JP6713176B2 - Amusement machine - Google Patents

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JP6713176B2
JP6713176B2 JP2019114991A JP2019114991A JP6713176B2 JP 6713176 B2 JP6713176 B2 JP 6713176B2 JP 2019114991 A JP2019114991 A JP 2019114991A JP 2019114991 A JP2019114991 A JP 2019114991A JP 6713176 B2 JP6713176 B2 JP 6713176B2
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winning
high payout
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stop
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JP2019193824A (en
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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 rotating body type gaming machine, other slot machines, arcade game machines 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。 In Patent Document 1, one high payout combination of 9 coins with three bell symbols on the middle effective line, and a total of 17 low payouts with one coin without three bell symbols on the effective line 8 types of 213 bells that overlap with 3 or 4 low payout combinations that are chosen avoiding mutual agreement of areas and win a high payout combination when a stop operation is performed according to the correct middle push order 14 kinds of 231 bells that win a high payout combination when a stop operation is performed according to the correct answer order of "middle right left", and 312 bells that win a high payout combination when a stop operation according to the correct answer order of "right left middle" is performed Eight types, 14 types of 321 bells that win a high payout combination when a stop operation is performed according to the correct right pushing order of "right middle left", a total of 44 types of winning combination areas are defined, and the correct pushing order is determined by the player. There is described a gaming machine in which a correct answer push order navigation is displayed on a liquid crystal display device when an assist time (also referred to as AT) to be notified to the player is activated, and a high payout combination can be easily won.

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、高配当役が一つのため、正解の押し順に従わない停止操作がされたとき第1停止後に直ちに押し順に正解しなかったことが判明する場合が多く、興趣を直ちに萎えさせる恐れがある。 The one in the above-mentioned document 1 enables a unified display in which three bell symbols are arranged in the middle line without fail when the stop operation is performed according to the pressing order of the correct answer, but on the other hand, since there is one high payout part, the correct answer In many cases, when a stop operation that does not follow the pushing order is performed, it is often found immediately after the first stop that the correct answer is not given in the pushing order, and the interest may be immediately diminished.

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 multiple low payout combinations must be applied to each other so that the areas that are not hit by each other are the same, the number of types of low payout combinations will increase, and the above-mentioned document 1 will be referred to. If the number of alternative winning areas that correspond to the correct answer pressing order of "left middle right" and "right middle" is further increased, the number of winning combinations will increase, and the winning combination will be complicated. Moreover, the number of cases in which the stop control can be completed only by the logic operation for determining the stop symbol by prioritizing based on the stop candidate search data created for each game on the RWM of the main controller is reduced, and from the symbol of the same priority. The number of cases in which the stop table is referred to in order to determine the only stop symbol increases, and stop control becomes complicated.

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

本発明の課題は、第1停止後に興趣を直ちに萎えさせるのを低減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 provide a gaming machine capable of appropriately providing a plurality of alternatives without complicating a winning combination and a stop control while reducing an immediate distraction after the first stop. is there.

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第1の可変表示要素(例えば、左リール1L)と第2の可変表示要素(例えば、中リール1C)と第3の可変表示要素(例えば、右リール1R)とを含む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、
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、特別役、再遊技役、及び小役を含む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
一般遊技状態において前記内部抽せんにより特別役に当選したことに基づいて、当せんした遊技で前記特別役の図柄の組合せが表示できずに当せんの権利が持ち越された内部中の状態へ遊技状態を移行可能であり、前記特別役の作動図柄の表示を条件として役物作動中の状態へ遊技状態を移行させることが可能な遊技状態移行手段(J)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
Reference numerals in the drawings are added in parentheses for illustration.
A first variable display element (for example, left reel 1L), a second variable display element (for example, middle reel 1C), and a third variable display element (for example, right reel 1R) that variably display symbols of a plurality of frames A plurality of variable display elements including (left reel 1L, middle reel 1C, right reel 1R),
Based on the variable display start operation, extracts a random number for the internal lottery, included in the winning areas by genus absence of the random number value extracted for winning area defined in advance, a special combination, replay officers, and the small win An internal drawing means (K) for determining whether or not a winning combination including
The variable display of the variable display element is stopped based on the corresponding stop operation, and the display of the combination of symbols corresponding to the winning combination included in the winning area determined to be won by the internal drawing means is allowed on a predetermined effective line. a variable display control means (reel control means V) to,
In the general game state, based on having won the special combination by the internal drawing, the combination of the symbols of the special combination cannot be displayed in the winning game and the game state is transferred to the internal state where the right of the winning combination has been carried over. It is possible, and is premised on a gaming machine including a game state transition means (J) capable of transitioning a game state to a state in which an accessory is operating, on condition that the display of the operation symbol of the special combination is performed .
The "variable display element" includes a reel, a belt, and an image .

以上の遊技機において、前記当せんエリアには、
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高配当役(NML1〜NML5)と、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低配当役(NML8〜NML19)とを重複当せんさせる択役当せんエリアとして、前記第1の可変表示要素と前記第2の可変表示要素と前記第3の可変表示要素とに対応する停止操作の正解押し順が異なる6種類の択役当せんエリア(高配当役左中、高配当役左右、高配当役中左、高配当役中右、高配当役右左、高配当役右中)を含み、
前記特別役の内部中の状態下でアシストタイムが作動し、且つ前記内部抽せん手段により択役当せんエリアのいずれかの当せんが決定されたときに、正解押し順の情報を報知し、
前記特別役の役物作動中の状態下における前記高配当役が当せんとなる確率が前記一般遊技状態及び前記特別役の内部中の状態における前記択役当せんエリアのいずれかに当せんする確率よりも低く、且つ前記特別役の役物作動中の状態下における前記小役についてのトータルの当せん確率が前記一般遊技状態及び前記特別役の内部中の状態下よりも高い。
In the above gaming machines, in the winning area,
A high payout role which is a payout of greater than specified number when the correct answer press sequentially according stop operation is (NML1 ~NML5), is a dividend shall not exceed the number when the stop operation that does not conform to the correct answer pushing order is low payout as-option combination winning areas and role (NML8~NML19) Ru with overlapping winning, the first variable display element and the second variable display element and the third correct pressing of the stop operation corresponding to the variable display elements Includes six types of winning areas in different order (high dividend role left middle, high dividend role left, high dividend role middle left, high dividend role middle right, high dividend role right left, high dividend role right middle,
When the assist time is activated under the condition of the inside of the special winning combination, and when the winning of any of the selective winning areas is determined by the internal drawing means, the information of the correct pressing order is notified,
The probability of winning the high payout combination under the condition that the special combination is operating is more than the probability of winning any of the combination winning areas in the general game state and the inside of the special combination. The winning probability of the small winning combination is low and the winning combination of the special winning combination is higher than that of the general gaming state and the inside of the special winning combination.

また、前記高配当役の種類は、前記複数の可変表示要素の数以上であり、
前記高配当役の種類の中には、
第1番目の押し順が前記第1の可変表示要素(例えば、左リール1L)の停止操作である第1正解押し順で前記有効ラインに停止可能な第1高配当役(例えば、NML1)と、
第1番目の押し順が前記第1の可変表示要素(例えば、左リール1L)の停止操作であり且つ第2番目の押し順が第1正解押し順とは異なる第2正解押し順で前記有効ラインに停止可能な第2高配当役(例えば、NML4)と、
第1番目の押し順が前記第2の可変表示要素(例えば、中リール1C)の停止操作である第3正解押し順で前記有効ラインに停止可能な第3高配当役(例えば、NML2)と、
第1番目の押し順が前記第2の可変表示要素(例えば、中リール1C)の停止操作であり且つ第2番目の押し順が第3正解押し順とは異なる第4正解押し順で前記有効ラインに停止可能な第4高配当役(例えば、NML5)と、を含み、
前記第1高配当役(例えば、NML1)、前記第2高配当役(例えば、NML4)、前記第3高配当役(例えば、NML2)、及び前記第4高配当役(例えば、NML5)は、それぞれ図柄の組合せが異なり、かつ、前記第1高配当役(例えば、NML1)と前記第2高配当役(例えば、NML4)との前記第1の可変表示要素に対応する図柄(例えば、リプレイ)は同一であり、かつ、前記第3高配当役(例えば、NML2)と前記第4高配当役(例えば、NML5)との前記第2の可変表示要素に対応する図柄(例えば、プラム)は同一であり、
前記6種類の択役の当せんエリアのうちの、前記第1高配当役(例えば、NML1)が当せんする当せんエリア(例えば、高配当択役左中1)と前記第2高配当役(例えば、NML4)が当せんする当せんエリア(例えば、高配当択役左中3)とで当せんする共通の低配当役(例えば、NML11、NML12、NML15、NML16、NML19)を少なくとも1つ有し、
前記6種類の択役の当せんエリアのうちの、前記第3高配当役(例えば、NML2)が当せんする当せんエリア(例えば、高配当択役中左1)と前記第4高配当役(例えば、NML5)が当せんする当せんエリア(例えば、高配当択役中左3)とで当せんする共通の低配当役(例えば、NML11、NML12、NML15、NML16、NML19)を少なくとも1つ有し、
前記可変表示制御手段(リール制御手段V)は、前記特別役(RBB1)よりも前記再遊技役(リプレイ)を優先して有効ラインに停止させ、かつ前記特別役(RBB1)よりも前記小役(NML1〜NML19)を優先して有効ラインに停止させる。
Further, the type of the high payout combination is equal to or more than the number of the plurality of variable display elements,
Among the types of high payers,
A first high payout combination (for example, NML1) that can be stopped on the active line in a first correct pressing order in which the first pressing order is a stop operation of the first variable display element (for example, the left reel 1L). ,
The first pressing order is a stop operation of the first variable display element (for example, the left reel 1L), and the second pressing order is valid in a second correct pressing order different from the first correct pressing order. A second high payout combination that can be stopped on the line (for example, NML4),
A third high payout combination (for example, NML2) that can be stopped on the activated line in a third correct pressing order in which the first pressing order is a stop operation of the second variable display element (for example, the middle reel 1C). ,
The first pressing order is the stop operation of the second variable display element (for example, the middle reel 1C), and the second pressing order is valid in the fourth correct answer pressing order different from the third correct answer pressing order. And a fourth high payout combination (for example, NML5) that can be stopped on the line,
The first high payout combination (for example, NML1), the second high payout combination (for example, NML4), the third high payout combination (for example, NML2), and the fourth high payout combination (for example, NML5), The symbols are different in combination, and the symbols (eg, replay) corresponding to the first variable display elements of the first high payout combination (eg, NML1) and the second high payout combination (eg, NML4). Are the same, and the symbols (for example, plums) corresponding to the second variable display elements of the third high payout combination (for example, NML2) and the fourth high payout combination (for example, NML5) are the same. And
Among the winning areas of the six types of winning combinations, the winning area (for example, high middle winning combination left middle 1) to which the first high payout combination (for example, NML1) wins and the second high winning combination (for example, NML4) has at least one common low-payout combination (for example, NML11, NML12, NML15, NML16, NML19) which is won with a winning area (for example, a high-payout combination left middle 3).
Of the winning areas of the six types of winning combinations, the winning area (for example, the left 1 in the high paying winning combination) to which the third high payout winning combination (for example, NML2) is won and the fourth high paying combination (for example, NML5) has at least one common low payout combination (e.g. NML11, NML12, NML15, NML16, NML19) which is won with a winning area (e.g. left 3 in the high payout combination) which is won.
The variable display control means (reel control means V) gives priority to the replay combination (replay) over the special combination (RBB1) and stops it on the activated line, and the small combination rather than the special combination (RBB1). (NML1~NML19) Ru to stop the active line in favor of the.

