JP2016097139A - Game machine - Google Patents

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JP2016097139A
JP2016097139A JP2014237180A JP2014237180A JP2016097139A JP 2016097139 A JP2016097139 A JP 2016097139A JP 2014237180 A JP2014237180 A JP 2014237180A JP 2014237180 A JP2014237180 A JP 2014237180A JP 2016097139 A JP2016097139 A JP 2016097139A
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winning
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replay
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悠一 白石
Yuichi Shiraishi
悠一 白石
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Olympia KK
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Abstract

PROBLEM TO BE SOLVED: To provide a game machine in which two kinds of different game properties of an AT machine and an ART machine in one model are combined, and diversity is kept in a sense of a ball winning speed, etc.SOLUTION: A game machine is characterized as follows: a winning probability of re-game combination is promoted from a low state to a high state, based on the display such as a promotion opportunity symbol RFP6 capable of being easily displayed under assist time AT operation by three pieces of engagement game in the accessory non-winning; the winning probability of the re-game combination is made to fall from the high state to the low state, based on the display or the elapse of the predetermined number of games such as a fall opportunity symbol BLK where the avoidance of the display is difficult under non-operation of the AT; and the high-dividend winning of a press order bell is promoted by the ART being replay time RT under the AT operation. Also, the high-dividend winning of the press order bell is promoted by the AT, while being shifted in the inside of CBB in a re-game high probability state, by one piece of engagement game in the accessory non-winning.SELECTED DRAWING: Figure 7

Description

本発明は、回胴式遊技機、その他のスロットマシン、アーケードゲーム機等の遊技機に関する。特に、液晶表示装置等の演出表示装置上にストップボタンの押し順や狙うべき図柄を表示し、内部抽せんで決定した当せん役に対応した図柄の組合せを表示させることを意図する演出を行うアシストタイム(以下、ATという)の機能を搭載した遊技機に係る。   The present invention relates to a spinning machine, other slot machines, arcade game machines, and other gaming machines. In particular, assist time for displaying the combination of symbols corresponding to the winning combination determined by the internal lottery by displaying the stop button pressing order and the symbol to be aimed on on the effect display device such as a liquid crystal display device. The present invention relates to a gaming machine equipped with a function (hereinafter referred to as AT).

特許文献1等により、いわゆる二種ビッグすなわち遊技媒体を獲得できる全入賞役の当せんフラグを成立させる第二種特別役物(以下、CBという)を連続して作動させる「第二種特別役物に係る役物連続作動装置(以下、CBBという)」を用い、一般中の遊技状態からCBB当せんの権利が持ち越されたCBB内部中の遊技状態に移行すると、CBB作動図柄の表示によるCBBの作動を敢えて困難なものとし、一般中のCBB当せんエリアを不当せんエリアと共に再遊技役の当せんエリアにシフトすることで高めた再遊技高確率状態を維持し続け、その間にATの作動を待ち、ATの作動により押し順ベル役等の特定入賞役についての正解の停止操作情報が報知されることにより遊技媒体の獲得数を増やすことができるいわゆるAT機が知られている。   According to Patent Document 1 or the like, a “second-type special feature” that continuously operates a second-type special feature (hereinafter referred to as CB) that establishes a so-called two-type big, that is, a winning flag for all winning combinations that can acquire game media. When the transition to the gaming state inside the CBB where the right to win the CBB has been carried over from the general gaming state to the gaming state within the CBB is carried out The CBB winning area in general is shifted to the winning area for replaying players together with the unreasonable area, and the high replay high probability state is maintained while waiting for the AT to operate. A so-called AT machine that can increase the number of game media acquired by notifying correct stop operation information about a specific winning combination such as a push order bell combination by the operation of It is known.

また、特許文献2等により、AT作動下で表示が容易な昇格契機図柄の表示に基づいて再遊技役の当せん確率が低い非リプレイタイム(非RT)から再遊技役の当せん確率が高いリプレイタイム(RT)に昇格させ、AT非作動下で表示の回避が困難な転落契機図柄の表示又は所定遊技数の経過に基づいてRTから非RTに転落させ、AT作動下におけるRTすなわちアシストリプレイタイム(以下、ARTという)により押し順ベル役等の特定入賞役の入賞を促して遊技媒体の獲得数を増やすことができるいわゆるART機が知られている。   In addition, according to Patent Document 2 and the like, a replay time with a high replay player winning probability from a non-replay time (non-RT) with a low replay player winning probability based on the display of a promotion opportunity symbol that is easy to display under AT operation. It is promoted to (RT), it is difficult to avoid the display under AT non-operation, it is difficult to avoid the display, or it falls from RT to non-RT based on the progress of a predetermined number of games, RT under AT operation, that is, assist replay time ( A so-called ART machine is known that can increase the number of game media obtained by encouraging a specific winning combination such as a push order bell combination to be won by ART).

特開2013−183907号公報JP 2013-183907 A 特開2014−73292号公報JP 2014-73292 A

AT機は、常時、再遊技高確率状態のCBB内部中にATの作動を待ち、ATの非作動時も再遊技の出現頻度は高くなるが、既に役物に当せん済みのため新たに別の役物を抽せんすることはできない。このため、毎遊技新たに遊技媒体を投入する頻度は少なくなるが、遊技媒体の所定の純増が見込める役物に係るボーナスを期待することとは全く無縁で、単にATの作動を待ち続けるワンパターン的な遊技に陥り易い。多くの場合、ATの作動を前提として、その作動が継続するAT継続遊技数等について上乗せをしたり、ATの作動中に赤7揃いリプレイ等の表示によりAT継続遊技数等の減算を停止して押し順ベル役等による高配当の享受機会を増やす擬似ボーナス等を併用したりして遊技性を膨らませているが、ほぼ毎遊技遊技媒体を獲得できてトータルで所定の純増が見込める役物に係るボーナスを搭載できないことから出玉スピード感は一定の緩やかな範囲内に止まる。   The AT machine always waits for the operation of the AT in the CBB inside the replay high probability state, and the appearance frequency of the replay becomes high even when the AT is not operating, but since it has already hit the role, It is not possible to draw a feature. For this reason, the frequency of introducing new game media for each game is reduced, but it is completely unrelated to expecting a bonus related to an accessory that can expect a predetermined net increase in game media, and simply waiting for the operation of the AT Easy to fall into a traditional game. In many cases, on the premise of AT operation, the number of AT continuing games that continue to operate is added, or subtraction of AT continuing games etc. is stopped by display of red 7 uniform replay etc. during AT operation In combination with pseudo bonuses that increase the chances of receiving high payouts by pushing the bell, etc., the gameability is expanded, but it is possible to acquire almost every game media and to expect a predetermined net increase in total Since such a bonus cannot be mounted, the speed of appearance is limited to a certain gentle range.

ART機は、非RTとRTとで再遊技の出現頻度に顕著な差が現れ、非RTの遊技状態では、ほぼ毎遊技新たに遊技媒体を投入する必要があり手持ち遊技媒体がどんどん減ることにはなるが、非RTでも、RTでも、何れの一般中の遊技状態においても、毎遊技、役物に係るボーナスを抽せんすることが可能であり、ATの作動により押し順ベル役等に正解させる期待感や上乗せ或は擬似ボーナスへの期待感の他に、役物に係るボーナスで遊技媒体を増やせる別の期待感も付与できる。   In ART machines, there is a significant difference in the appearance frequency of replays between non-RT and RT, and in non-RT gaming state, it is necessary to throw in new game media almost every game, and handheld game media will decrease more and more. However, it is possible to draw bonuses related to each game and character regardless of whether it is a non-RT, RT, or general game state. In addition to the expectation, the expectation for the addition, or the expectation for the pseudo bonus, it is possible to give another sense of expectation that the game medium can be increased by the bonus related to the role.

本発明の課題は、一機種においてAT機とART機の異なる2種類の遊技性を巧妙に組合せ、従来のAT機又はART機の各単独機種では奏することのできない出玉スピード感等に多様性を持たせることができる斬新な遊技性を奏し得る遊技機を提供する点にある。   The problem of the present invention is that a variety of game machines, such as AT machines and ART machines, are skillfully combined in one model. The object is to provide a gaming machine capable of providing a novel gaming characteristic that can be provided.

