及び停止テーブルの参照により、優先順位の最も高い唯一の停止図柄を決定し、決定した停止図柄が基準位置に到達するタイミングで同様に停止パルスを供給する。   When the first stop is completed, during the stop operation interval period until the next stop button operation can be accepted (for example, during about 200 ms), it is excluded from the display target according to the display appearance by the first stop. For example, the stop candidate search data of the unstopped reel is rewritten, such as rewriting 14H to 01H, to prepare for the second and subsequent stops. When the second middle reel 1C is stopped in the correct order of pushing, the switch is made to the stop candidate search data corresponding to the number priority, and following the symbol reaching the reference position when the operation of the middle stop button 6C is detected, follows the symbol. Similarly, for the four frames, based on the stop candidate search data rewritten after the first stop, the only stop symbol having the highest priority is determined and determined by the same logic operation or the logic operation and reference to the stop table as described above. A stop pulse is similarly supplied at the timing when the stop symbol reaches the reference position.

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

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

図8の例では、右図柄番号5「リプレイ」の1コマ上の右図柄番号4「プラム」は、第1停止完了時点で01Hに書き換えられ、第2停止完了時点で当せん役でないNML4の完成を阻止するために蹴飛ばして停止不可とするため停止不可の00Hに書き換えらている。また、右図柄番号7「バー」の1コマ上の右図柄番号6「ブドウ」は、第1停止完了時点で14Hに書き換えられ、第2停止完了時点で当せん役でないNML20の完成を阻止するために蹴飛ばして停止不可とするため00Hに書き換えらている。右図柄番号6「ブドウ」に対応させて1コマ上の右図柄番号5「リプレイ」に最も大きい84Hが記録されているため、右図柄番号5の「リプレイ」が2コマ滑って上段に引込まれ、右リール1Rに対応するRWM上の図柄番号が5、同ステップカウンタが図柄番号5のステップ数32の初期値31となるときに停止パルスが供給される。これにより、右リール1Rの上段の適位置に図柄番号5の「リプレイ」図柄が停止して中段の適位置に図柄番号6の「ブドウ」が停止する。こうして、8枚役である第1高配当役NML1が入賞し、8枚のメダルが払出される。   In the example of FIG. 8, the right symbol number 4 “Plum” one frame above the right symbol number 5 “Replay” is rewritten to 01H when the first stop is completed, and the NML4 that is not a winning combination is completed when the second stop is completed. In order to prevent the stoppage and to make the stop impossible, the value is rewritten to 00H which cannot be stopped. In addition, the right symbol number 6 “grape” one frame above the right symbol number 7 “bar” is rewritten to 14H at the completion of the first stop, to prevent the completion of the NML 20 which is not a winning combination at the completion of the second stop. It is rewritten to 00H to make it impossible to stop by kicking off. Since the largest 84H is recorded in the right symbol No. 5 "Replay" one frame above corresponding to the right symbol No. 6 "Grape", the "Replay" of the right symbol No. 5 slips by two frames and is drawn into the upper row. When the symbol number on the RWM corresponding to the right reel 1R is 5, and the step counter reaches the initial value 31 of the number of steps 32 of the symbol number 5, a stop pulse is supplied. As a result, the “Replay” symbol of symbol number 5 stops at the appropriate position on the upper stage of the right reel 1R, and the “grape” of symbol number 6 stops at the appropriate position on the middle line. In this way, the first high payout combination NML1, which is the eight-combination, wins and eight medals are paid out.

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

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

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

図10に示すように、RBB1内部中に、高配当択役右左1に当せんした場合、右左中が正解の押し順となり、押し順正解時、上記と同様に、第1番目の停止は個数優先に対応させた停止候補検索データに基づいて制御し、第2番目以降の停止は枚数優先に対応させた停止候補検索データに基づいて制御し、第3高配当役NML3を入賞させる。右左中の正解押し順以外は不正解の押し順となり、第1停止から全停止に至るまで、個数優先に対応させた停止候補検索データに基づいて制御を行う。不正解の押し順のうち、左中右、左右中の場合、1枚役NML8又はNML11を1/2の確率で入賞させるか取りこぼしとなり、中左右、中右左の場合、1枚役NML12又はNML15を1/2の確率で入賞させるか取りこぼしとなり、右中左の場合、1枚役NML16又はNML19を1/2の確率で入賞させるか取りこぼしとなる。   As shown in FIG. 10, when the high payout combination right and left 1 is hit inside the RBB1, the right and left middles are in the order of pressing the correct answer, and when the pressing order is correct, the first stop is the number priority in the same manner as described above. The second and subsequent stops are controlled based on the stop candidate search data corresponding to the number priority, and the third high payout combination NML3 is won. The order of incorrect answers is other than the order of pushing the correct answer in the middle right and left, and control is performed from the first stop to all stops based on stop candidate search data corresponding to the number priority. In the push order of the incorrect answers, in the case of the left middle right, the right and left middle, the one-sheet role NML8 or NML11 is won with a probability of 1/2 or the ball is missed. Is won or missed with a probability of 、, and in the case of the right center left, the one-sheet winning NML16 or NML19 is won or missed with a probability of 2.