本発明遊技機の正面図。The 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 reels that form a 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。A list of winning areas and winning numbers. 遊技状態の遷移図。Transition diagram of the game state. 制御装置のブロック図。The block diagram of a control apparatus. 高配当択役「左中1」当せん時に初期作成する停止候補検索データ。Stop candidate search data that is initially created when a high-payment winning combination "left middle 1" is won. 正解押し順時の停止例説明図。Explanatory drawing of a stop example when the correct answer is pressed. 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 a high-payment winning 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 winning 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 a high payout winning 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 a high payout winning 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 drum type game machine to which the present invention is applied. The rotating body type gaming machine is generally called a pachi-slot, and has undergone revisions according to the "gaming machine rule", that is, the National Public Safety Commission Rule No. 1 of January 30, 2004 (1985). ) A slot machine that complies with the National Public Safety Commission Regulation No. 4 “Rules regarding authorization and type verification of gaming machines” on February 12. The terms and their technical contents are in accordance with the current gaming machine rules.

遊技機筐体8Bは、箱型のリアキャビネット8R及び扉状の上下フロントキャビネット8E,8Fを備える。上フロントキャビネット8Eには、内部にメインリール100(メインとなる回胴)を収めるリールパネル8、メインリール100の動作と協働して変動表示等させる左中右の演出図柄7L,7C,7Rや背景動画、アシストタイムAT作動中の所定ナビ情報等をフルカラーで映し出す演出表示装置7を構成する大画面の液晶表示装置70、上装飾ランプ81,左装飾ランプ82,右装飾ランプ83,リールパネル8の角に臨む4つのアクセント装飾ランプ84,液晶表示装置70の上・左・右に臨む門形装飾ランプ85を備える。下フロントキャビネット8Fには、操作部8S、腰部パネル8P、左下装飾ランプ86、右下装飾ランプ87を備える。81〜87の総称として、装飾ランプ88という。91〜94はBGMや各種効果音等を出音するスピーカ、8Mはメダル払出口、8Gはメダル受皿、8Tは灰皿である。なお、左右は、遊技機に対面した遊技者目線における左右を意味する。 The gaming machine housing 8B includes a box-shaped rear cabinet 8R and door-shaped upper and lower front cabinets 8E and 8F. In the upper front cabinet 8E, a reel panel 8 for accommodating the main reel 100 (main spinning body) therein, left middle right production symbols 7L, 7C, 7R for performing variable display in cooperation with the operation of the main reel 100. A large-screen liquid crystal display device 70, which constitutes the effect display device 7 for displaying in full color, background video, predetermined navigation information during operation of the assist time AT, an upper decoration lamp 81, a left decoration lamp 82, a right decoration lamp 83, a reel panel It is provided with four accent decoration lamps 84 facing the corners of 8 and a gate-shaped decoration lamp 85 facing the top, left and right of the liquid crystal display device 70. The lower front cabinet 8F includes an operation unit 8S, a waist panel 8P, a lower left decoration lamp 86, and a lower right decoration lamp 87. The decorative lamps 88 are collectively referred to as 81 to 87. Reference numerals 91 to 94 are speakers for outputting BGM and various sound effects, 8M is a medal payout opening, 8G is a medal tray, and 8T is an ashtray. The left and right mean the left and right in the player's eyes as they face 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, which are a plurality of variable display elements constituting the main reel 100, and each reel band 10L, 10C, 10R. Out of a total of 16 frames on the outer periphery, three consecutive frames are seen through the window. The steady rotation speed (constant speed rotation speed) of each reel 1L, 1C, 1R is about 80 rpm (about 79.9 rpm for this embodiment), and about 750 ms (for this embodiment). It makes one rotation in about 751 ms. In normal normal rotation, each symbol scrolls from the top to the bottom, and the time required for the symbol to move one frame is about 46.9 ms on average. Therefore, in the gaming machine rule Article 6 Appendix Table 5 (1) a (g), the specified time from the reel stop operation to the stop during normal time is "within 190 ms" means ((190÷46.9)-1 The integer solution of )=3 frames is the maximum number of sliding frames allowed.

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

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 slot 2 for inserting a game medal which is a game medium, a push button PB and a jog dial JD having a dial DA for engaging the player's operation in the production, an electromagnetic record of the storage device, that is, one time from a credit. A bet button 3 for dropping three hanging medals as a prescribed number required for playing a game, a settlement button 4 for dropping the number of medals remaining in the credit to the medal tray 8G, and variable display of each reel 1L, 1C, 1R of the main reel 100 (rotation). ) A start lever 5, which is a start switch, and a left stop button 6L, a middle stop button 6C, which are provided corresponding to the reels 1L, 1C, 1R and serve as stop switches for individually stopping the variable display of the corresponding reels, A right stop button 6R, a medal return button 20 to be pressed at the time of clogging of medals downstream of the medal insertion slot 2, and a door key hole 8K are provided.

液晶表示装置70の左右の下部には、現時のクレジット数を表示させる2桁7セグメントLEDから成るクレジット表示器DL1、入賞による払出メダル枚数を表示させると共にアシストタイムAT作動中等において演出表示装置7上の所定ナビ情報と対応するAT指示情報を表示させるメインモニタMAを兼ねる2桁7セグメントLEDから成るペイアウト表示器DL2、充当掛けメダルが1枚、2枚、3枚になる毎に点灯させる1〜3枚ランプEL1〜3、掛けメダルが受付可能なとき点灯させるベットランプELb、スタートレバー5による始動操作が可能なとき点灯させるスタートランプELs、再遊技に係る図柄の組合せが表示されたとき点灯させるリプレイランプELrを含む遊技基本ランプ類30を備える。なお、メインモニタMAは、ペイアウト表示器DL2とは別個独立に設けてもよいし、7セグメントLEDに限らず、多数のランプやLEDの並びや、液晶表示器、ドットマトリクス表示器等を用いてもよい。 On the left and right lower parts of the liquid crystal display device 70, a credit indicator DL1 composed of a 2-digit 7-segment LED for displaying the current credit amount, a payout medal number for winning and displaying assisting time AT on the effect display device 7 and the like. Payout display DL2 consisting of a 2-digit 7-segment LED that also serves as the main monitor MA for displaying the predetermined navigation information and the corresponding AT instruction information, and lights up every time one, two, or three payout medals are obtained. Three lamps EL1 to EL3, a bet lamp ELb that lights up when a hanging medal can be accepted, a start lamp ELs that lights up when a start operation by the start lever 5 is possible, and a light when a combination of symbols relating to replay is displayed. The game basic lamps 30 including the replay lamp ELr are provided. The main monitor MA may be provided separately from the payout display device DL2 and may be provided not only with 7-segment LEDs but also with a large number of lamps and LED lines, a liquid crystal display device, a dot matrix display device, or the like. 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 coin is inserted from the medal insertion slot 2 while the number of medals is 0, the one lamp EL1 is turned on, when one more coin is inserted, the two lamp EL2 is turned on and one more coin is inserted. Then, the three-sheet lamp EL3 lights up, and the specified number of three sheets is multiplied. When the prescribed 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-sheet lamp EL3 is turned on, if more medals are inserted into the medal insertion slot 2 without operating the start lever 5, the counter of the credit indicator DL1 is advanced and it becomes possible to store up to a predetermined upper limit of 50 medals. Up to 50 medals paid out by winning the prize are also added to the credits, and medals paid out over 50 medals are received from the medal payout opening 8M to the medal tray 8G.

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, all eight types of bar, grape, plum, bell, cherry, replay, heart 1 and heart 2 are provided on the outer peripheral surface of the reel bands 10L, 10C and 10R of the reels 1L, 1C and 1R. Is drawn by printing or the like in correspondence with the pattern numbers 0, 1 to 15 and in a unique vertical arrangement. Each reel 1L, 1C, 1R is a 16-frame reel in which symbols of all 16 frames are arranged, and has a smaller diameter than a standard 21-frame reel in which symbols of all 21 frames are arranged. The upper and lower ends of each reel band 10L, 10C, 10R are connected to form a ring shape, and the symbols are scrolled endlessly. Among the symbols, the bar has been used as one of the symbolic symbols that have a long history in the gaming machine industry and are generally useful for players regardless of model, and have a relatively large width, such as black, white, or yellow. It has a relatively easy-to-see feature based on. In addition to the bar, the symbolic designs include the Seven design, which is the design of the number 7.

各リール1L,1C,1Rの駆動には、標準的な21コマリール駆動用の1ステップ角が約1.43度、1−2相励磁により504ステップで一回転する仕様のステッピングモータを用いている。21コマリールの場合、一図柄あたり504/21=24ステップの均等ステップ数を割付けることができるが、16コマリールでは、504/16=31.5で整数解にならないため、不均等ステップ数を割付けている。 To drive each reel 1L, 1C, 1R, a standard stepping motor for driving 21 reels, which has a step angle of about 1.43 degrees and one rotation in 504 steps by 1-2 phase excitation, is used. .. In the case of 21-frame reel, it is possible to allocate the uniform number of steps of 504/21=24 steps per symbol, but in the case of 16-frame reel, since 504/16=31.5 is not an integer solution, the number of uneven steps is allocated. 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 32 with a large number of steps and 30 with a small 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. I am trying. The symbol number including 0 is a multiple of 4 and the smaller even number 30 is assigned to each symbol corresponding to the symbol numbers 0, 4, 8, and 12, and the other symbol numbers 1, 2, 3, 5, 6, The larger even number 32 is assigned to each of the symbols 7, 9, 10, 11, 13, 14, 15. In this way, the symbols for allocating the number of steps 30 and the symbols for allocating the number of steps 32 are arranged in a predetermined repeating pattern (four times repeating pattern of "30, 32, 32, 32"), and each reel 1L, 1C, 1R. The symbols are arranged almost evenly on the outer periphery of the.