図面の符号を括弧内に付記して例示する。
複数コマの図柄を可変表示させる複数の可変表示要素(左リール1L,中リール1C,右リール1R)を有し、
遊技媒体の投入下における可変表示開始操作に基づいて、内部抽せん用の乱数値を抽出し、遊技媒体を獲得できる入賞を容易にするための役物を作動させる複数の特別役(RBB,RB,CBB)と、特定の正解停止操作がされたとき投入遊技媒体数を超える高配当の遊技媒体を獲得できる特定入賞役(択役)と、新たな遊技媒体の投入無しで次遊技が行える再遊技役(通常リプレイ等)とを含む複数の役について予め定めた当せんエリアに対する抽出乱数値の属否により当せん役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、内部抽せんで決定した当せん役に整合した図柄の組合せの表示を許容させて一回の遊技の結果を導出させる可変表示制御手段(リール制御手段S)と、
所定の作動契機により、前記特定入賞役についての正解停止操作情報を含むナビ情報を遊技者に報知させるナビ情報報知手段(X)とを含む遊技機を前提とする。
「可変表示要素」は、リール、ベルト、画像を含む。「遊技媒体」は、遊技メダル、遊技球、貯留装置の電磁的記録を含む。
「役物」とは、入賞を容易にするための特別の装置をいう(風俗営業等の規制及び業務の適正化等に関する法律施行規則第7条表中、回胴式遊技機の第六)。
The reference numerals of the drawings are illustrated in parentheses for illustration.
It has a plurality of variable display elements (left reel 1L, middle reel 1C, right reel 1R) for variably displaying symbols of a plurality of frames,
A plurality of special roles (RBB, RB, RB) that operate a combination for extracting a random number value for internal lottery and facilitating winning that can acquire a game medium based on a variable display start operation under the input of the game medium CBB), a specific winning combination (choice) that can obtain a high-payout gaming medium exceeding the number of inserted gaming media when a specific correct answer stop operation is performed, and a re-game in which the next game can be performed without inserting a new gaming medium Internal lottery means (K) for determining a winning combination based on whether or not an extracted random number value belongs to a predetermined winning area for a plurality of winning combinations including a winning combination (normal replay, etc.);
Variable display that causes each variable display of the variable display element to stop based on the corresponding stop operation, and allows the display of a combination of symbols matched to the winning combination determined by the internal lottery to derive the result of one game Control means (reel control means S);
A gaming machine including navigation information notifying means (X) for notifying a player of navigation information including correct answer stop operation information for the specific winning combination at a predetermined operation opportunity is assumed.
The “variable display element” includes a reel, a belt, and an image. “Game media” includes game medals, game balls, and electromagnetic records of storage devices.
“Accessories” means special equipment for facilitating winning a prize (sixth of the revolving game machines in the table of Article 7 of the Law Enforcement Regulations on Regulations on Customs Business and Optimization of Business) .

以上の遊技機において、
前記内部抽せん手段(K)は、前記特別役に非当せんで且つ役物非作動中の一般遊技状態(一般中リプ低確等)下、一遊技の投入遊技媒体数が第1規定数(例えば3枚)のときは前記特別役の当せんエリアに遊技媒体の所定の純増が見込める第1特別役(例えばRBB,RB)を割当て、一遊技の投入遊技媒体数が第1規定数と異なる第2規定数(例えば1枚)のときは前記特別役の当せんエリアに遊技媒体の純増が前記第1特別役の場合よりも少なくなる第2特別役(例えばCBB)を割当てた仕様を有する。
第1特別役と第2特別役とは、作動開始から作動終了までの役物作動中の遊技媒体の純増数(総獲得遊技媒体数−総投入遊技媒体数)が異なり、「第1特別役による純増数」>「第2特別役による純増数」の関係にある。これら特別役は、第一種特別役物(RB)、第一種特別役物を連続して作動させる第一種特別役物に係る役物連続作動装置(RBB)、第二種特別役物を連続して作動させる第二種特別役物に係る役物連続作動装置(CBB)等で構成される。
なお、「第一種特別役物」とは、規定数ごとの入賞に係る図柄の組合せの数を増加させ、又は規定数ごとの入賞に係る条件装置が作動する確率を上昇させる役物で、あらかじめ定められた場合に作動し12回を超えない回数の遊技の結果が得られるまで作動を継続することができるものをいい(遊技機規則第6条別表第二(3)ト)、「第二種特別役物」とは、内部抽せんの結果にかかわらず入賞に係る条件装置を作動させる役物で、あらかじめ定められた場合に作動し1回の遊技の結果が得られた場合に作動を終了するものをいい(遊技機規則第6条別表第二(3)ヌ)、「役物連続作動装置」とは、第一種特別役物又は第二種特別役物を連続して作動させることができる装置で、特定の図柄の組合せが表示された場合に作動しあらかじめ定められた場合に作動を終了するものをいう(遊技機規則第6条別表第二(3)チ)。
In the above gaming machines,
The internal lottery means (K) has a first predetermined number (for example, the number of game media inserted in one game in a general gaming state (general lip low probability, etc.) in which the special combination is not won and the accessory is not in operation. 3), a first special combination (for example, RBB, RB) that can expect a predetermined net increase in game media is allocated to the winning area of the special combination, and the number of game media input in one game is different from the first specified number. When the number is a specified number (for example, one), the second special combination (for example, CBB) is assigned to the winning area for the special combination, in which a net increase in game media is less than that for the first special combination.
The first special combination is different from the second special combination in the net increase in the number of game media in operation from the start of operation to the end of operation (total number of acquired game media−total number of game media input). Net increase by ">" Net increase by the second special role ". These special roles are first-class special features (RB), first-class special features that actuate the first-type special features continuously, and second-type special features It is comprised with the accessory continuous action | operation apparatus (CBB) etc. which concern on the 2nd type special accessory which operate | moves continuously.
In addition, the “first type special character” is a character that increases the number of symbol combinations related to winnings per prescribed number, or increases the probability that the conditional device related to winnings per prescribed number will be activated. It is the one that operates when it is determined in advance and can continue the operation until the result of the number of games not exceeding 12 times is obtained (Article 6 Attached Table 2 (3) G) of the gaming machine rules) “Type 2 specials” is a part that activates a condition device for winning a prize regardless of the result of an internal drawing. It operates when a game result is obtained when it is activated in advance. What is to be finished (gaming machine rules Article 6 Attached Table 2 (3) No.), “Consecutive Actuator Continuously Actuating Device” means that the first type special feature or the second type special feature is operated continuously. It can be activated when a specific symbol combination is displayed. It refers to terminate the operation when order was (gaming machine rules Article 6 Appended Table 2 (3) H).

また、前記一般遊技状態で且つ再遊技役の当せん確率が低い再遊技低確状態(一般中リプ低確)における第1規定数(3枚)での遊技により、遊技の結果として導出される予め定めた昇格契機図柄の組合せ(RFP6等)の表示に基づいて再遊技役の当せん確率を前記再遊技低確状態よりも高くした第1再遊技高確状態(RT2〜RT9)で遊技を行わせる第1再遊技高確化手段(J1u)と、
前記一般遊技状態で且つ前記再遊技低確状態(一般中リプ低確)における第2規定数(1枚)での遊技により、第2特別役に当せんし且つ該当せんの権利が持ち越された第2特別役内部中の遊技状態への移行に基づいて再遊技役の当せん確率を前記再遊技低確状態よりも高くした第2再遊技高確状態(CBB内部中)で遊技を行わせる第2再遊技高確化手段(J2u)とを含み、
前記第1再遊技高確状態(RT2〜RT9)において前記ナビ情報報知手段(X)によって正解停止操作情報が報知されることにより、再遊技役の当せん確率が相対的に高く、かつ、特定入賞役の入賞が促進された第1遊技(アシストリプレイタイムART遊技)を実行可能に形成し、
前記第2再遊技高確状態(CBB内部中)において前記ナビ情報報知手段(X)によって正解停止操作情報が報知されることにより、再遊技役の当せん確率が相対的に高く、かつ、特定入賞役の入賞が促進された第2遊技(アシストタイムAT遊技)を実行可能に形成したことを特徴とする。
In addition, the game is preliminarily derived as a result of the game by the game in the first prescribed number (three) in the replay low probability state (general medium lip low probability) in the general game state and the low probability of winning the regame player. Based on the display of the determined combination of promotion opportunity symbols (RFP6, etc.), the game is played in the first replay high probability state (RT2 to RT9) in which the winning probability of the replayer is higher than the replay low probability state. A first replay high accuracy means (J1u);
Due to the second specified number (one) of the game in the general game state and the replay low probability state (general medium lip low probability), the right of the second special role and the corresponding right is carried over. 2. A second game in which a game is played in a second replay high-accuracy state (inside the CBB) in which the winning probability of the re-gamer is higher than the replay low-probability state based on the transition to the game state inside the special role. Replay high accuracy means (J2u),
The correct stop operation information is notified by the navigation information notification means (X) in the first replay high-accuracy state (RT2 to RT9), so that the winning probability of the regame combination is relatively high and the specific winning is achieved. The first game (assist replay time ART game) in which the winning of the role is promoted is made executable,
When the correct stop operation information is notified by the navigation information notification means (X) in the second replay high-accuracy state (inside the CBB), the winning probability of the re-game player is relatively high, and a specific prize is awarded. The second game (assist time AT game) in which the winning of the winning combination is promoted is formed to be executable.