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

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

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

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

このため、高配当択役左中3の当せん時、押し順不正解時も、第1停止の終了段階では、第2高配当役NML2や第3高配当役NML3の入賞に対する期待感を持続させることができる。しかも、第4高配当役NML4の正解押し順でない不正解押し順により第1番目に中リール1Cについて「プラム」を有効ラインに表示させる停止制御は、第2高配当役NML2を含む他の択役当せんエリアの当せん時にその正解押し順により第1番目に中リール1Cについて「プラム」を有効ラインに表示させる停止制御と同様になる。また、第4高配当役NML4の正解押し順でない不正解押し順により第1番目に右リール1Rについて「リプレイ」を有効ラインに表示させる停止制御は、第3高配当役NML3を含む他の択役当せんエリアの当せん時にその正解押し順により第1番目に右リール1Rについて「リプレイ」を有効ラインに表示させる停止制御と同様になる。さらに、第4高配当役NML4の正解押し順により第1番目に左リール1Lについて「リプレイ」を有効ラインに表示させる停止制御は、第1高配当役NML1を含む他の択役当せんエリアの当せん時にその正解押し順により第1番目に左リール1Lについて「リプレイ」を有効ラインに表示させる停止制御と同様になる。したがって、停止制御に要するプログラム容量を低減することができる。   For this reason, even when the high payout combination left middle 3 is hit or the push order is incorrect, at the end stage of the first stop, the expectation of winning the second high payout combination NML2 and the third high payout combination NML3 is maintained. be able to. In addition, the stop control for displaying “plum” on the activated line for the first medium reel 1C in the first incorrect payout order other than the correct push order of the fourth high payout combination NML4 is performed by another option including the second high payout combination NML2. This is the same as the stop control in which “plum” is displayed on the activated line for the first reel 1C first according to the correct answer pressing order when the winning area is hit. In addition, the stop control for displaying “Replay” on the activated line for the right reel 1R first in an incorrect push order other than the correct push order of the fourth high payout combination NML4 is performed by another option including the third high payout combination NML3. This is the same as the stop control for displaying "Replay" on the activated line for the right reel 1R first according to the correct pushing order when the winning area is hit. Further, the stop control for displaying “Replay” on the activated line for the left reel 1L in the first order according to the correct pushing order of the fourth high payout combination NML4 is performed in the other optional winning areas including the first high payout combination NML1. At the same time, it is the same as the stop control for displaying "Replay" on the activated line for the first left reel 1L in the correct answer pressing order. Therefore, the program capacity required for the stop control can be reduced.