図柄中、プラム相互間、ベル又はブドウの相互間、リプレイ相互間は、それぞれ中間に3コマを介在させて4コマ置きに配置しており、任意のタイミングで停止操作しても最大3コマ滑りの範囲内で有効ラインに引込むことができる(図柄引込率1)。図柄番号15,0,1〜6の計8コマの第1領域内の特定引込図柄、すなわち左リール1Lのハート1又はチェリー、中リール1Cのハート1又はハート2、右リール1Rのチェリー又はハート2は、第1領域内から最大3コマ滑りの範囲内で有効ラインに引込むことができるが、図柄番号7〜14の計8コマの第2領域からは引込むことができない(図柄引込率1/2)。第2領域内の特定引込図柄、すなわち左リール1Lのバー又はハート2、中リール1Cのバー又はチェリー、右リール1Rのバー又はハート1は、第2領域内から最大3コマ滑りの範囲内で有効ラインに引込むことができるが、第1領域からは引込むことができない(図柄引込率1/2)。 In the design, between the plums, between the bells or grapes, and between the replays, there are 3 frames in the middle, and 4 frames are arranged every 3 frames even if stopped at any timing. Can be drawn to the effective line within the range of (design drawing rate 1). Specific attraction-in symbols in the first area of a total of 8 frames of symbol numbers 15, 0, 1 to 6, namely, heart 1 or cherry on the left reel 1L, heart 1 or heart 2 on the middle reel 1C, cherry or heart on the right reel 1R. 2 can be drawn into the effective line within a range of maximum 3 slides from within the first area, but cannot be drawn in from the second area with a total of 8 frames of symbol numbers 7 to 14 (symbol drawing ratio 1/ 2). The specific attraction-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, the bar or heart 1 of the right reel 1R is within a range of maximum 3 slides from the second area. It can be drawn in the effective line, but cannot be drawn in from the first area (symbol drawing ratio 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 the condition device related to the operation determined by the internal drawing, that is, the winning combination (winning flag). In the special role that activates the winning character to facilitate winning, the unit insertion game medium in the game state during the working of the winning agent starting from the display of the left symbol "bar"-middle symbol "Grape"-right symbol "bar" The expected value of the number of acquired game media per number (one) is less than 1, that is, the total number of acquired game media is expected to be less than the total number of inserted game media, and when the total number of acquired game media exceeds the upper limit, for example, 240, it operates. Defines a first special role RBB1 for terminating. The first special winning combination RBB1 is composed of a winning accessory continuous actuating device related to the first special winning accessory. 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。 Define REP 1 to 5 as re-playing roles that allow the next game to be played with the same number of multiplications without inserting new game media, and define NMLs 1 to 20 as winning combinations or small roles that can obtain game medals. There is. Among the small winning combinations, NML1 to NML5 are high-payout winning combinations that can win eight medals in excess of the number inserted. The high payout combination is made up of five different combinations of symbols, and the first high payout combination NML1 and the second high payout combination NML2 are set so that the correct first stop operation is different from each other as described later. And the third high payout combination NML3 and the correct first stop operation are set to be the same as the first high payout combination NML1 or the third high payout combination NML3, and the first correct answer is set. When the stop operation is performed, the fourth high payout combination NML4 that displays the same symbol as the first high payout combination NML1 or the third high payout combination NML3, and the correct first stop operation is the second high payout combination NML2. 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 correct answer and is set are set. NML6 and 7 are medium payouts that can win three medals. NML8 to NML20 are low payout combinations that can obtain one medal, which is less than the number of inserted coins. Although there is one in which a plurality of symbols are listed in one column, for example, in the case of REP1, the symbol of the left reel 1L means bell or grape. In the remarks column, examples of display items in the display window 80 corresponding to each winning combination are shown.

低配当役のうち、NML8〜11の第1グループは、左図柄リプレイと中及び右図柄の第1又は第2領域の特定引込図柄の各引込率を乗じ、NML12〜15の第2グループは、中図柄プラムと左及び右図柄の第1又は第2領域の特定引込図柄の各引込率を乗じ、NML16〜19の第3グループは、右図柄リプレイと左及び中図柄の第1又は第2領域の特定引込図柄の各引込率を乗じたそれぞれ1/4が図柄引込率となる。第1グループ中、NML8と11を重複当せんさせるNML8+11の場合、NML9と10を重複当せんさせるNML9+10の場合、第2グループ中、NML12と15を重複当せんさせるNML12+15の場合、NML13と14を重複当せんさせるNML13+14の場合、第3グループ中、NML16と19を重複当せんさせるNML16+19の場合、NML17と18を重複当せんさせるNML17+18の場合、それぞれ1/2が図柄引込率となる。 Of the low payout combination, the first group of NML8~11, the left symbol replay and each attraction rate of the specific attraction symbol of the first or second area of the middle and right symbols, the second group of NML12~15, Multiply each attraction rate of the specific attraction symbols of the first and second areas of the middle symbol plum and the left and right symbols, the third group of NML16 to 19, the right symbol replay and the first or second areas of the left and middle symbols. Each 1/4 multiplied by each attraction-in rate of the specific attraction-in is the symbol attraction-in rate. In the first group, in the case of NML8+11 that duplicates NML8 and 11 in the first group, in NML9+10 that duplicates NML9 and 10 in the first group, in NML12+15 that duplicates NML12 and 15 in the second group, duplicately strikes NML13 and 14 In the case of NML13+14, in the third group, in the case of NML16+19 in which NML16 and 19 are overlapped and hit, in the case of NML17+18 in which NML17 and 18 are overlapped and hit, 1/2 is the symbol attraction rate.

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

当せんエリアは、何れの役にも当せんしない不当せん、入賞役(小役)に対応する、小役ALL、1枚役ALL、BAR煽り役、高配当択役であって8枚の高配当が得られる正解押し順を第1番目「左」第2番目「中」に設定した高配当択役左中1〜4、同正解押し順を第1番目「左」第2番目「右」に設定した高配当択役左右1〜4、同正解押し順を第1番目「中」第2番目「左」に設定した高配当択役中左1〜4、同正解押し順を第1番目「中」第2番目「右」に設定した高配当択役中右1〜4、同正解押し順を第1番目「右」第2番目「左」に設定した高配当択役右左1〜4、同正解押し順を第1番目「右」第2番目「中」に設定した高配当択役右中1〜4、3枚択役であって3枚配当が得られる正解押し順を第1番目「左」に設定した3枚択役左1〜4、同正解押し順を第1番目「中」又は「右」の左以外に設定した3枚択役左以外1〜4、再遊技役に対応するリプレイ1〜4、弱プラムリプ、強プラムリプ、ベルリプ、弱チェリプ、強チェリプ、確定チェリプ、BAR狙えリプ、特別役に対応するRBB1を含み、各欄列挙の条件装置(役)を単独当せん又は重複当せんさせ、遊技状態(遊技の種類)に応じて抽せん対象役及びその当せん値数を定めている。 The winning area is a small winning ALL, a single winning ALL, a BAR incentive, and a high paying winning combination, which corresponds to the winning winnings (small winnings). High-payment combination left middle 1 to 4 with the correct answer pressing order set to the first "left", second "middle", and the correct answer pressing order to the first "left" second "right" High-payout winning combinations 1 to 4 left and right, same correct answer pressing order is set to 1st "middle" 2nd "left" High paying winning combination left 1 to 4, same correct pressing order is 1st "middle" High-payout winning combinations 1 to 4 of the second high-paying winning combination set to the "right", and the same high-winning winning combinations right to left 1 to 4 of the correct answer pressing order set to the 1st "right" 2nd "left" High payout award with the correct answer order set to 1st "right" and 2nd "middle" Right middle 1 to 4, 3 correctives Corresponding to the three-player combination left 1 to 4 set to "left", the same correct answer pressing order other than the left of the first "middle" or "right" 1 to 4 other than left, and the replay combination Replay 1 to 4, weak plum lip, strong plum lip, bell lip, weak lip, strong lip, confirmed lip, BAR aim lip, RBB1 corresponding to a special role, and each condition list (role) listed in each column is won or duplicated. The winning combination is determined according to the gaming state (game type) and the number of winning values.

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 combination ALL and the one-piece combination ALL are winning combinations that are drawn only in the game state during the operation of the accessory related to the first special combination RBB1, and the small combination ALL includes all the high payout combinations NML1 to 5 The winning combinations NML1 to 20 are duplicated, and the one-card combination ALL is duplicated to all the low payout combinations NML8 to 20. As will be described later, the winning probability of the small combination ALL including all of the high payout combinations NML1 to 5 is equal to or higher than the winning probability of each high payout combination in the gaming state other than the operation of the winning combination, and any of the high payout combinations is It is lower than the probability of winning. In addition, in the gaming state during operation of the bonus specials related to the first special winning combination RBB1, each winning probability for the winning combination that can obtain the game medium is not lower than that in the gaming state other than in the operation of the winning combination, and the total winning for the winning combination is achieved. The probability is set higher than that in the game state other than the operation of the accessory, but the specification is such that the total number of acquired game media is less 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 re-game combination, a bar combination, which is a combination of predetermined special symbols, can be displayed in the middle of the display window 80. A combination of symbols related to the special re-game combination REP3 (middle-stage bar alignment. The combination of symbols on the effective line includes "Plum of symbol No. 6"-"Grape"-"Bar"), and is predetermined with the operation of the re-game that allows the next game without inserting a new game medium. As a special benefit, "BAR Aiming Rep" REP1+3+4 will be a special re-game combination winning area where the AT is fixed when the assist time AT is not operating and the number of games that continue to operate AT is added by a predetermined number while the AT is operating. It is defined. The privilege may be a so-called pseudo bonus, a transition to a high-accuracy stage that increases the probability of winning the AT, or the like. When the player hits the winning area of "BAR Aiming Lip", even if he/she cannot actually achieve the bar alignment, he/she is supposed to give a privilege along 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。 Further, in the winning area for the winning combination, a combination of specific symbols which are partially different from the middle bar arrangement in the display window 80, that is, the bar is arranged in the middle right middle row, and the bar is displayed in the lower left corner. If the combination (“Replay”-“Grape”-“Bar” on the activated line) can be displayed, the prize will be awarded, and if the combination of the symbols cannot be displayed, the prize will be missed. The winning role area "BAR inspiring role" NML20 is defined. When you win the winning area of this "BAR Inspiring Role", you will either win or miss the single NML20 included in this winning area. Of course, the benefits when you win the "BAR Aiming Lip" Do not give.