これにより、一般遊技状態で且つ再遊技低確状態における第1規定数での遊技により、遊技媒体の所定の純増が見込める第1特別役の当せんを期待しながら、特定入賞役の入賞を促進できる第1遊技(アシストリプレイタイムART遊技)を期待できる遊技性を遊技者に提供できる。一方、一般遊技状態で且つ再遊技低確状態における第2規定数での遊技により、再遊技役の当せん確率の高い第2特別役内部中に移行させ、遊技媒体の減りと投入操作負担を軽減しつつ、特定入賞役の入賞を促進できる第2遊技(アシストタイムAT遊技)を期待できる遊技性を遊技者に提供できる。このように規定数の変更により特別役に割当てた当せんエリアの内容を入れ替えることにより、従来のAT機とART機の異なる2つの遊技性を遊技者に提供でき、AT機とART機の各単独機で陥り易い遊技の単調化を効果的に防止でき、出玉スピード感等に多様性を持たせることができる。   As a result, it is possible to promote the winning of the specific winning combination while expecting the winning of the first special combination that can expect a predetermined net increase of the game medium by the game with the first specified number in the general gaming state and the replay low probability state. It is possible to provide a player with a game that can expect the first game (assist replay time ART game). On the other hand, the game with the second prescribed number in the general gaming state and the low probability of replaying makes it possible to shift to the inside of the second special role where the winning probability of the replaying role is high, thereby reducing the game media and the burden of throwing operation. On the other hand, it is possible to provide the player with a game that can expect the second game (assist time AT game) that can promote the winning of the specific winning combination. In this way, by changing the contents of the winning area assigned to the special role by changing the prescribed number, it is possible to provide the player with two different game characteristics of the conventional AT machine and the ART machine, and each of the AT machine and the ART machine independently. This makes it possible to effectively prevent monotony of games that can easily fall into the machine, and to provide a variety of appearance speed feelings.

以上のものにおいて、第2特別役に係る役物作動中、投入遊技媒体数に対する獲得遊技媒体数の比率が1以下の所定値となる仕様にしているのが、より多くの遊技時間を費やすことが見込まれる第2特別役に係る役物作動中以外の他の遊技状態において獲得できる遊技媒体数を十分に確保できる点で好ましい。
また、第2規定数の遊技では、前記昇格契機図柄の組合せの表示に基づく再遊技役の当せん確率の高確化はない仕様にしているのが、第2規定数の遊技によりアシストタイムを期待するAT機相当の遊技性を望んでいるときに、予定外のART機相当の遊技性が介入しない点で好ましい。
さらに、前記一般遊技状態で且つ前記再遊技低確状態のとき、第1規定数での遊技と第2規定数での遊技を遊技者が選択可能にしているのが、遊技者自らの嗜好に応じて遊技性を選べる点で好ましい。
また、前記一般遊技状態で且つ前記再遊技低確状態のとき、第1規定数で遊技をするときも第2規定数で遊技をするときも、前記ナビ情報報知手段を作動可能としているのが、アシストタイムによるAT機相当の遊技性とアシストリプレイタイムによるART機相当の遊技性とを何れも適切に創出できる点で好ましい。
In the above, the specification is such that the ratio of the number of acquired game media to the number of input game media becomes a predetermined value of 1 or less during the operation of the second special role, so that more game time is spent. This is preferable in that the number of game media that can be acquired in other game states other than during the operation of the accessory related to the second special role in which the game is expected can be sufficiently secured.
In addition, in the second specified number of games, the specification that does not increase the winning probability of the re-gamer based on the display of the combination of the promotion opportunity symbols is expected, but the assist time is expected by the second specified number of games. This is preferable in that game play equivalent to an unscheduled ART machine does not intervene when game play equivalent to an AT machine is desired.
Further, when the player is in the general game state and the replay low probability state, the player can select a game with the first specified number and a game with the second specified number. Accordingly, it is preferable in that game playability can be selected.
In the general game state and the replay low probability state, the navigation information notification means is operable both when playing with the first specified number and when playing with the second specified number. In addition, it is preferable in that it can appropriately create both game play equivalent to an AT machine by assist time and game play equivalent to an ART machine by assist replay time.

以上のものにおいて、第2特別役内部中の遊技状態では、少なくとも第1特別役の抽せんはしない仕様にしているのが、再遊技役の当せん確率が高い状態でアシストタイムを期待するAT機相当の遊技性を明確に特徴づけることができる点で好ましい。
また、第1特別役は当せんに係る役物作動図柄が表示されるまで当せんの権利が持ち越される仕様を有し、第1特別役の当せんの権利が持ち越された第1特別役内部中の遊技状態では、少なくとも第2特別役の抽せんはしない仕様にしているのが、役物作動による遊技媒体の所定の純増効果をも付帯させた役物付きART機相当の遊技性を明確に特徴づけることができる点で好ましい。
さらに、特別役に当せんし且つ当せんの権利が持ち越された特別役内部中の遊技状態では、当せんに係る役物作動図柄を除く所定図柄が表示されても、再遊技役の当せん確率を変化させない仕様にしているのが、遊技の公平性を担保できる点で好ましい。
In the above, in the game state inside the second special role, at least the specification of the first special role is not drawn, but it is equivalent to an AT machine that expects an assist time with a high probability of winning the re-game character It is preferable in that the gameability can be clearly characterized.
In addition, the first special role has a specification in which the right to win the bonus will be carried over until the action symbol for the bonus is displayed, and the game inside the first special role in which the right to win the first special role has been carried over In the state, it is designed so that at least the second special role is not drawn, but it clearly characterizes the playability equivalent to an ART machine with an accessory that also has a predetermined net increase effect of the game medium by the operation of the accessory It is preferable at the point which can do.
In addition, in the game state inside the special role where the special role is won and the right to win is carried over, even if a predetermined symbol excluding the character action symbol related to the win is displayed, the winning probability of the re-gamer will not be changed. The specification is preferable in that it can guarantee the fairness of the game.

本発明遊技機の斜視図。The perspective view of this invention gaming machine. 可変表示要素を構成するリールの展開図。The developed view of the reel which comprises a variable display element. 図柄の組合せ一覧表その1。Symbol combination list # 1. 図柄の組合せ一覧表その2。Symbol combination list # 2. 内部抽せん仕様一覧表その1。Internal drawing specifications list part 1 内部抽せん仕様一覧表その2。List of internal lottery specifications Part 2. 遊技状態の遷移図。Transition diagram of gaming state. 遊技機の制御装置のブロック図。The block diagram of the control apparatus of a gaming machine. 一遊技の制御フローチャート。The control flowchart of one game.

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2月12日の国家公安委員会規則第4「遊技機の認定及び型式の検定等に関する規則」に適合するスロットマシンである。用語及びその技術内容は現行の遊技機規則に準じている。   FIG. 1 shows a swivel game machine to which the present invention is applied. The swivel-type gaming machine is generally called a pachislot, and the National Public Safety Commission of February 12, 1985, which was amended by the Rules of the Pachislot Machine, that is, the National Public Safety Commission Regulation No. 1 of January 30, 2004. It is a slot machine that complies with Rule 4 “Rules for Game Machine Approval and Type Approval”. The terminology and its technical contents conform to the current game machine rules.

遊技機筐体8Bは、リアキャビネット8R及びキャビネット枠8W、扉状の上下フロントキャビネット8E,8Fを備える。上フロントキャビネット8Eには、動画やAT作動中の押し順ナビ等の情報をフルカラーで映し出す演出表示装置7を構成する液晶表示装置70、リールパネル8、上装飾ランプ81,左装飾ランプ82,右装飾ランプ83,液晶表示装置70の角に臨む4つのアクセント装飾ランプ84,リールパネル8の上・左・右に臨むパネル装飾ランプ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。以下、同様である。   The gaming machine housing 8B includes a rear cabinet 8R, a cabinet frame 8W, and door-shaped upper and lower front cabinets 8E and 8F. In the upper front cabinet 8E, a liquid crystal display device 70, a reel panel 8, an upper decoration lamp 81, a left decoration lamp 82, and a right panel constituting an effect display apparatus 7 for projecting information such as moving images and push order navigation during AT operation in full color. A decorative lamp 83, four accent decorative lamps 84 facing the corners of the liquid crystal display device 70, and a panel decorative lamp 85 facing the top, left, and right of the reel panel 8 are provided. The lower front cabinet 8F includes an operation unit 8S, a waist panel 8P, a lower left decorative lamp 86, and a lower right decorative lamp 87. A generic name of 81 to 87 is called a decorative lamp 88. Reference numerals 91 to 94 denote speakers for outputting BGM and various sound effects, 8M denotes a medal payout opening, 8G denotes a medal tray, and 8T denotes an ashtray. Note that left and right mean left and right in the player's line of sight facing the gaming machine. The same applies hereinafter.