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

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

このため、高配当択役中左3の当せん時、押し順不正解時も、第1停止の終了段階では、第1高配当役NML1や第3高配当役NML3や第4高配当役NML4の入賞に対する期待感を持続させることができる。しかも、第5高配当役NML5の正解押し順でない不正解押し順により第1番目に左リール1Lについて「リプレイ」を有効ラインに表示させる停止制御は、第1高配当役NML1を含む他の択役当せんエリアの当せん時にその正解押し順により第1番目に左リール1Lについて「リプレイ」を有効ラインに表示させる停止制御と同様になる。また、第5高配当役NML5の正解押し順でない不正解押し順により第1番目に右リール1Rについて「リプレイ」を有効ラインに表示させる停止制御は、第3高配当役NML3を含む他の択役当せんエリアの当せん時にその正解押し順により第1番目に右リール1Rについて「リプレイ」を有効ラインに表示させる停止制御と同様になる。さらに、第5高配当役NML5の正解押し順により第1番目に中リール1Cについて「プラム」を有効ラインに表示させる停止制御は、第2高配当役NML2を含む他の択役当せんエリアの当せん時にその正解押し順により第1番目に中リール1Cについて「プラム」を有効ラインに表示させる停止制御と同様になる。したがって、停止制御に要するプログラム容量を低減することができる。   For this reason, when the high-payment option middle left 3 is hit or the pushing order is incorrectly answered, at the end stage of the first stop, the first high-payout role NML1, the third high-payout role NML3, and the fourth high-payout role NML4 Expectations for winning can be maintained. In addition, the stop control for displaying “Replay” on the activated line for the first left reel 1L in the incorrect push order other than the correct push order of the fifth high payout combination NML5 is performed by another option including the first high payout combination NML1. This is the same as the stop control for displaying "Replay" on the activated line for the left reel 1L first according to the correct answer pressing order when the winning area is hit. In addition, the stop control for displaying “Replay” on the activated line for the right reel 1R first in an incorrect push order other than the correct push order of the fifth high payout combination NML5 is performed by another option including the third high payout combination NML3. This is the same as the stop control for displaying "Replay" on the activated line for the right reel 1R first according to the correct pushing order when the winning area is hit. Further, the stop control for displaying the “plum” on the activated line for the first reel 1C in the first order according to the correct answer pressing order of the fifth high payout combination NML5 is performed in the other optional winning area including the second high payout combination NML2. At the same time, the same control as the stop control for displaying “plum” on the activated line for the first middle reel 1C according to the correct answer pressing order is used. Therefore, the program capacity required for the stop control can be reduced.

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

以上の実施形態では、ATの作動等を主制御装置MCで決定するようにしたが、周辺制御装置SCで決定するようにしてもよい。また、いわゆる特別役内部中にATを作動させてAT遊技を行うようにしたが、AT作動下で再遊技高確率状態たるリプレイタイムRTへの移行契機図柄の組合せを表示させてアシストリプレイタイムART下でAT遊技を行うものや、専ら一般中の遊技状態中にAT遊技を行うものや、役物作動中の遊技状態中にAT遊技を行うもの等に適用してもよい。
回胴式遊技機は、風俗営業等の規制及び業務の適正化等に関する法律第2条第1項で規定するぱちんこ屋の営業に供されるのが本来であるが、本発明に係る遊技機はこれに限らず、その他の店舗等での営業に供されるスロットマシンや、同法律の規制が及ばないアーケードゲーム機や、リールを映像等で表現したシュミレーションゲーム機等にも適用できる。なお、以上の説明中、確率や数字、図柄の組合せ等は一例示に過ぎないのは言うまでも無い。
In the above embodiment, the operation of the AT and the like are determined by the main control device MC, but may be determined by the peripheral control device SC. Further, the AT game is performed by operating the AT during the so-called special role, but the combination of symbols for transition to the replay time RT, which is a high replay probability state under the AT operation, is displayed to display an assist replay time ART. The present invention may be applied to a player playing an AT game below, a player playing an AT game exclusively in a general playing state, a player playing an AT game in a playing state in which an accessory is operating, or the like.
The spinning-type gaming machine is originally provided for pachinko parlors as stipulated in Article 2, Paragraph 1 of the Act on Regulations on Customs Sales and Appropriate Business, etc., but the gaming machine according to the present invention However, the present invention is not limited to this, and can be applied to slot machines provided for business in other stores, arcade game machines not restricted by the law, and simulation game machines in which reels are represented by images or the like. In the above description, it is needless to say that the combinations of the probabilities, numbers, symbols, and the like are merely examples.