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

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 for the high payout winning combinations is 4 sections for each of the six correct answer pressing orders in which any one of the five high paying winning combinations NML1 to 5 and the plurality of low paying winning combinations NML8 to 19 are overlapped, There are a total of 24 divided areas, and the number of winning values for each high payer combination NML1-5 is divided so that the winning probability for each high payout combination is not the same, but the selection rate in the correct answer order is the same. It has specifications distributed to. The total number of winning values of each of the second high payout combination and the fifth high payout combination is relatively small at 1638×4=6552, and the winning probability of each of the second high payout combination and the fifth high payout combination is relative. To a low price (6552/65536), the total number of wins of each of the first high payout combination, the third high payout combination and the fourth high payout combination is 8184 which is calculated as 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). In this way, the winning probabilities for each high payout combination are not the same, but the winning value to be distributed to each of the 6 correct answer push orders: left middle, left, right, middle left, middle right, right left, right middle The numbers are the same at 6552 calculated by 2184×2+1092×2 or 1638×4, and the selection rates for the six correct pressing orders are 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 winner,
For example, the first high payout combination NML1 to be won at the time of the stop operation according to the first correct answer pressing order, for example, left middle right, and the low payout combination NML8, 11 to be won at a probability of ½ at the time of the stop operation not following the first correct answer pressing order. , 12, 15, 16, 19 are the first winning combination winning area, which is a high paying winning combination left middle 1
Second correct answer press order, for example, the second high payout combination NML2 to be won during the stop operation according to the middle right and left, and the low payout combination NML8, 11, to win one of the winning probability with a 1/2 probability when the stop operation is not according to the second correct answer press order. "High payout winning middle left 1", which is the second winning combination winning area that wins 12, 15, 16, 19 overlappingly.
A third correct answer press order, for example, a third high payout combination NML3 to be won at the time of a stop operation according to the middle right and left, and a low payout combination NML8, 11, to win one of them with a probability of 1/2 at the time of a stop operation not according to the third correct answer press order. It includes "High payout winning combination right and left 1" which is a third winning combination winning area where 12, 15, 16 and 19 are overlapped.

このような第1〜3択役当せんエリアと同様の関係にある当せんエリアは、「高配当択役左中2」と「高配当択役中左2」と「高配当択役右左2」もある。ただし、この場合に重複当せんさせる低配当役はNML9,10,13,14,17,18となる。また、第1正解押し順が左右中、第2正解押し順が中右左、第3正解押し順が右中左の場合、低配当役NML8,11,13,14,17,18を重複当せんさせる「高配当択役左右1」と「高配当択役中右1」と「高配当択役右中1」、或は、低配当役NML9,10,12,15,16,19を重複当せんさせる「高配当択役左右2」と「高配当択役中右2」と「高配当択役右中2」も、上記第1〜3択役当せんエリアと同様の関係にある。 The winning areas having the same relationship as the first to third winning combination winning areas include "high dividend winning left middle 2", "high dividend winning middle left 2" and "high dividend winning right left 2". is there. However, in this case, the low payout combinations to be won in duplicate are NMLs 9, 10, 13, 14, 17, and 18. In addition, when the first correct answer pressing order is left/right, the second correct answer pressing order is middle right/left, and the third correct answer pressing order is right/middle left, the low payout combination NML8, 11, 13, 14, 17, 18 is won. "High payout winning combination left and right 1", "High payout winning combination right 1" and "High paying winning combination right middle 1", or low payout winning combination NML9, 10, 12, 15, 16, 16 and 19 are duplicated. "High payout winning combination left and right 2", "high payout winning combination middle right 2" and "high paying winning combination right middle 2" have the same relationship as the above first to third winning combination winning 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。
The low-divided winning combinations to be won in duplicate in the first to third winning combinations
When the 1st stop operation (left 1st stop) is performed in the same order as the 1st of the 1st correct answer push order, the same replay as the left symbol of the 1st high payout combination is displayed on the activated line, and all stop operations are performed. After that, a combination of symbols different from the first high payout combination (a combination of symbols including a bar, a cherry, a heart 1, a heart 2, and a pattern to be missed) is displayed on the activated line. A pair NML8+11 or NML9+11) which becomes a symbol attraction-in rate of 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 push order, the same plum as the middle symbol of the second high payout combination is displayed on the activated line, and the entire stop operation is performed. After that, a combination of symbols different from the second high payout combination (a combination of symbols including a bar, a cherry, a heart 1, a heart 2, and a pattern to be missed) is displayed on the activated line. A pair NML12+15 or NML13+14) with a symbol attraction-in rate of 1/2 selected from two groups NML12 to 15),
When the first stop operation (right first stop) is performed in the same order as the first in the third correct answer push order, the same replay as the right symbol of the third high payout combination is displayed on the activated line, and the entire stop operation is performed. After that, a combination of symbols different from the third high payout combination (a combination of symbols including a bar, cherry, heart 1, heart 2, and a pattern to be missed) is displayed on the activated line. It includes a pair NML16+19 or NML17+18) having a symbol attraction-in rate of 1/2 selected from the three groups NML16 to 19.

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 winner,
The first correct payout combination NML1 which is one of the high payout combinations to be won at the time of a stop operation according to a specific correct answer push order, for example, left middle and right, and a probability of 1/2 at the time of a stop operation that does not follow a specific correct answer push order "High-payout winning combination left middle 1", which is one winning combination winning area where multiple low-winning winning combinations NML8, 11, 12, 15, 16, 19 are won
Follow the same right, left, and right as a specific correct answer order. Do not follow the fourth correct payout combination NML4 that is a different high payer combination that is different from the one high payout combination that is won at the time of a stop operation, and do not follow left, right, and right in a specific correct press order. "High dividend award winning middle left" which becomes another award winning area where multiple low award winning NMLs 8, 11, 12, 15, 16, 19 which win one of them with a probability of 1/2 at the time of stop operation are overlapped 3” is included.

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 which is one high payout combination and the fourth high payout combination NML4 which is another high payout combination are partly different in the combination of symbols, but the first right middle left first which is a specific correct answer pushing order. Both the symbols to be displayed on the activated line when the second stop operation, that is, the left first stop, is performed are replays. In addition, a combination of the same symbol, that is, a low dividend combination that makes multiple wins with the first high dividend combination NML1 that is one high dividend combination, and a low dividend combination that overlaps with the fourth high dividend combination that is another high dividend combination, that is, NML8,11,12,15,16,19 is constituted by a combination of the symbols constituting each.

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

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。 In addition, one high payout combination is the second high payout combination NML2, the other high payout combination is the fifth high payout combination NML5, which has a common medium symbol for plums, and the low right payout combination if the specific correct answer order is middle, left or right. NML8,11,13,14,17,18 is overlapped between "High payout winning middle left 1" and "High payout winning middle left 3", or low paying winning combination NML9,10,12, It is also established between "high payout winning middle left 2" and "high paying winning middle left 4" which win 15, 16, and 19 overlappingly. Similarly, if the specific correct answer order is set to middle right and left, "high payout award right 1" and "high payout award middle right 1" are set in which the low payout award winners NML8, 11, 13, 14, 17, 18 are duplicated. 3", or between "high payout award right 2" and "high payout award right 4" in which the low payout award NMLs 9, 10, 12, 15, 16, 19 are duplicated. Also holds.