リールパネル8の透明な表示窓80の内部には、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21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の定速回転数は約80回転/分(本実施形態のものは約79.6回転/分)であり、約750ms(本実施形態のものは約754ms)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約36msである。よって、通常のステッピングモータ制御下、遊技機規則において通常時のリール停止操作から停止までの時間が「190ms以内」というのは、((190÷36)−1)の整数解=4コマが許容される最大滑りコマ数となり、同じく第二種特別役物の作動時の少なくとも一つのリール停止操作から停止までの時間が「75ms以内」というのは、((75÷36)−1)の整数解=1コマが許容される最大滑りコマ数となる。   The transparent display window 80 of the reel panel 8 includes a left reel 1L, a middle reel 1C, and a right reel 1R that serve as a plurality of variable display elements. A total of 21 reels 10L, 10C, and 10R are arranged on the outer periphery of the reel bands 10L, 10C, and 10R. Three consecutive frames out of the symbols arranged on the frame face the window. The constant-speed rotation speed of each reel 1L, 1C, 1R is about 80 rotations / minute (this embodiment is about 79.6 rotations / minute), and is about 750 ms (this embodiment is about 754 ms). Rotate. During normal forward rotation, each symbol scrolls from top to bottom, and the time required for the symbol to move one frame is about 36 ms. Therefore, under normal stepping motor control, the time from the normal reel stop operation to the stop in the gaming machine rules is “within 190 ms”, an integer solution of ((190 ÷ 36) −1) = 4 frames is allowed The time from the stop operation of at least one reel during the operation of the second type special object to the stop is “within 75 ms”, which is an integer of ((75 ÷ 36) −1) Solution = 1 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、中段ライン(左中−中中−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)、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、任意の2本以上のラインを有効ラインとしてもよい。   The display window 80 is intentionally not provided with a line drawing or pattern for displaying an effective line for determining a game result, line illumination, or the like. A plurality of rows and a plurality of symbol display positions displayed through the window of the display window 80, that is, the three rows of the left, middle, and right reels 1L, 1C, and 1R and the upper, middle, and lower three rows respectively. At the 3 × 3 = 9 symbol display positions specified by columns and stages, only the middle line (left middle-middle middle-right middle) is the effective line. However, the upper line (upper left-middle upper-upper right), the lower line (lower left-middle lower-lower right), the lower right line (upper left-middle middle-lower right), the upper right line (lower left-middle middle-upper right), Connect upper and lower V-shaped lines (upper left-middle middle-upper right), lower V-shaped lines (middle left-middle lower-right middle), etc., with the same or different steps, and connect adjacent symbol display positions with a single straight line or broken line However, other lines may be effective lines, and any two or more lines may be effective lines.

操作部8Sには、遊技媒体たる遊技メダルを投入するメダル投入口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(通常は3枚(3BET)又は1枚(1BET)、第二種特別役物に係る役物連続作動装置CBBの作動中は2枚(2BET))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、各リール1L,1C,1Rの可変表示(回転)を開始させるスタートスイッチとなるスタートレバー5、各リール1L,1C,1Rに対応して設け、対応するリールの可変表示(回転)を個別に停止させるストップスイッチとなる左ストップボタン6L、中ストップボタン6C、右ストップボタン6R、メダル投入口2下流のメダル詰り時に押すメダル返却ボタン20、ドアキー穴8Kを備える。   The operation unit 8S includes a medal insertion slot 2 for inserting a game medal as a game medium, a jog dial JD having a push button PB and a dial DA for causing the player's operation to participate in the production, and an electromagnetic record of the storage device, that is, a credit from the credit card. Withdraw the required number of medals for the game (usually 3 (3 BET) or 1 (1 BET), 2 (2 BET) during the operation of the continuous action device CBB related to the second type special object) The bet button 3, the settlement button 4 for dropping the remaining number of medals on the medal tray 8G, the start lever 5 serving as a start switch for starting variable display (rotation) of each reel 1L, 1C, 1R, each reel 1L, 1C, Left stop button 6L, which is provided corresponding to 1R and serves as a stop switch for individually stopping variable display (rotation) of the corresponding reel, Ppubotan 6C, right stop button 6R, medal return button 20 is pressed when the medal slot 2 downstream of the medal jam, equipped with a door key hole 8K.

ベットボタン3を1回又は奇数回押すと第1規定数の3BETとなり、2回又は偶数回押すと第2規定数の1BETとなるよう、押圧毎に3BETと1BETが切り替わる。また、CBBの作動中の遊技状態のときは1回以上押圧すると回数に関わらず一律2BETとなる。2BETは、CBB作動中のみに用いる規定数となる。もっとも、3BET用、2BET用、1BET用の各専用のベットボタンを個別に設けてもよいし、押圧回数により1BETずつ加算して、1BET、2BET、3BETを実現する一つのベットボタンを設けてもよい。   When the bet button 3 is pressed once or odd times, the first specified number of 3 BETs is obtained. When the bet button 3 is pressed twice or even times, the second specified number of 1 BETs is switched between 3 BET and 1 BET. In addition, when the CBB is in a gaming state, when it is pressed once or more, it is uniformly 2 BET regardless of the number of times. 2BET is a specified number used only during the CBB operation. Of course, dedicated bet buttons for 3 BET, 2 BET, and 1 BET may be provided individually, or one bet button that provides 1 BET, 2 BET, and 3 BET by adding 1 BET according to the number of times of pressing may be provided. Good.

リールパネル8には、現時のクレジット数を表示させるクレジット表示器DL1、入賞による払出メダル枚数を表示させるペイアウト表示器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。また、AT中に必要に応じて点灯させるランプであって、左リール1Lを停止させるべきときに点灯させる左停止ランプ71、中リール1Cを停止させるべきときに点灯させる中停止ランプ72、右リール1Rを停止させるべきときに点灯させる右停止ランプ73を含む演出表示装置70を構成する遊技演出ランプ類700を備える。   The reel panel 8 has a credit display DL1 for displaying the current number of credits, a payout display DL2 for displaying the number of payout medals by winning, and is turned on every time one, two, or three medals are applied. ~ 3 lamps EL1 ~ 3, bet lamp ELb to be turned on when a winning medal can be accepted, start lamp ELs to be turned on when a start operation by the start lever 5 is possible, and lighted when a combination of symbols relating to replay is displayed The game basic lamps 30 including the replay lamp ELr to be played are provided. Also, a lamp that is lit as required during AT, and is a left stop lamp 71 that is lit when the left reel 1L is to be stopped, a middle stop lamp 72 that is lit when the middle reel 1C is to be stopped, and a right reel The game effect lamps 700 which comprise the effect display apparatus 70 containing the right stop lamp 73 lighted when 1R should be stopped are provided.

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が点灯して1BET遊技時の規定数となり、さらに1枚入れると2枚ランプEL2が点灯してCBB作動中の規定数となり、さらに1枚入れると3枚ランプEL3が点灯して3BET遊技時の規定数となる。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。3BET等のマックスベット状態からメダル投入口2にさらにメダルを入れると、クレジット表示器DL1のカウンタを進め、所定上限数である50枚まで貯留可能となる。入賞により払出されたメダルも50枚まではクレジットに加算され、50枚を超えて払出されたメダルは、メダル払出口8Mからメダル受皿8Gに受止められる。   When the bet lamp ELb is lit, if one medal is inserted from the medal slot 2 with the medals set to 0, the one lamp EL1 is lit and becomes the specified number for 1 BET game. When EL2 is lit, it becomes the specified number during the CBB operation, and when one more is inserted, the three-lamp EL3 is lit and becomes the specified number for the 3BET game. When the specified number of multiplied medals is reached, the start lamp ELs is turned on, and the start operation by the start lever 5 becomes possible. When a medal is further inserted into the medal insertion slot 2 from the maximum bet state such as 3BET, the counter of the credit indicator DL1 is advanced, and it is possible to store up to a predetermined upper limit of 50 sheets. Up to 50 medals paid out by winning are added to the credit, and medals paid out exceeding 50 are received by the medal tray 8G from the medal payout opening 8M.

図2に示すように、各リール1L,1C,1Rのリール帯10L,10C,10Rの外周面には、赤7、白7、黒バー、チェリー、スイカ1、スイカ2、ベル、リプレイ、ブランク1、ブランク2の全10種類の図柄を、図柄番号0,1〜20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。リール帯10L,10C,10の上端と下端は輪状に結ばれ、エンドレスに図柄をスクロールさせる。通常、左リール1Lを第一番に止める順押しをし、左リール1Lについてチェリー或はスイカを引き込めるように比較的見易い黒バーを表示窓80の上段に停止させるタイミングで黒バーを目押し、左リール1Lの停止出目に応じて中リール1C及び右リール1Rに黒バーを狙うか否か等を変更する停止操作が推奨される。   As shown in FIG. 2, on the outer peripheral surfaces of the reel bands 10L, 10C, 10R of the reels 1L, 1C, 1R, red 7, white 7, black bar, cherry, watermelon 1, watermelon 2, bell, replay, blank 1 and 10 types of blanks 2 are drawn by printing or the like according to the unique vertical arrangement corresponding to the design numbers 0, 1 to 20. The upper and lower ends of the reel bands 10L, 10C, 10 are connected in a ring shape, and the symbols are scrolled endlessly. Usually, the left reel 1L is pushed first, and the black bar is pushed at the timing when the relatively easy-to-read black bar is stopped at the upper stage of the display window 80 so that the cherry or watermelon can be pulled in the left reel 1L. A stop operation for changing whether or not to aim the black bar at the middle reel 1C and the right reel 1R according to the stop appearance of the left reel 1L is recommended.