1L;左リール,1C;中リール,1R;右リール(各可変表示要素)
2;メダル投入口、3;ベットボタン、4;精算ボタン
5;スタートレバー(スタートスイッチ)
6L,6C,6R;各ストップスイッチ
6L;左ストップボタン、6C;中ストップボタン、6R;右ストップボタン
7;演出表示装置、70;液晶表示装置
MA;メインモニタ
8;リールパネル、80;表示窓
CN;制御装置、MC;主制御装置、SC;周辺制御装置
K;内部抽せん手段、V;リール制御手段(可変表示制御手段)
V1;回胴回転装置制御手段、V2;回転停止装置制御手段
P;メダル払出手段、Q;メダル自動投入手段、J;遊技状態移行手段
F;フリーズ抽せん手段、G;回胴演出実行手段
H1;AT作動決定手段、H2;AT上乗せ決定手段
H3;AT継続管理手段、H4;AT指示情報出力手段
X1;ナビ手段、X2;音声ナビ手段
Y1;演出表示手段、Y2;効果音出力手段
1L; left reel, 1C; middle reel, 1R; right reel (variable display elements)
2; medal slot 3; bet button 4; settlement button 5; start lever (start switch)
6L, 6C, 6R; each stop switch 6L; left stop button, 6C; middle stop button, 6R; right stop button 7; effect display device, 70; liquid crystal display device MA; main monitor 8; reel panel, 80; CN: control unit, MC: main control unit, SC: peripheral control unit K: internal drawing unit, V: reel control unit (variable display control unit)
V1: rotating body rotating device control means, V2: rotation stopping device controlling means P; medal payout means, Q: automatic medal insertion means, J; game state transition means F; freeze extraction means, G; rotating body effect executing means H1; AT operation determination means, H2; AT addition determination means H3; AT continuation management means, H4; AT instruction information output means X1: navigation means, X2; voice navigation means Y1: effect display means, Y2: sound effect output means

Claims (1)

複数コマの図柄を可変表示させる複数の可変表示要素を有し、
遊技媒体の投入下における可変表示開始操作に基づいて、内部抽せん用の乱数値を抽出し、予め定義した当せんエリアに対する抽出した前記乱数値の属否により当せんエリアに含まれる役の当否を決定する内部抽せん手段と、
前記可変表示要素の可変表示を、対応する停止操作に基づいて各停止させ、所定の有効ラインに前記内部抽せん手段により当せんと決定した当せんエリアに含まれる役に対応した図柄の組合せの表示を許容させる可変表示制御手段とを含む遊技機において、
前記当せんエリアには、
特定の正解押し順に従う停止操作がされたとき規定数を超える配当である一の高配当役と、前記特定の正解押し順に従わない停止操作がされたとき規定数を超えない配当である複数の低配当役とを重複当せんさせる一の択役当せんエリアと、
前記特定の正解押し順に従う停止操作がされたとき規定数を超える配当であり且つ前記一の高配当役とは異なる他の高配当役と、前記特定の正解押し順に従わない停止操作がされたとき規定数を超えない配当である複数の低配当役とを重複当せんさせる他の択役当せんエリアとを含み、
前記一の高配当役と前記他の高配当役とは、図柄の組合せが一部異なるが、前記特定の正解押し順の第1番目の停止操作がされたときに有効ラインに表示させる図柄を同一にしていると共に、
前記一の高配当役と重複当選させる低配当役と前記他の高配当役と重複当せんさせる低配当役との全部又は一部を、同一の図柄の組合せで構成し
前記内部抽せん手段により前記一の択役当せんエリア又は前記他の択役当せんエリアの当せんが決定され、前記特定の正解押し順に従わない場合に、個数優先制御で低配当役の図柄を有効ラインに表示させることを特徴とする遊技機。
It has a plurality of variable display elements for variably displaying symbols of multiple frames,
Based on the variable display start operation under the insertion of the game medium, a random number value for internal drawing is extracted, and a winning / losing of a role included in the winning area is determined based on whether or not the extracted random number value belongs to a predefined winning area. Internal drawing means,
The variable display of the variable display element is stopped based on the corresponding stop operation, and the display of a combination of symbols corresponding to the combination included in the winning area determined to be won by the internal drawing means on a predetermined effective line is allowed. And a variable display control means for causing the
In the hit area,
One high payout combination that is a payout exceeding a specified number when a stop operation is performed according to a specific correct answering order, and a plurality of payouts that do not exceed a specified number when a stop operation is performed not according to the specific correct answering order. An optional winning area where the low dividend is duplicated,
When the stop operation in accordance with the specific correct answer push order is performed, a payout exceeding a prescribed number and a stop operation not in accordance with the specific correct answer push order is performed with another high payout part different from the one high payout part. And other alternative winning areas where multiple low dividends that are dividends not exceeding the prescribed number
The one high payout combination and the other high payout combination are partially different in symbol combinations, but a symbol to be displayed on an activated line when the first stop operation in the specific correct answer push order is performed. While keeping them the same,
All or a part of the low payout to be overlapped with the one high payout and the low payout to be overlapped with the other high payout is constituted by the same symbol combination ,
The winning of the one optional winning area or the other optional winning area is determined by the internal drawing means, and when the specific correct answering order is not followed, the symbol of the low paying-out symbol is set to the activated line by the number priority control. A gaming machine characterized by displaying .
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