さらにまた、一の高配当役を第3高配当役NML3、他の高配当役を右図柄がリプレイで共通する第4高配当役NML4、特定の正解押し順を右左中とした場合、低配当役NML8,11,12,15,16,19を重複当せんさせる「高配当択役右左1」と低配当役が部分的に一致することになる低配当役NML8,11,12,15,17,18を重複当せんさせる「高配当択役右左3」との間、或は、低配当役NML9,10,13,14,17,18を重複当せんさせる「高配当択役右左2」と低配当役が部分的に一致することになる低配当役NML9,10,13,14,16,19を重複当せんさせる「高配当択役右左4」との間にも成立する。同様に、特定の正解押し順を右中左とした場合、低配当役NML8,11,13,14,17,18を重複当せんさせる「高配当択役中右1」と低配当役が部分的に一致することになる低配当役NML8,11,13,14,16,19を重複当せんさせる「高配当択役右中3」との間、或は、低配当役NML9,10,12,15,16,19を重複当せんさせる「高配当択役中右2」と低配当役が部分的に一致することになる低配当役NML9,10,12,15,17,18を重複当せんさせる「高配当択役右中4」との間にも成立する。 Furthermore, when one high payout combination is the third high payout combination NML3, the other high payout combination is the fourth high payout combination NML4 in which the right symbol is common in the replay, and when the specific correct answer order is set to right, left, middle, low payout The low payout combination NML8,11,12,15,17, in which the low payout combination partially coincides with the "high payout selection right/left 1" in which the combination NML8,11,12,15,16,19 is won. Between the “high payout winning combination left and right 3”, in which 18 are double-winned, or between the “high payout winning combination left and right 2” and low payout winning combinations, in which the low payout winning combinations NML9, 10, 13, 14, 17, 18 are double-winned. It also holds true with the "high payout winning combination right and left 4" in which the low payout winning combinations NML9, 10, 13, 14, 16, 16 and 19 that are partially coincident with each other are overlapped. Similarly, when the specific correct answer pushing order is set to right-center-left, "low-winning combination NML8, 11, 13, 14, 17, 18 that overlaps low-winning combination NML8" and low-winning combination partially The low payout combination NML8,11,13,14,16,19 which is the same as the "high payout winning combination right middle 3" or the low payout winning combination NML9,10,12,15. , 16 and 19 will be overlapped, and "Low payout combination right 2" will be partially matched with the low payout combination NML9, 10, 12, 15, 15, 17 and 18 will be overlapped. It is also established with the payout selector 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 game state in which the special role RBB1 is extracted, the probability of the re-game role which is the sum of the replay 1 to BAR targeting lips 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 medals by the operation of the assist time AT, and the special role RBB1 has an expected value of less than 1 for the number of game media to be acquired per unit number of game media inserted (1) during the operation of the accessory. It is a bonus that decreases, and there is no advertising phrase or the like that clearly indicates the existence of a special role in the game machine housing 8B or the like, and has an existence value as an internal state of the game 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 special combination RBB1 is won, the specified number is 3 even in the internal gaming state where the combination of the character work operation symbols cannot be displayed and the right of the winning is carried over, and the number of winning values of RBB1 in the general public 800 and the unreasonable winning area 344 are shifted to the number of winning values of the re-playing combination, the total number of winning values of the re-playing combination is set to 10124, and the probability of the re-playing combination is appropriately increased to 10124/65536 ≈ 1/6.5. ing. The specified number is limited to three even during the operation of the special role RBB1. The small winning ALL and the single winning ALL are combined so that the number of winning values is 55413, which is 1 larger than the general and internal 55412 (see Note 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 the middle", "inside the RBB1", and "in operation of the RBB1". However, in the final confirmation test immediately before factory shipment, or the acceptance confirmation test at the time of store introduction, etc., the manufacturer worker or store staff etc. obtain the win of RBB1 from "in the middle" and transfer it to the inside of RBB1 beforehand. I plan to keep it. In the game that wins the RBB1, the screen of the liquid crystal display device 70 is darkened to display the message of "waiting for return", and it is possible to avoid accidentally displaying the combination of the RBB1 operation symbols. When the inside of the RBB1 is entered, the message of "standby for return" is erased, the screen of the liquid crystal display device 70 is brightened, and the effect patterns 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。 Since there is no illegal area in RBB1 and the combination of RBB1 operation symbols cannot be displayed even if it is missed, it is not aligned because it is a full hit specification, and it does not shift from inside RBB1 to during RBB1 operation. However, it is difficult to secure an unreasonable area in the inside of the RBB1 such as 1, for example, but it may be difficult to shift from the inside of the RBB1 to the operation of the RBB1. In this embodiment, when the inside of the RBB1 is staying, the specification is such that it does not return to the general state even if the power is turned on/off or the reset process is performed, and once the inside is stayed, it is moved to the operating state or the general gaming state. There is no such thing.

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, re-gaming, and special roles according to the specified number (gaming machine rules, Article 6, Schedule 2 (3)). When the so-called setting change which changes disadvantageously a plurality of stages is made, it is designed to return to the normal game state during the operation of the RBB1. As a result, a player, a maker worker, a store clerk, or the like accidentally or unintentionally displays a combination of RBB1 operation symbols in the general win game of RBB1 and shifts to the operation of RBB1. Also, it is possible to immediately redo the preparation for shifting from the general state to the inside of RBB1 without digesting the operation of RBB1 for a long time. In addition, when the setting is changed in other game states except during RBB1 operation, the specification is such that the original game state is maintained, and even if the setting is changed inside RBB1, the inside can be maintained. Further, while the RBB1 is operating, a return standby effect is displayed in which the screen of the liquid crystal display device 70 is darkened and a message of "standby for return" is displayed.

各遊技状態において、当せんエリアの区分に応じた入賞役について当せんと決定する入賞役当せん値数と、任意の順序及び任意のタイミングで停止操作をした場合に190msの規定時間内に当せんに係る入賞役に対応した図柄の組合せを有効ラインに表示できる表示確率と、有効ラインに表示された入賞役についての図柄の組合せによる獲得遊技媒体数を投入遊技媒体数で割った配当比とを掛算して求める入賞役定数を遊技状態に応じた抽せん対象の全入賞役について合算した総入賞役定数をs、再遊技役の当せんと決定する再遊技役当せん値数をr、内部抽せん用の乱数の数値範囲をMとした場合の、再遊技抜き期待値Eo=s/(M−r)、再遊技込み期待値Ei=(s+r)/Mを各求めると以下のとおりとなる。図5備考1に全結果を示す。 In each gaming state, the number of winning prize winning values that determines winning prizes according to the winning area classification, and the winning prize within 190 ms when the stop operation is performed in any order and at any timing Multiply the display probability that a combination of symbols corresponding to the winning combination can be displayed on the active line, and the payout ratio obtained by dividing the number of game media obtained by the combination of symbols for winning combinations displayed on the effective line by the number of inserted gaming media. S is the total winning prize constant, which is the sum of the winning prize constants required for all winning prizes according to the game state, r is the number of winning values for re-playing roles to be determined as the winning of the re-gaming role, and a random number for internal drawing When the expected value Eo=s/(Mr) without replay and the expected value Ei=(s+r)/M with replay when the range is set to M are as follows. Figure 5 Note 1 shows all results.

ア)一般中
s=100×256/4096×1/3 ;BAR煽り役
+39312×(1/6×8/3+5/12×1/3);高配当択役
+8000×(1/3×1+1/6×1/3) ;3枚択役左
+8000×(2/3×1+1/12×1/3) ;3枚択役左以外
≒31600.7、
r=8980のため、
Eo=31600.7/(65536−8980)≒0.5588(55.88%)
Ei=(31600.7+8980)/65536≒0.6192(61.92%)
A) Medium s=100×256/4096×1/3; BAR-inspiring role +39312×(1/6×8/3+5/12×1/3); High-payment winning role +8000×(1/3×1+1/ 6×1/3) ;3 pieces left +8000×(2/3×1+1/12×1/3) ;3 pieces other than left ≒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 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) RBB1 is operating s=9736×1×8/3; Small role ALL
+45677×1×1/3; 1 sheet ALL
≈ 41188.3,
Since r=0,
Eo=Ei=41188.3/65536≈0.6285 (62.85%)
The number of winning values of the small winning combination ALL is 9736, which is larger than the number of winning values 8736 of the first, third and fourth high payout winning combinations NML1, 3, 4 by a predetermined amount. This is to increase the expected value during RBB1 operation to a predetermined amount, Eo=Ei=62.85%, against the expected value Ei=61.92% for re-playing in the normal game state, so that there is a margin. Is.

以上のように、RBB1作動中の遊技状態の再遊技抜き期待値Eo≒62.85%を、全ての役物非作動中の遊技状態すなわち一般中又はRBB1内部中の再遊技抜き期待値Eo≒55.88%又は57.03%よりも高くし、かつ、RBB1作動中の遊技状態の再遊技込み期待値Ei≒62.85%を、少なくとも一の役物非作動中の遊技状態すなわちRBB1内部中の再遊技込み期待値Ei≒63.67%よりも低い仕様にしている。そして、RBB1作動中の遊技状態の低い再遊技込み期待値Ei≒62.85%に対して高い再遊技込み期待値Ei≒63.67%にとなる少なくとも一の役物非作動中の遊技状態すなわちRBB1内部中の遊技状態時に、内部抽せんで決定した当せん役に対応した図柄の組合せを有効ラインに表示させることを意図するナビ情報を遊技者に報知させるアシストタイムATを作動可能にしている。 As described above, the expected replay without game value Eo ≈ 62.85% of the game state during RBB1 operation is the expected game value Eo ≈ replay without the game state in which all the accessory is not operating, that is, in the general state or inside the RBB1. It is higher than 55.88% or 57.03%, and the re-playing expectation value Ei≈62.85% of the game state during the operation of RBB1 is set to the game state during the non-operation of at least one role, that is, the inside of RBB1. The specifications are lower than the expected value Ei≈63.67% including the re-game. Then, at least one role object inactive game state in which the high re-game inclusion expected value Ei ≈ 63.67% is set to the low re-game inclusion expected value Ei ≈ 62.85% in the game state during RBB1 operation. That is, during the game state inside the RBB1, the assist time AT for informing 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 operable.

図5(備考2)に示すように、RBB1作動中の遊技状態時、個々の入賞役(NML1〜20)の当せん値数(当せん確率)は、他の役物非作動中の遊技状態よりも低下させることなく(全て増加)、合計の入賞役(小役ALL+1枚役ALL)の当せん値数(当せん確率)も、他の役物非作動中の合計入賞役(BAR煽り役+高配当択役+3枚択役左+3枚択役左以外)よりも高めている。よって、第一種特別役物に係る役物連続作動装置についての要件を完全に満たしている。 As shown in FIG. 5 (Remark 2), in the gaming state during RBB1 operation, the number of winning values (winning probability) of each winning combination (NML1 to 20) is higher than that in the gaming state in which other winning objects are not operating. The number of winnings (winning probability) of the total winning combination (small winning ALL + 1-card winning ALL) does not decrease (all increase), and the total winning winning combination (BAR-inspiring winning + high payout selection) while other winnings are inactive (Position +3 cards left + +3 cards other than left)) Therefore, the requirements for the accessory continuous operation device relating 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 game state inside the RBB1 that enables the assist time AT, the expected value without re-play, which is lower than the expected value Ei with re-play, is Eo=57.03%, and the gaming machine rule Article 6 Appendix The predetermined lower limit value of 11/20=55% defined in the fifth (1)-(b) (li) is exceeded by a predetermined amount, and the upper limit of 1.2 times (120%) is not exceeded. The net increase by the operation of the A shea First Time AT, since it calculates the premise for winning combination win game medium number is different with respect to the input game medium number, a prize without winning the omission of high payout combination,
AT net increase=(8-3)×39312/65536; high payout selection combination+(1-3)×100/65536; BAR encouraging combination ≈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 the gaming machine rule Article 6 Appendix Table 5 (1) b (f) says, "If an internal drawing is performed and the condition device operates, the combination of symbols relating to the condition device is displayed. The requirement is that the maximum number of game medals and the like that can be obtained by the combination of symbols is to be obtained."
s=100×1×1/3; BAR agitator +39312×1×8/3; High payout award +8000×1×3/3; 3 cards left +8000×1×3/3; 3 cards award Other than the left ≈120865.3, and since r=8980,
Eo=120865.3/(65536-8980)≈2.1371 (about 213.71%). Therefore,
17500 game conversion inserted medals=3×17500=52500 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 you hit RBB1 during the general game, you can display the combination of RBB1 operation symbols in the winning game, and while RBB1 is operating, it will end with over 240 cards, but you can expect about 124 games in the approximate value, during this time ,
Number of inserted medals=3×124=372,
The number of medals acquired=0.6285×3×124≈234 coins, and a sufficient medal reduction effect of 372 coins−234 coins=−138 coins can be achieved from the length of the continuous number during RBB1 operation.
Number of medals inserted by RBB1 operation during 17500 games=372×17500×800/(65536-8980)≈92085.7,
The number of medals acquired by the RBB1 operation during the 17500 games is 234×17500×800/(65536-8980)≈57924.9.