図3,4に、内部抽せんでの当せんエリアに応じて作動可能となる条件装置RBB,RB,CBB,REP1〜29,NML1〜12に対応する有効ライン上の図柄の組合せと、後記押し順ベル中1〜3,右1〜3の各当選エリアの当せん時に順押しした場合のベルのこぼし目として有効ライン上に表示させる順押しベルこぼし目BLKを示す。入賞を容易にするための特別の装置である役物に係る特別役として、第一種特別役物RBに係る役物連続作動装置RBBと、第一種特別役物RBと、第二種特別役物CBに係る役物連続作動装置CBBとを定義している。所定数のメダルの純増が見込める第1特別役として、RBBとRBを、メダル純増が第1特別役の場合よりも少なく、むしろ投入メダル数に対する払出メダル数の比率が1以下の所定値すなわちメダルの純増(払出メダル数−投入メダル数)が0かマイナスとなる第2特別役として、CBBを各対応させている。非役物である再遊技役についてはREP1〜29を、同非役物である入賞役すなわち小役についてはNML1〜12を定義している。一つの欄に複数の図柄を列挙しているものがあるが、例えばREP1について言うと、左リール1Lの図柄はリプレイ又はチェリーという意味である。   3 and 4 show combinations of symbols on the effective lines corresponding to the condition devices RBB, RB, CBB, REP1 to 29, and NML1 to 12, which can be operated according to the winning area in the internal lottery, and the push order bell described later. A forward-pressed bell spilled eye BLK displayed on the active line as a spilled bell when pressed in the winning areas 1 to 3 and 1 to 3 on the right side is shown. As a special part related to the accessory which is a special device for facilitating the winning, the accessory continuous actuating device RBB related to the first kind special article RB, the first kind special article RB, and the second kind special The accessory continuous actuating device CBB related to the accessory CB is defined. RBB and RB are the first special roles that can expect a net increase in a predetermined number of medals. RBB and RB are smaller than those in the case where the net special increase is the first special role. The CBB is associated with each of the second special roles in which the net increase (number of paid-out medals−number of inserted medals) is 0 or minus. REP 1 to 29 are defined for the re-playing combination that is a non-combination, and NML 1 to 12 are defined for the winning combination that is the non-combination, that is, the small combination. Although there are those in which a plurality of symbols are listed in one column, for example, regarding REP1, the symbol on the left reel 1L means replay or cherry.

順押しベルこぼし目BLKは、役物に係る特別役RBB,RB,CBBに非当せんで且つ非作動中(以下、一般中という)の現在の遊技状態から、再遊技役の当せん確率が約1/7.3の一般中リプ低確の第1遊技状態RT1に移行させ、主に再遊技役の当せん確率が高い状態から低い状態に転落させる転落契機図柄の組合せとして機能する。再遊技役REP5は、第1遊技状態RT1から、再遊技役の当せん確率が約1/7.3の同じリプ低確だが再遊技役として通常リプレイのみを抽せんする一般中リプ低確の初期遊技状態RT0に移行させる。小役NML4,5は、現在の一般中の遊技状態から、初期遊技状態RT0に移行させ、主に転落契機図柄の組合せとして機能する。   The forward bell spilled eye BLK has a chance of re-playing a winning combination of approximately 1 from the current gaming state in which the special role RBB, RB, CBB related to the item is not winning and is inactive (hereinafter referred to as general). This function is a combination of a fall trigger symbol that makes the transition to the first gaming state RT1 with a low /7.3 general probability of /7.3 and falls mainly from a state where the winning probability of the re-gamer is high. The replaying player REP5 has the same lip low probability that the winning probability of the regaming player is about 1 / 7.3 from the first gaming state RT1, but the normal medium lip low probability initial game in which only the normal replay is drawn as the regamer. Transition to state RT0. The small roles NML4, 5 shift from the current general gaming state to the initial gaming state RT0, and mainly function as a combination of falling opportunity symbols.

再遊技役REP6は、現在の一般中の遊技状態から、再遊技役の当せん確率が約1/1.52とリプ低確よりも相当程度高い再遊技高確状態たる一般中リプ高確の第2遊技状態RT2に移行させ、主に再遊技役の当せん確率が低い状態から高い状態に昇格させる昇格契機図柄の組合せとして機能する。REP7,REP8,REP9,REP10〜13,REP14〜16,REP17〜19,REP24〜29は、主に、一般中リプ高確の、第2遊技状態RT2,第3遊技状態RT3,第4遊技状態RT4,第5遊技状態RT5,第6遊技状態RT6,第7遊技状態RT7,第8遊技状態RT8,第9遊技状態RT9のうち、再遊技役の内訳が異なる所定の二遊技状態間での移行をさせる。   From the current general gaming state, the replaying player REP6 has a replaying high probability that the replaying player's winning probability is about 1 / 1.52, which is considerably higher than the low reproducibility. It shifts to 2 game state RT2, and functions as a combination of promotion opportunity symbols to be promoted mainly from a state where the winning probability of the re-gamer is low to a high state. REP7, REP8, REP9, REP10-13, REP14-16, REP17-19, REP24-29 are mainly the second medium state RT2, the third game state RT3, the fourth game state RT4, which are generally medium lip high accuracy. , 5th game state RT5, 6th game state RT6, 7th game state RT7, 8th game state RT8, 9th game state RT9, and the transition between two predetermined game states with different breakdowns of re-games Let

図5,6に、不当せんを含め、通常リプレイ以下の、内部抽せんにおける各当せんエリアとその当せん時に表示が許可される図柄の組合せを示す。例えば、当せんエリア番号2のチャンリプ1AがREP2+5+6というのは、再遊技役REP2と再遊技役REP5と再遊技役REP6が重複当せんすることを意味する。また、当せんエリア番号57の押し順ベル中1がNML1+4+6というのは、小役NML1と小役NML4と小役NML6が重複当せんすることを意味する。   FIGS. 5 and 6 show combinations of each winning area in the internal lottery and the symbols permitted to be displayed at the time of winning, including the mischievous and below the normal replay. For example, when the reward 1A of the winning area number 2 is REP2 + 5 + 6, it means that the re-gamer REP2, the re-gamer REP5, and the re-gamer REP6 are overlapped. In addition, NML1 + 4 + 6 in the push order bell of the winning area number 57 means that the small combination NML1, the small combination NML4, and the small combination NML6 are overlapped.

内部抽せんは、スタートレバー5の操作時、後記主制御装置MCのRAM上で高速更新する例えば2バイトカウンタから抽出する内部抽せん用の乱数値が、その取り得る0〜65535の範囲内に予め区分した何れの当せんエリアに属するかで当該ゲームでの条件装置の作動の可否すなわち当せんフラグの成否を決定する。   When the start lever 5 is operated, the internal lottery is updated in the RAM of the main controller MC, which will be described later. Whether or not the winning device is activated, that is, whether or not the winning flag is successful is determined depending on which winning area the player belongs to.

図7に示すように、当せんエリアは、再遊技役の当せん確率が低い一般中リプ低確のRT0,RT1、再遊技役の当せん確率が高い一般中リプ高確のRT2〜9、RBB又はRBに当せんするも当選ゲームで該当する作動図柄を表示できずに当せんの権利が持ち越されたRBB又はRB内部中、RBB又はRBの作動図柄の表示により開始されるRBB又はRB作動中、CBBに当せんするも当選ゲームで該当する作動図柄を表示できずに当せんの権利が持ち越されたCBB内部中、CBBの作動図柄の表示により開始されるCBB作動中等、各遊技状態に応じて異なる。   As shown in FIG. 7, the winning area includes RT0 and RT1 having a low probability of winning a re-gamer, and RT2 and RT1 having a high probability of winning a re-gamer, and RBB or RB. I won't win the CBB during the RBB or RB operation started by the display of the RBB or RB inside the RBB or RB inside which the right of winning was carried over without being able to display the relevant action symbol in the winning game However, it differs depending on each game state, such as inside the CBB where the winning symbol is carried over because the corresponding operation symbol cannot be displayed in the winning game, or during the CBB operation started by displaying the operation symbol of the CBB.