したがって、規定数3枚時、
総投入メダル数=52500+92085.7=144585.7枚、
総獲得メダル数=112197.8+57924.9=170122.7枚となり、
出玉率=170122.7/144585.7≒1.177(約117.7%)となり、遊技機規則 第6条別表第五(1)ロ(ヌ)で規定する出玉率の所定上限値120%(1.2倍)を下回り、規則に適合する。また、
役物比率=57924.9/170122.7≒0.3405(約34.05%)となり、遊技機規則 第6条別表第五(1)ロ(ヲ)で規定する上限60%(6割)を下回り、規則に適合する。
Therefore, when the specified number is 3,
Total number of inserted medals=52500+92085.7=1444585.7,
The total number of medals acquired = 112197.8 + 579244.9 = 170122.7,
Ball discharge rate = 170122.7/144585.7 ≈ 1.177 (about 117.7%), and the predetermined upper limit of the ball throw rate specified in Table 6 (1) b (nu) of Appendix 6 of the gaming machine regulation It falls below 120% (1.2 times), which complies with the rules. Also,
Role ratio = 57924.9/170122.7 ≈ 0.3405 (about 34.05%), and the upper limit of 60% (60%) specified in the gaming machine rule Article 6 Schedule 5 (1) b (wo) Less than, comply with the rules.

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

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

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 there are four types of high payout combinations will be considered. The first to third high payout combinations NML1 to 3 are configured by a combination of symbols similar to the above, and the fourth high payout combination is, for example, a left symbol "replay"-middle symbol "plum"-right symbol "replay". In the same way as above, the number of winning values to be distributed to each of the four correct categories in the left middle, left, right, middle left, middle right, right left, and right high winning combinations is 6552. Based on the same expected value, the first high payout combination is divided into the left middle and left and right three divisions, the second high payout combination is divided into the middle left and middle right three divisions, and the third high payout combination is right left and right. Evenly allocating to each of the 3 categories, and the 4th high payout combination NML4 is equally distributed to each 1 division in the order of 6 pushes, the winning number of the 1st to 3rd high payout combinations is 9828, and the 4th high payout The winning value number of the winning combination is also 9828, which exceeds the winning value number 9736 of the small winning combination ALL. Therefore, when there are four types of high payout combinations, it is necessary to make the number of winning values of the small combination ALL larger than 9828, the expected value in the gaming state during the operation of the accessory becomes large, and the effect of the reduced bonus is low. Become. On the contrary, when the bonus effect to be reduced is similar to the case of the above-mentioned five types of high payout combinations, it is necessary to reduce the number of winning values of each of the four high payout combination categories from 6552, that is, to the player. This means that fewer balls can be returned. Therefore, in the above-mentioned case in which there are five types of high payout combinations, more payouts can be returned to the player.

図6に示すように、遊技機筐体8Bの内部に組込む制御装置CNは、遊技の進行を管理し、内部抽せん、入賞によるメダルの払出し、再遊技の作動、役物の作動、アシストタイムATの作動等の遊技者利益に関係する主遊技制御を実行させる所謂メイン側と呼ばれる遊技機規則でいう主基板に対応する主制御装置MCと、この主制御装置MCから一方向性通信仕様に従って送信する情報を受信して主制御装置MCでの決定事項に基づいて演出制御を実行させる所謂サブ側と呼ばれる遊技機規則でいう周辺基板に対応する周辺制御装置SCとを含む。一方向性通信仕様とは、主基板に関して遊技機規則で規定する「周辺基板が送信する信号を受信することができるものでないこと」を満たす通信仕様をいう。 As shown in FIG. 6, the control device CN incorporated inside the gaming machine housing 8B manages the progress of the game, internal drawing, payout of medals by winning, re-game operation, operation of role goods, assist time AT. The main controller MC corresponding to the main board in the so-called main side game machine rules for executing main game control relating to the player's profit such as operation, and transmission from this main controller MC according to one-way communication specifications The peripheral control device SC corresponding to the peripheral board according to the gaming machine rule, which is so-called sub-side, which receives the information to be executed and executes the effect control based on the decision items in the main control device MC. The one-way communication specification is a communication specification that satisfies “the peripheral board is not capable of receiving the signal transmitted by the 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 has an 8-bit main CPU composed of a Z80 compatible chip with a read-only read-only memory ROM and a readable/writable read/write memory RWM, and is used under a system clock operating environment of, for example, 12 MHz. ..

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。 At 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, the medal. The respective signals of the input medal sensor 21 provided downstream of the insertion slot 2 and the payout medal sensor 23 provided at the exit of the medal payout device HP incorporated in the gaming machine housing 8B are input. From the output port O1, the built-in LEDs 61, 62, 63 of the stop buttons 6L, 6C, 6R are connected to the reels 1L, 1C, 1R via the motor driver circuit Dr1, and the stepping motors 12L, 12C, 12R (SM), the game basic lamps 30 through the LED driver circuit Dr2, the medal blocker 22 that drops the medals additionally inserted after the reel start through the solenoid driver circuit Dr3 into the medal tray 8G, the motor driver circuit Dr4 The medal payout motor 24 of the medal payout device HP is controlled 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 semicircular band-shaped index ID (1Li, 1Ci, 1Ri) attached to the inside of each reel for every half turn, and the first on-edge or off-edge is detected for all reels. After that, the stop buttons 6L, 6C, 6R can be accepted. Each stepping motor SM has a rotor Rm with a built-in permanent magnet having a large number of rotor small teeth on the outer circumference of an iron core, and a plurality of pairs of magnetic poles having a plurality of stator small teeth on the inner circumference of the magnetic poles of A phase, B phase, and C phase. (A bar phase (inverted phase of A)) and D phase (B bar phase (inverted phase of B)) are wound around the stator Sw, and one winding is turned on during steady rotation. The one-phase excitation and the two-phase excitation for turning on one winding and the adjacent other winding are alternately repeated at every interruption time t=1.49 ms. It is displaced by half step angle by one step update (one step angle by two step update). Further, by changing the step updating direction of the excitation pulse, it is possible to perform normal rotation and reverse rotation. It is sufficient that the index sensor IDs can detect an on-edge or an off-edge at least once for each 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 the symbol number 15 reaches the reference position defined in the upper stage of the display window 80, etc., and the number of steps of the symbol corresponding to the symbol number 15 together with the symbol number 15 is 32. The initial value 31 is set, and when the off edge is detected by each index sensor IDs, there is a relation that the symbol of the symbol number 7 reaches the reference position, and the initial number of steps 32 of the symbol corresponding to the symbol number 7 together with the symbol number 7 Set the value 31. Each time the excitation pulse is updated by one step, the value of the step counter is updated from 31 to 30, 29,... 1,0, and the next step is updated when the step counter becomes 0. For example, the symbol number If 15 is next, the symbol number is set to 14, and the initial value 31 of the step number 32 of the symbol corresponding to the symbol number 14 is set to the value of the step counter. For the symbol with 30 steps, the value of the step counter is updated from the initial value 29 to 28,... The excitation pulse at the initial value of the step counter is one-phase excitation. The storage area for the symbol number and 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。 With a 16-frame reel that allows the maximum number of sliding frames to be 3, the total of 4 frames from the 0th frame to the 3rd frame following the upstream of the symbol that has reached the reference position when each stop button 6L, 6C, 6R is pressed Determine the stop symbol from. No matter which timing you press the stop buttons 6L, 6C, 6R, 3 will be a design with 32 steps, 1 will be a design with 30 steps, and even when pulling in the design of the 3rd frame farthest from the reference position, you can use the stop button. 1 interrupt for detection of stop operation, maximum 32×3+30×1=126 interrupts for drawing in the third frame, maximum 127 interrupts in total, therefore 1.49ms×127=189.23ms is the maximum time It is possible to satisfy the specified time within 190 ms until the stop, which is defined by the gaming machine rules.

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

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

また、メインCPUのROM上には、アシストタイムATの作動を内部当せん役等と関連付けた所定作動条件下で決定するAT作動決定手段H1、アシストタイムATの作動を延長させることとなる継続ゲーム数等の上乗せを内部当せん役等と関連付けた所定上乗せ条件下で決定するAT上乗せ決定手段H2、アシストタイムATの作動決定から作動終了までを管理するAT継続管理手段H3、択役についての正解押し順等のAT指示情報を主制御装置MCで管理する ペイアウト表示器DL2の表示機能を借りて構築するメインモニタMAに出力させると共に周辺制御装置SCで管理する液晶表示装置70等に出力させるAT指示情報出力手段H4を設けている。当せんエリアのうち、ベルリプ<弱プラムリプ<弱チェリプ<強プラムリプ<強チェリプの順にAT作動及び上乗せの期待値を高めている。確定チェリプ、BAR狙えリプは、AT非作動中はATの作動を確定させ、AT中は上乗せを確定させる。 Further, on the ROM of the main CPU, the AT operation determining means H1 for determining the operation of the assist time AT under a predetermined operation condition associated with the internal winning combination, the number of continuous games for extending the operation of the assist time AT. AT addition determining means H2 for determining the addition of such as an internal winning combination under a predetermined addition condition, AT continuation managing means H3 for managing from the operation determination of the assist time AT to the end of the operation, and the correct pressing order for the selection The AT instruction information to be output to the main monitor MA that is constructed by borrowing the display function of the payout display DL2 that is managed by the main control device MC and that is output to the liquid crystal display device 70 that is managed by the peripheral control device SC. An output means H4 is provided. Among the winning areas, the expected values of AT operation and addition are increasing in the order of bell lip <weak plum lip <weak che lip <strong plum lip <strong che lip. The confirmation cherip and the BAR targeting lip determine the operation of the AT while the AT is not operating and the addition of the AT 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 including an external read-only read-only memory ROM and a 32-bit RISC (Reduced Instruction Set Computer) chip microcomputer having a built-in and external read/write 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 effect display and sound under the control of the 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 from 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 starting 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 status information, freeze and spinning effect information, AT operation information, AT instruction information, AT addition information, AT end information, error Various types of information such as information to be detected by the main control device MC or to be determined or executed are included. From the output port O2, LED type reel back lamps BL1 to 9 which illuminate nine symbols facing the display window 80 from the rear surface of the reel strips 10L, 10C, and 10R via the LED driver circuit Dr5, via the LED driver circuit Dr6. The decorative lamp 88 controls the liquid crystal display device 70 via the LCD driver circuit Dr7, and controls 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, based on the received information from the main control device MC, 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, for example, the correct pressing sequence is "left middle. If it is "right", the navigation means X1 for displaying "123" or the like corresponding to the stop button position, and voice indicating whether the stop button to be operated from the speakers 91 to 94 is interlocked with the display of the navigation means X1 is left, middle or right. Voice navigation means X2 for informing, effect display means Y1 for changing and displaying the development of a moving image to be displayed on the liquid crystal display device 70 according to the game state, spinning effect, AT period, etc. A sound effect output means Y2 for outputting BGM is provided.