図5に示すように、初期遊技状態RT0の再遊技役の当せんエリアは通常リプレイ(REP1)のみ、その数値幅は8978で再遊技確率は8978/65536≒1/7.3となる。第1遊技状態RT1の再遊技当せんエリアはチャンリプ1A〜準備移行5、確定セブンラッシュ及びスイカハズレリプであるが、合計の数値幅はRT0と同じ8978、再遊技確率も1/7.3である。ただし、ATの作動決定下での移行ナビに従う押し順適合時に再遊技高確率のリプ高確側に昇格できる。例えば、チャンリプ1Aでは、順押しの場合はREP2のチャンリプ1を表示して再遊技となる次ゲームの以後もRT1を維持させるが、中左右の順番で停止操作をする中押しの場合すなわち押し順適合時にはREP6を表示して再遊技となる次ゲームの以後RT2に昇格させ、中右左の中押しや逆押しの場合はREP5を表示して再遊技となる次ゲームの以後RT0に転落させる。   As shown in FIG. 5, the winning area of the replaying combination in the initial gaming state RT0 is only normal replay (REP1), the numerical value width is 8978, and the replaying probability is 8978 / 65536≈1 / 7.3. The replay winning area in the first gaming state RT1 is Chan Lip 1A to Preparation Transition 5, Confirmed Seven Rush and Watermelon Hasleip, but the total numerical range is 8978 which is the same as RT0, and the replay probability is also 1 / 7.3. . However, the player can be promoted to the high probability side of the replay high probability when the push order is adapted according to the transition navigation under the AT operation decision. For example, in the case of the forward press, in the case of the forward press, the REP2 of the forward 1 is displayed and the RT1 is maintained after the next game to be replayed. Sometimes REP6 is displayed and promoted to RT2 after the next game to be replayed, and in the case of middle right / left middle press or reverse press, REP5 is displayed to drop to RT0 after the next game to be replayed.

確定セブンラッシュの当せん数値幅は例えば1と極狭く、1/65536の極低確率でREP24〜29の何れかを表示して再遊技となる次ゲームの以後RT9に昇格させるプレミアムなART昇格契機となる。スイカハズレリプは、再遊技となる次ゲームの以後もRT1を維持させるが、その当せん数値幅は例えば3と狭く、1/21845の低確率でATの作動をほぼ確定させる確定チャンス役として機能する。ただし、第1遊技状態RT1において、第2規定数である1枚掛けを選択した遊技では、再遊技当せんエリアは、初期遊技状態RT0と同じ通常リプレイ(REP1)のみ、その数値幅は8978としており、昇格契機図柄の組合せREP6の表示に基づくRT2の昇格も、転落契機図柄の組合せREP5の表示に基づくRT0への転落もない仕様にしている。   The winning value range of the confirmed seven rush is extremely narrow, for example, 1 and a premium ART promotion opportunity to display any one of REP24 to 29 with a very low probability of 1/65536 and promote to RT9 after the next game to be replayed. Become. Watermelon loserlip maintains RT1 after the next game to be replayed, but its winning value range is as narrow as 3, for example, and functions as a decisive chance to almost confirm AT operation with a low probability of 1/218845 . However, in the game in which the second specified number is multiplied by 1 in the first game state RT1, the replay winning area is only the normal replay (REP1) same as the initial game state RT0, and the value range is 8978. The specification is such that the promotion of RT2 based on the display of the promotion opportunity symbol combination REP6 and the fall to RT0 based on the display of the combination of the falling trigger symbol REP5 are not made.

RT2の再遊技当せんエリアは確定セブンラッシュ〜本RT移行4で、合計の数値幅は、RT0又はRT1の場合の8978に同RT0又はRT1の不当せんの数値幅の例えば34231を加えた43209、不当せんはなく、再遊技確率は43209/65536≒1/1.52であり、AT作動下での移行ナビに従う押し順適合時にRT3やRT4等に移行できる。RT2〜9の再遊技高確率状態は、当選エリアの内訳こそ異なるが、何れも、合計の数値幅は43209、再遊技確率は約1/1.52である。もっとも、不当せんのエリアの数値幅を若干確保して調整等することにより、RT2〜9の再遊技確率に多少の差異をつけてもよい。   The RT2 replay winning area is the confirmed Seven Rush to this RT transition 4, and the total value range is 8209 in the case of RT0 or RT1 plus 43231 of the RT0 or RT1 incorrect value range, for example, 34209, There is no game, the replay probability is 43209 / 65536≈1 / 1.52, and it is possible to shift to RT3, RT4, etc. when the push order is adapted according to the transition navigation under the AT operation. The replay high probability states of RT2 to 9 are different depending on the breakdown of the winning area, but in all cases, the total numerical range is 43209, and the replay probability is about 1 / 1.52. However, the replay probabilities of RT2 to 9 may be slightly different from each other by securing and adjusting the numerical value width of the unjustified area.

RT3の再遊技当せんエリアはスイカハズレリプ、ボーナスリプ1〜7で、AT作動下での移行ナビに従う押し順適合時にRT6やRT7等に移行できる。RT4の再遊技当せんエリアは確定セブンラッシュ〜ART中チャンリプ2、ART中移行リプ1〜4で、AT作動下での移行ナビに従う押し順適合時にRT5やRT8等に移行できる。RT5の再遊技当せんエリアは確定セブンラッシュ〜ART中チャンリプ2、本RT移行3,4、ARTラッシュ移行1,2で、AT作動下での移行ナビに従う押し順適合時にRT8やRT9等に移行できる。   The replay winning area of RT3 is a watermelon loser, bonus lip 1-7, and can be transferred to RT6, RT7, etc. at the time of push order adaptation according to the transition navigation under AT operation. The replay winning area of RT4 is a confirmed seven rush-Chang lip 2 during ART and transition lip 1-4 during ART, and can shift to RT5, RT8, etc. when the push order conforms to the transition navigation under AT operation. RT5 replay winning area can be transferred to RT8, RT9, etc. when the push order conforms to the transition navigation under AT operation, with the confirmed 7 rush to Chang 2 during ART, this RT transition 3, 4 and ART rush transition 1, 2 .

RT6の再遊技当せんエリアはスイカハズレリプ〜ART中チャンリプ2、7揃い煽り〜赤7揃いで、AT作動下での移行ナビに従う押し順適合時にRT4に移行できる。RT7の再遊技当せんエリアはスイカハズレリプ、択当て左〜REG維持2で、AT作動下での移行ナビに従う押し順適合時にRT4に移行できる。RT8の再遊技当せんエリアは弱チェリプ〜ラッシュ転落、スイカハズレリプで、AT作動下での移行ナビに従う押し順適合時にRT8を維持できる。RT9の再遊技当せんエリアはスイカハズレリプ、ラッシュ中白7揃い〜7ラッシュ中移行3で、AT作動下での移行ナビに従う押し順適合時にRT9を維持等できる。   The re-play winning area of RT6 is from the watermelon loser to the chanter 2 in the ART, the 7 in a row to the 7 in red, and can shift to RT4 when the push order conforms to the transition navigation under AT operation. The replay winning area of RT7 is a watermelon haze reply, selection left to REG maintenance 2, and can shift to RT4 at the time of push order adaptation according to transition navigation under AT operation. The RT8 replay winning area is a weak chelip to rush fall, watermelon loserlip, and can maintain RT8 during push order adaptation according to transition navigation under AT operation. The RT9 replay winning area is watermelon missile, rush white 7 to 7 rush transition 3 and can maintain RT9 when the push order conforms to the transition navigation under AT operation.

図7に示すように、RT0又はRT1の遊技状態で、第1規定数すなわち3枚掛け(3BET)の場合、特別役の当せんエリア例えば全体で1005の全部又はほぼ全部に、所定数のメダルの純増が見込める第1特別役として、例えば104の数値幅にRBBを、例えば900の数値幅にRBを各割当て、残り1に第2特別役のCBBを割当てている。よって、RBBの当せん確率は104/65536≒1/630、RBの当せん確率は900/65536≒1/73、CBBの当せん確率は1/65536となる。3枚掛けの場合、CBBの当せんは殆ど期待していない。   As shown in FIG. 7, in the gaming state of RT0 or RT1, in the case of the first specified number, that is, three (3 BET), a predetermined number of medals are placed in all or almost all of 1005 in a special role winning area. For example, RBB is assigned to the numerical value range of 104, RB is assigned to the numerical value range of 900, for example, and the CBB of the second special role is assigned to the remaining 1 as the first special role that can be expected to increase. Therefore, the winning probability of RBB is 104 / 65536≈1 / 630, the winning probability of RB is 900 / 65536≈1 / 73, and the winning probability of CBB is 1/65536. In the case of 3 sheets, I don't expect almost any CBB wins.