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

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 symbols of all the reels 1L, 1C, 1R, according to the winning combination determined by the internal drawing, the re-playing combination> the winning combination (small combination)> the special combination If the winning combination is a winning combination (small winning combination), the winning combination (small winning combination) with a large number of payouts will be preferentially drawn in. The stop candidate search data is initially created on the RWM with the inside priority combination corresponding to the priority of the number to be drawn.

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 corresponding to the number of sheets priority is 84H (the upper 8 means the number of dividends, the lower 4 means small win) corresponding to the "replay" symbol of the left reel 1L, the left reel. Corresponding to the 1L "bar" symbol, 16H (upper 1 means the number of dividends, lower 6 means the sum of 4 of the small wins and 2 of the special wins), "cherry" and "heart" of the left reel 1L. Corresponding to each of the symbols "1" and "heart 2", 14H (the higher 1 means the number of dividends, the lower 4 means the small winning combination), and 86H (the upper rank) corresponding to the "grape" symbol on the middle reel 1C. 8 is the number of payouts, and the lower 6 means the sum of 4 of the small win and 2 of the special win), 84H corresponding to the "bell" symbol of the middle reel 1C, "plum" "of the middle reel 1C" 14H corresponding to each symbol of "bar" "cherry" "heart 1" "heart 2", 84H on one frame corresponding to each symbol of "bell" "grape" on the right reel 1R, right reel 1R Corresponding to the "bar" symbol of 16H on one frame, 14H on one frame corresponding to each symbol of "replay" "cherry" "heart 1" "heart 2" of the right reel 1R, other In correspondence with the design, 01H (the lower 1 means the lowest rank number that passively allows the 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 corresponding to the number priority is 44H corresponding to the "replay" symbol of the left reel 1L (the upper 4 is the product of the number of types of symbols in other columns, and the lower 4 is small). 26H corresponding to the "bar" symbol of the left reel 1L (upper 2 is the product of the number of types of symbols in the other column, lower 6 is the small symbol 4 and special symbol 2) 24H (upper 2 is the product of the number of types of symbols in other columns, lower order) corresponding to each symbol of "cherry" "heart 1" "heart 2" on the left reel 1L. 4 means a small role), 44H corresponding to the "plum" design of the middle reel 1C, 26H corresponding to the "grape" design of the middle reel 1C, "bell" "bar of the middle reel 1C. "Cherry" "Heart 1" "Heart 2" corresponding to each symbol 24H, right reel 1R "Replay" symbol corresponding to 44H on one frame, right reel 1R "bar" symbol Corresponding 26H on 1 frame, 24H on 1 frame corresponding to each symbol of "bell" "cherry" "heart 1" "heart 2" on the right reel 1R, 01H corresponding to other symbols Will be recorded.

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

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

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

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

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

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

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

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 corresponding to the number of sheets priority is given the highest ranking of 84H corresponding to the "plum" symbol of the second high payout combination NML2, but the stop initially created corresponding to the number priority. Candidate search data, corresponding to the left reel 1L "replay" symbol corresponding to the first high payout combination NML1 left symbol "replay" corresponding to the highest ranking of 44H, corresponding to the middle reel 1C "plum" symbol Then, the highest ranking of 44H is made, and the highest ranking of 44H is given to the right symbol "Replay" of the third high payout combination NML3 on one frame corresponding to the "Replay" symbol of the right reel 1R.

このため、高配当択役中左1の当せん時、押し順不正解時も、第1停止の終了段階では、第1高配当役NML1や第3高配当役NML3の入賞に対する期待感を持続させることができる。しかも、第2高配当役NML2の正解押し順でない不正解押し順により第1番目に左リール1Lについて「リプレイ」を有効ラインに表示させる停止制御は、第1高配当役NML1を含む他の択役当せんエリアの当せん時にその正解押し順により第1番目に左リール1Lについて「リプレイ」を有効ラインに表示させる停止制御と同様になる。また、第2高配当役NML2の正解押し順でない不正解押し順により第1番目に右リール1Rについて「リプレイ」を有効ラインに表示させる停止制御は、第3高配当役NML3を含む他の択役当せんエリアの当せん時にその正解押し順により第1番目に右リール1Rについて「リプレイ」を有効ラインに表示させる停止制御と同様になる。したがって、停止制御に要するプログラム容量を低減することができる。 Therefore, even if the player wins the left side 1 of the high payout combination, or if the pushing order is incorrect, the expectation for winning the first high payout combination NML1 or the third high payout combination NML3 is maintained at the end stage of the first stop. be able to. Moreover, the stop control for displaying the "replay" on the activated line for the first left reel 1L in the wrong pressing order, which is not the correct pressing order for the second high paying combination NML2, is another option including the first high paying combination NML1. When the winning area is won, it becomes the same as the stop control for displaying the "replay" on the activated line for the first left reel 1L according to the correct answer pushing order. Further, the stop control for displaying "Replay" on the activated line for the first right reel 1R in the wrong pressing order that is not the correct pressing order for the second high paying combination NML2 is the other control including the third high paying combination NML3. When the winning area is won, the stop control is the same as the stop control for displaying "replay" on the activated line first for the right reel 1R according to the correct pressing order. 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-left 1 is won in RBB1, the right-left middle is the pressing order of correct answers, and when the pressing order is correct, the first stop is the number-first priority, as above. The control is performed based on the stop candidate search data associated with, and the second and subsequent stops are controlled based on the stop candidate search data associated with the number of sheets priority, and the third high payout combination NML3 is won. Except for the correct answer pressing order in the right and left, the incorrect pressing order is used, and control is performed from the first stop to all stops based on the stop candidate search data associated with the number priority. In the order of pushing the wrong answer, in the case of left-middle-right and left-right-middle, one-card combination NML8 or NML11 will be won or dropped with a probability of 1/2, and in the case of middle-left-right, middle-right left, one-card combination NML12 or NML15. Will be won or dropped at a probability of 1/2, and in the case of right-middle-left, one-sheet winning NML16 or NML19 will be won or dropped at a probability of 1/2.

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

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 won, or when the pushing order is incorrect, the expectation for winning the first high payout combination NML1 or the second high payout combination NML2 is maintained at the end stage of the first stop. You can Moreover, the stop control for displaying "Replay" on the activated line for the first left reel 1L in the wrong pressing order that is not the correct pressing order for the third high paying combination NML3 is the other control including the first high paying combination NML1. When the winning area is won, it becomes the same as the stop control for displaying the "replay" on the activated line for the first left reel 1L according to the correct answer pushing order. Further, the stop control for displaying the "plum" on the active line for the first middle reel 1C in the wrong pressing order that is not the correct pressing order for the third high paying combination NML3 is the other control including the second high paying combination NML2. This is the same as the stop control for displaying the "plum" on the activated line first for the middle reel 1C according to the correct pressing order when the winning area is won. 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 high payout award left middle 3 is won in the inside of RBB1, the right middle left becomes the correct pushing order, and when the pushing order is correct, the first stop is the same as above. The control is performed 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 fourth high payout combination NML4 is won. Except for the correct answer pushing order of left middle right, it is an incorrect answer pushing order, and control is performed from the first stop to all stops based on the stop candidate search data corresponding to the number priority. Of the pressing order of incorrect answers, in the case of right and left middle, one-card combination NML8 or NML11 will be won or dropped with a probability of 1/2, and in the case of middle left and right, middle right left, one-card combination NML12 or NML15 will be 1/2. There is a probability of winning or dropping, and in the case of right, left, middle, and left, winning or dropping of one-sheet combination NML16 or NML19 is 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 corresponding to the number of sheets is, for example, 84H corresponding to the left symbol "replay", the middle symbol "bell" or "grape", and the right symbol "replay" of the fourth high payout combination NML4. Although the highest ranking is made, the stop candidate search data that is initially created in correspondence with the number priority is the same as the left symbol "replay" corresponding to the first high payout combination NML1 in correspondence with the "replay" symbol of the left reel 1L. The highest ranking is 44H, and corresponding to the "PLUM" symbol of the middle reel 1C, the highest ranking of 44H is the same as the left symbol "PLUM" corresponding to the second high payout combination NML2, and the "REPLAY" of the right reel 1R. Corresponding to the symbol, the highest ranking of 44H is given on the one frame in the same manner as 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 middle payout combination left middle 3 is won or the pushing order is incorrect, the expectation for winning the second high payout combination NML2 or the third high payout combination NML3 is maintained at the end stage of the first stop. be able to. In addition, the stop control for displaying the "plum" on the activated line for the first middle reel 1C in the wrong pressing order that is not the correct pressing order for the fourth high paying combination NML4 is another control including the second high paying combination NML2. This is the same as the stop control for displaying the "plum" on the activated line first for the middle reel 1C according to the correct pressing order when the winning area is won. In addition, the stop control for displaying "Replay" on the activated line for the first right reel 1R in the wrong pressing order that is not the correct pressing order for the fourth high paying combination NML4 is the other control including the third high paying combination NML3. When the winning area is won, the stop control is the same as the stop control for displaying "replay" on the activated line first for the right reel 1R according to the correct pressing order. Further, the stop control for displaying "Replay" on the activated line for the first left reel 1L in the first order according to the correct pressing order of the fourth high payout combination NML4 is the winning of other winning combination areas including the first high payout combination NML1. At times, it is the same as the stop control for displaying "replay" on the activated line for the first left reel 1L depending on the correct 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 wins the high payout combination left 3 inside the RBB1, the right and left in the middle is the correct pressing order, and when the pressing order is correct, the first stop is the number of pieces. The control is performed based on the stop candidate search data corresponding to the priority, the second and subsequent stops are controlled based on the stop candidate search data corresponding to the number of sheets priority, and the fifth high payout combination NML5 is won. Except for the right and left correct answer pressing orders, incorrect answer pressing orders are performed, and control is performed from the first stop to the total stop based on the stop candidate search data that corresponds to the number priority. In the order of pushing the wrong answer, in the case of left-middle-right, left-right-middle, one-card combination NML8 or NML11 will be won or dropped with a probability of 1/2, and in the case of middle-right/left, one-card combination NML12 or NML15 will be 1/ There is a probability of 2 to win or drop, and in the case of right-left middle, right-middle-left, one-card combination NML16 or NML19 has a probability of 1/2 to win or drop.

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 corresponding to the number of sheets 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 performed, the stop candidate search data initially created corresponding to the number priority is the left symbol of the first high payout combination NML1 or the fourth high payout combination NML4 corresponding to the "replay" symbol of the left reel 1L. As with "Replay", the highest ranking is 44H, and corresponding to the "Plum" symbol of the middle reel 1C, the left symbol of the second high payout combination NML2 or the fifth high payout combination NML5 is "Plum", which is also 44H. The highest ranking is made, and in correspondence with the "replay" symbol of the right reel 1R, the highest ranking of 44H is given on one frame in the same manner as 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。 Therefore, even when the player wins the third payout in the high payout combination and the wrong answer in the pushing order, the first high payout combination NML1, the third high payout combination NML3, and the fourth high payout combination NML4 are generated at the end stage of the first stop. The expectation for winning can be sustained. In addition, the stop control for displaying "Replay" on the activated line for the first left reel 1L in the wrong pressing order that is not the correct pressing order for the fifth high paying combination NML5 is the other control including the first high paying combination NML1. When the winning area is won, it becomes the same as the stop control for displaying "replay" on the activated line first for the left reel 1L according to the correct pressing order. Further, the stop control for displaying "Replay" on the activated line for the right reel 1R for the first time by an incorrect pressing order that is not the correct pressing order of the fifth high paying combination NML5 is another option including the third high paying combination NML3. When the winning area is won, the stop control is the same as the stop control for displaying the "replay" on the activated line first for the right reel 1R according to the correct pressing order. Further, the stop control for displaying the "plum" on the activated line for the first medium reel 1C in the first order by pressing the correct answer of the fifth high payout combination NML5 is the winning of other winning combination areas including the second high payout combination NML2. At times, it is the same as the stop control for displaying the "plum" on the activated line for the first middle reel 1C depending on the correct pressing order. 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, the winning of any one of the high payout combinations (left middle 1 to 4, left and right 1 to 4, middle left 1 to 4, middle right 1 to 4, right left 1 to 4, right middle 1 to 4) At this time, the relationship between the first stop reel to be stopped first and the stop symbol displayed on the activated line is summarized as follows. This relationship does not matter whether the pushing order is correct or incorrect.
1) If the first stop is the left reel 1L, the stop symbol on the activated line is always a 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 a 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 is determined by the main control device MC, but it may be determined by the peripheral control device SC. In addition, the AT is operated while the so-called special character is operated to perform the AT game. However, the assist replay time ART is displayed by displaying the combination of the trigger timing patterns to the replay time RT which is the high probability of replaying the game under AT operation. The present invention may be applied to those which perform the AT game below, those which perform the AT game exclusively in the general game state, those which perform the AT game in the game state in which the accessory is operating, and the like.
The rotating body type gaming machine is originally used for the pachinko-ya business defined in Article 2, Paragraph 1 of the Law Concerning Regulations of Customs Business and Adequacy of Business, 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 used for sales in other stores, arcade game machines that are not regulated by the law, and simulation game machines in which reels are represented by images and the like. It goes without saying that in the above description, the probabilities, numbers, combinations of symbols, etc. are merely examples.

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

Claims (1)

複数コマの図柄を可変表示させる第1の可変表示要素と第2の可変表示要素と第3の可変表示要素とを含む複数の可変表示要素を有し、
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、特別役、再遊技役、及び小役を含む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、
一般遊技状態において前記内部抽せんにより特別役に当せんしたことに基づいて、当せんした遊技で前記特別役の図柄の組合せが表示できずに当せんの権利が持ち越された内部中の状態へ遊技状態を移行可能であり、前記特別役の作動図柄の表示を条件として役物作動中の状態へ遊技状態を移行させることが可能な遊技状態移行手段とを含む遊技機において、
前記当せんエリアには、
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高配当役と、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低配当役と、を重複当せんさせる択役当せんエリアとして、前記第1の可変表示要素と前記第2の可変表示要素と前記第3の可変表示要素とに対応する停止操作の正解押し順が異なる6種類の択役当せんエリアを含み、
前記特別役の内部中の状態下でアシストタイムが作動し、且つ前記内部抽せん手段により択役当せんエリアのいずれかの当せんが決定されたときに、正解押し順の情報を報知し、
前記特別役の役物作動中の状態下における前記高配当役が当せんとなる確率が前記一般遊技状態及び前記特別役の内部中の状態における前記択役当せんエリアのいずれかに当せんする確率よりも低く、且つ前記特別役の役物作動中の状態下における前記小役についてのトータルの当せん確率が前記一般遊技状態及び前記特別役の内部中の状態下よりも高く、
前記高配当役の種類は、前記複数の可変表示要素の数以上であり、
前記高配当役の種類の中には、
第1番目の押し順が前記第1の可変表示要素の停止操作である第1正解押し順で前記有効ラインに停止可能な第1高配当役と、
第1番目の押し順が前記第1の可変表示要素の停止操作であり且つ第2番目の押し順が第1正解押し順とは異なる第2正解押し順で前記有効ラインに停止可能な第2高配当役と、
第1番目の押し順が前記第2の可変表示要素の停止操作である第3正解押し順で前記有効ラインに停止可能な第3高配当役と、
第1番目の押し順が前記第2の可変表示要素の停止操作であり且つ第2番目の押し順が第3正解押し順とは異なる第4正解押し順で前記有効ラインに停止可能な第4高配当役と、を含み、
前記第1高配当役、前記第2高配当役、前記第3高配当役、及び前記第4高配当役は、それぞれ図柄の組合せが異なり、かつ、前記第1高配当役と前記第2高配当役との前記第1の可変表示要素に対応する図柄は同一であり、かつ、前記第3高配当役と前記第4高配当役との前記第2の可変表示要素に対応する図柄は同一であり、
前記6種類の択役の当せんエリアのうちの、前記第1高配当役が当せんする当せんエリアと前記第2高配当役が当せんする当せんエリアとで当せんする共通の低配当役を少なくとも1つ有し、
前記6種類の択役の当せんエリアのうちの、前記第3高配当役が当せんする当せんエリアと前記第4高配当役が当せんする当せんエリアとで当せんする共通の低配当役を少なくとも1つ有し、
前記可変表示制御手段は、前記特別役よりも前記再遊技役を優先して有効ラインに停止させ、かつ前記特別役よりも前記小役を優先して有効ラインに停止させことを特徴とする遊技機。
It has a plurality of variable display elements including a first variable display element, a second variable display element and a third variable display element for variably displaying symbols of a plurality of frames,
Based on the variable display start operation, the random number for the internal drawing is extracted, and the special role, the re-gaming role, and the small role included in the winning area depending on the belonging of the extracted random number to the predefined winning area are defined. An internal drawing means for determining the propriety of the including role,
The variable display of the variable display element is stopped based on the corresponding stop operation, and the display of the combination of symbols corresponding to the winning combination included in the winning area determined to be won by the internal drawing means is allowed on a predetermined effective line. Variable display control means for
Based on winning the special role by the internal drawing in the general game state, the game state is transferred to the internal state where the right of the winning is carried over because the combination of the symbols of the special role cannot be displayed in the winning game. It is possible, in the gaming machine including a game state transition means capable of transitioning the game state to a state in which the accessory is operating on condition that the display of the operation symbol of the special combination is performed,
In the winning area,
The high payout combination, which is a dividend exceeding the specified number when the stop operation is performed according to the correct pressing order, and the low payout combination, which is a dividend that does not exceed the specified number when the stopping operation is not performed according to the correct pressing order, are overlapped. The combination winning area includes six kinds of combination winning areas in which the correct pressing order of the stop operation corresponding to the first variable display element, the second variable display element, and the third variable display element is different. ,
When the assist time is activated under the condition of the inside of the special winning combination, and when the winning of any of the selective winning areas is determined by the internal drawing means, the information of the correct pressing order is notified,
The probability of winning the high payout combination under the condition that the special combination is operating is more than the probability of winning any of the combination winning areas in the general game state and the inside of the special combination. Low, the total winning probability for the small winning combination under the condition that the special combination is working is higher than that under the general game state and the inside of the special combination,
The type of the high payout combination is equal to or more than the number of the plurality of variable display elements,
Among the types of high payers,
A first high payout combination capable of stopping on the activated line in a first correct pressing order in which a first pressing order is a stop operation of the first variable display element;
A second pressing order is a stop operation of the first variable display element, and a second pressing order is a second correct pressing order different from the first correct pressing order With a high dividend
A third high payout combination capable of stopping on the activated line in a third correct pressing order in which the first pressing order is a stop operation of the second variable display element,
The first pressing order is a stop operation of the second variable display element, and the second pressing order is a fourth correct pressing order different from the third correct pressing order Including a high dividend
The first high payout combination, the second high payout combination, the third high payout combination, and the fourth high payout combination have different combinations of symbols, and the first high payout combination and the second high payout combination. The symbols corresponding to the first variable display element of the payout combination are the same, and the symbols corresponding to the second variable display element of the third high payout combination and the fourth high payout combination are the same. And
Among the winning areas of the six types of winning combinations, there is at least one common low paying combination that is won by the winning area where the first high paying combination is won and the winning area where the second high paying combination is winning. Then
Among the winning areas of the six types of winning combinations, there is at least one common low paying combination that is won by the winning area where the third high payout combination is awarded and the winning area where the fourth high payout combination is awarded. Then
Said variable display control means, wherein said than special role in favor of the replay combination is stopped on the activated line, and Ru stops the active line in favor of the small role than the special won Amusement machine.
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