RT0又はRT1の遊技状態で、第2規定数すなわち1枚掛け(1BET)の場合、特別役の当せんエリア例えば全体で1005の全部に、投入メダル数に対する払出メダル数の比率が1すなわちメダルの純増(払出メダル数−投入メダル数)が0となる第2特別役として、CBBを割当てている。CBBの当せん確率は1005/65536≒1/65である。なお、3枚掛けの場合と1枚掛けの場合とで、それぞれに確保する特別役の当せんエリア全体の数値幅は同一でなくてもよく、不当せんエリア等の数値幅を調整することにより、3枚掛けの場合は例えば1000、1枚掛けの場合は例えば4000等としてもよい。   In the gaming state of RT0 or RT1, in the case of the second specified number, that is, one (1 BET), the ratio of the payout medal number to the number of inserted medals is 1, that is, a net increase of medals in the special role winning area, for example, 1005 in total. A CBB is assigned as a second special combination in which (the number of payout medals−the number of inserted medals) is zero. The winning probability of CBB is 1005 / 65536≈1 / 65. In addition, in the case of 3 sheets and 1 sheet, the numerical value width of the winning area of the special role to be secured for each may not be the same, and by adjusting the numerical width of the non-winning area, For example, 1000 may be used for 3 sheets, and 4000 may be used for 1 sheet.

一般中の遊技状態RT0〜9の3枚掛け遊技によりRBBに当せんし、有効ラインである中段に「バー」−「バー」−「バー」のRBB作動図柄を表示できるとRBBが作動する。RBB作動中は、規定数を3枚に限定しており、全小役NML1〜12の当せんフラグを成立させる小役ALLの当せんエリアにより3BET下9枚払出しとなるNML6が必ず入賞して毎遊技9枚(9枚/G、Gはゲーム)のメダルを獲得できる。所定獲得枚数例えば200枚を超えるメダルが払出されたゲーム限りでRBBを終了させ、RBBの当せんを得た元の遊技状態に復帰する。なお、RBBの終了時、一律に初期遊技状態RT0に復帰させてもよい。チェリーやスイカをも引き込める黒バーを目押しする推奨停止操作をしている限り、RBB当せんゲームでRBBを作動させることも困難ではないが、当せんゲームでRBB作動図柄を表示できない場合、RBBの当せんフラグを持ち越したRBB内部中の遊技状態となる。RBB内部中は、ATの作動抽せん仕様を3枚掛け時に優遇或は限定することとしており、3枚掛けを維持することになる。RBB内部中は、役物に係る特別役の当せんエリアは不当せんにシフトし、小役の当せんエリアに変更はなく、再遊技役の当せんエリアはRBBに当せんした遊技状態のものを引き継ぐ。ただし、RBB内部中は、小役NML4又は5の表示に基づくRT0への転落も順押しベルこぼし目BLKの表示に基づくRT1への転落もない仕様にしていると共に、再遊技役の内訳が異なる他の遊技状態RT0又はRT2〜9に移行し得る再遊技の作動に係る図柄の組合せが表示されても、遊技状態の移行はない仕様にしている。   The RBB is activated when the RBB hits the RBB by the three-game game in the general gaming state RT0 to 9, and the RBB operation symbol of “bar”-“bar”-“bar” can be displayed in the middle stage which is the active line. During the RBB operation, the prescribed number is limited to three, and NML6 that will pay out 9 bets under 3 BETs by the winning area of the small role ALL that establishes the winning flag of all small roles NML1-12 will always win and play every game You can get 9 medals (9 / G, G is a game). The RBB is ended as long as the game has paid out medals exceeding a predetermined number, for example, 200, and the game state is restored to the original gaming state where the RBB was won. At the end of the RBB, the initial gaming state RT0 may be returned uniformly. It is not difficult to activate the RBB in the RBB winning game as long as the recommended stop operation that pushes the black bar that can also pull in cherry and watermelon is not, but if the RBB action pattern cannot be displayed in the winning game, The gaming state inside the RBB carrying the winning flag is brought. Inside the RBB, the AT operation lottery specification is preferentially or limited when 3 sheets are applied, and the 3 sheets are maintained. During the inside of the RBB, the winning area for the special role related to the character is shifted to the unjustified position, the winning area for the small role is not changed, and the winning area for the re-playing role is taken over from the gaming state where the RBB has been won. However, the inside of the RBB has a specification that neither falls to RT0 based on the display of the small role NML4 or 5 nor falls to RT1 based on the display of the forward-pressing bell spilling BLK, and the breakdown of the replaying game is different. Even if a combination of symbols relating to the operation of the re-game that can be shifted to another gaming state RT0 or RT2 to 9 is displayed, the gaming state is not changed.

一般中の遊技状態RT0〜9の3枚掛け遊技によりRBに当せんし、有効ラインである中段に「バー」−「バー」−「赤7」のRB作動図柄を表示できるとRBが作動する。RB作動中は、規定数を3枚に限定しており、全小役NML1〜12の当せんフラグを成立させる小役ALLの当せんエリアにより3BET下9枚払出しとなるNML6が必ず入賞して毎遊技9枚(9枚/G)のメダルを獲得できる。所定獲得枚数例えば60枚を超えるメダルが払出されたゲーム限りでRBを終了させ、RBの当せんを得た元の遊技状態に復帰する。推奨停止操作をしていると、右リール1Rの赤7は黒バー狙いでは引き込むことができず、殆どの場合、当せんゲームでRB作動図柄を表示することは困難であるが、RBの当せんフラグを持ち越したRB内部中の遊技状態となる。RB内部中は、RBB内部中と同様、3枚掛けを維持し、役物に係る特別役の当せんエリアは不当せんにシフトし、小役の当せんエリアに変更はなく、再遊技役の当せんエリアはRBに当せんした遊技状態のものを引き継ぎ、小役NML4又は5の表示に基づくRT0への転落も順押しベルこぼし目BLKの表示に基づくRT1への転落もなく、再遊技役の内訳が異なる他の遊技状態RT0又はRT2〜9に移行し得る再遊技の作動に係る図柄の組合せが表示されても、遊技状態の移行はない仕様にしている。   RB is activated when the player hits the RB by the three-game game with the game state RT0-9 in general, and the RB operation symbol of "bar"-"bar"-"red 7" can be displayed in the middle stage which is the active line. During the RB operation, the prescribed number is limited to three, and NML6 that pays out 9 bets under 3 BETs by the winning area of the small role ALL that establishes the winning flag of all small roles NML1-12 will always win and play every game You can get 9 (9 / G) medals. The RB is ended as long as the game has paid out medals exceeding a predetermined number, for example, 60, and the game state is restored to the original gaming state where the RB was won. When the recommended stop operation is performed, red 7 on the right reel 1R cannot be pulled in aiming at the black bar, and in most cases, it is difficult to display the RB operation symbol in the winning game, but the RB winning flag It becomes a gaming state inside the RB which carried over. The inside of the RB, like the inside of the RBB, keeps 3 sheets, the winning area for the special role related to the character shifts to the unreasonable, there is no change to the winning area for the small role, the winning area for the re-playing role Takes over the game state that hit the RB, there is no fall to RT0 based on the display of the small role NML4 or 5, nor falls to RT1 based on the display of the forward-pressed bell spilled BLK, and the breakdown of the re-game role is different Even if a combination of symbols relating to the operation of the re-game that can be shifted to another gaming state RT0 or RT2 to 9 is displayed, the gaming state is not changed.

主に一般中リプ低確の遊技状態RT0又はRT1での1枚掛け遊技によりCBBに当せんし、有効ラインである中段に「リプレイ」−「赤7」−「ベル」のCBB作動図柄を表示できるとCBBが作動する。この場合、内部抽せんの結果にかかわらず入賞に係る条件装置を作動させることから、全小役の当せんフラグを成立させる実質的に小役ALLと同様な状態にしており、NML11又はNML12の図柄の組合せを有効ラインに優先的に引き込むCBB作動中の専用の停止制御テーブルにより、最大滑りコマ数を1コマとする右リール1Rの中段にNML11又はNML12に係る右図柄を停止可能にしており、毎遊技、2枚投入で、2枚の払出しがされ(2枚/G)、所定獲得枚数例えば2枚を超えるメダルが払出されたゲーム限りでCBBを終了させ、初期遊技状態RT0に復帰する。CBB作動中、第1,第2ゲーム目で、NML11又はNML12による2枚のメダルが払出され、総投入メダル数(2+2=4枚)に対する総払出メダル数(2+2=4枚)の比率が1すなわちメダルの純増が0となる。   Mainly Rip is a low probability game state RT0 or RT1 with a single-hitting game, you can hit the CBB, you can display the CBB operation pattern of "Replay"-"Red 7"-"Bell" in the middle stage that is the active line And CBB are activated. In this case, since the condition device related to winning is activated regardless of the result of the internal lottery, it is substantially in the same state as the small combination ALL that establishes the winning flag of all small combinations, and the symbol of the NML11 or NML12 With the dedicated stop control table during CBB operation that preferentially pulls the combination into the effective line, the right design related to NML11 or NML12 can be stopped at the middle stage of the right reel 1R with the maximum number of sliding frames as one frame. When two games are inserted, two coins are paid out (2 cards / G), the CBB is terminated as long as a predetermined number of acquired coins, for example, two medals are paid out, and the initial gaming state RT0 is restored. During the CBB operation, two medals from NML11 or NML12 are paid out in the first and second games, and the ratio of the total number of medals paid out (2 + 2 = 4) to the total number of inserted medals (2 + 2 = 4) is 1. That is, the net increase in medals is zero.

中リール1Cの赤7は黒バー狙いでは引き込むことができず、殆どの場合、当せんゲームでCBB作動図柄を表示することは困難であるが、CBBの当せんフラグを持ち越したCBB内部中の遊技状態となる。このCBB内部中の遊技状態では、一般中リプ低確の遊技状態RT0又はRT1においては1枚掛け遊技時も3枚掛け遊技時も同様な仕様によりATの作動抽せんをしているのとは異なり、ATの作動抽せん仕様又はATの作動が継続するゲーム数の上乗せ抽せん仕様を3枚掛け時に優遇或は限定することとしており、液晶表示装置70に表示させる「3枚掛け!」の注意喚起ナビに従って、1枚掛けに変えて、3枚掛け遊技をすることになる。役物に係る特別役の当せんエリアの全部と不当せんエリアのほぼ全部は、再遊技役の当せんエリアにシフトし、再遊技確率は44213/65536≒1/1.48、再遊技役の内訳は遊技状態の移行に関与しない中段チェリプ、弱スイカリプ等とし、小役の当せんエリアに変更はなく、不当せんエリアは極小さい例えば1としている。CBB内部中の遊技状態では、そもそも再遊技役の内訳を遊技状態の移行に関与しないものに限定しており、再遊技役を契機としたリプ低確への転落も他のリプ高確への移行もなく、しかも、小役NML4又は5の表示に基づくRT0への転落も順押しベルこぼし目BLKの表示に基づくRT1への転落もない仕様にしており、CBB作動図柄が表示されてCBB作動中の遊技状態に移行するまで、CBB内部中の遊技状態を維持し続け、この状態でATの作動を待ち、かつ、ATを作動させることになる。なお、CBB内部中の遊技状態は、RBB又はRB内部中の遊技状態と同様に遊技状態の移行を伴う再遊技の作動に係る図柄の組合せが表示されても実際には遊技状態の移行はない仕様にすることにより、再遊技役の内訳に遊技状態の移行を伴うものを含んでいてもよい。また、一般中リプ高確の遊技状態RT2〜RT9において、1枚掛け遊技をすると、CBBに当せんしてCBB内部中等に移行し得るが、ATの作動が継続するゲーム数の上乗せ抽せん仕様を3枚掛け時に優遇或は限定することとしており、一般中リプ高確の遊技状態RT2〜RT9において1枚掛けをすると、液晶表示装置70に「3枚掛け!」の注意喚起ナビを出すようにしている。もっとも、リプ高確の遊技状態RT2〜RT9からCBB内部中への移行は、遊技者の自由意思に委ね、このような注意喚起は出さない仕様にしてもよい。   Red 7 of the middle reel 1C cannot be pulled in aiming at the black bar, and in most cases it is difficult to display the CBB action pattern in the winning game, but the game state inside the CBB that carries the winning flag of the CBB It becomes. In the gaming state inside the CBB, in the general middle lip low-probability gaming state RT0 or RT1, the AT operation lottery is performed according to the same specifications for both the one-seat game and the three-seat game. In addition, the AT lottery specification or the number of games for which the AT operation continues will be preferentially or limited when three cards are multiplied, and the “three cards!” Alerting navigation displayed on the liquid crystal display device 70. According to the above, it will be changed to 1 and will play 3 cards. Almost all of the special bonus winning areas and the mischievous bonus areas are shifted to the re-game winning area. The re-playing probability is 44213/65536 ≒ 1 / 1.48. The middle stage chelip, weak water lip, etc. that are not involved in the game state transition are not changed, and the small winning area is not changed. In the game state inside the CBB, the breakdown of the re-playing role is limited to those that are not involved in the transition of the playing state in the first place. There is no transition, and there is no specification to fall to RT0 based on the display of the small role NML4 or 5, nor to the fall to RT1 based on the display of the forward-pressing bell spilling BLK, the CBB operation pattern is displayed and the CBB operation The game state inside the CBB is continuously maintained until the game state is shifted to the middle game state. In this state, the AT is activated and the AT is activated. As for the gaming state inside the CBB, even if a combination of symbols relating to the operation of the re-game involving the transition of the gaming state is displayed in the same manner as the gaming state inside the RBB or the RB, the gaming state does not actually change. By making it into the specifications, the breakdown of re-game players may include those accompanied by transition of the game state. In addition, in the general medium high accuracy game state RT2 to RT9, if one game is played, it can hit the CBB and move to the inside of the CBB, etc. Preferential or limited at the time of stacking, when a single stack is played in the game state RT2 to RT9, which is a general medium lip high accuracy, to alert the liquid crystal display device 70 "3 sheets!" Yes. Of course, the transition from the highly probable gaming states RT2 to RT9 to the inside of the CBB may be left to the player's free will, and such a warning may not be issued.

図6に示すように、押し順ベル中1〜押し順ベル右3の各択役の数値幅は3285、合計で19710、合計当せん確率は19710/65536≒1/3.33である。弱チェリー〜2枚ベルの各通常小役の当せんエリアの数値幅は、例えば、弱チェリーは570、強チェリーは152、最強チェリーは4、中段チェリーは6、スイカは800、2枚ベルは80、合計で1612、合計当せん確率は1612/65536≒1/40.7である。なお、一般中の遊技状態RT0,RT1、RT2〜9、RBB内部中、RB内部中、CBB内部中の各遊技状態において、小役についての当せんエリアの種類及び数値幅は同一である。   As shown in FIG. 6, the numerical value range of each of the choice combinations 1 to 3 in the pushing order bell is 3285, the total is 19710, and the total winning probability is 19710 / 65536≈1 / 3.33. The numerical range of the winning area for each of the normal small roles of weak cherries to 2 bells is, for example, 570 for weak cherries, 152 for strong cherries, 4 for strongest cherries, 6 for middle cherries, 800 for watermelons, 80 for 2 bells The total probability of winning is 1612 / 65536≈1 / 40.7. It should be noted that the types and numerical ranges of the winning areas for the small combinations are the same in the game states RT0, RT1, RT2-9 in the general game, in the RBB, in the RB, and in the CBB.

押し順ベル中1〜3は第一番目に中リール1Cを止める中押しすなわち「中左右」又は「中右左」が正解停止操作となる正解の押し順となり、押し順に正解した場合、中段にNML6を表示してベルを揃え、3枚掛けの場合、メダルの払出しが高配当の9枚となる。一般中の遊技状態RT0〜9のとき、逆押しをした場合は、RT0に転落させるNML4を表示し且つメダルの払出しが1枚となり、順押しをした場合、押し順ベル中1ではNML1、押し順ベル中2ではNML2、押し順ベル中3ではNML3をそれぞれ中段に表示できてメダルの払出しが1枚となることもあれば、順押しベルこぼし目BLKを表示させてRT1に転落することもある。ただし、第1遊技状態RT1において第2規定数である1枚掛けを選択した遊技では、NML4又は5の表示に基づくRT0への転落はなく、CBB内部中の遊技状態では、NML4又は5の表示に基づくRT0への転落も、順押しベルこぼし目BLKの表示に基づくRT1への転落もない仕様にしている。また、CBB内部中の遊技状態に限り、順押しをした場合、押し順ベル中1ではNML1、押し順ベル中2ではNML2、押し順ベル中3ではNML3をそれぞれ中段に表示できてメダルの払出しが1枚となることもあれば、これらの1枚役を取りこぼす択役こぼし時、CBB作動図柄が表示されることもある。   In the push order bells 1 to 3, the middle push to stop the middle reel 1C first, that is, “middle left and right” or “middle right and left” is the correct push order that is the correct stop operation. In the case of displaying and aligning the bells, if 3 cards are used, the payout of medals is 9 with a high payout. In the general gaming state RT0-9, if the reverse is pressed, NML4 to be dropped to RT0 is displayed and the medal payout becomes one. NML2 can be displayed in the middle row for 2 in the forward bell, and NML3 can be displayed in the middle row for the 3rd in the push bell, and the medal payout can be one, or the forward push bell spilling BLK can be displayed and fallen to RT1. is there. However, in the game in which the second specified number, which is the second specified number, is selected in the first game state RT1, there is no fall to RT0 based on the display of NML4 or 5, and in the game state inside the CBB, the display of NML4 or 5 According to the specification, neither the fall to RT0 nor the fall to RT1 based on the display of the forward-pressed bell spilled eye BLK is made. In addition, only in the gaming state inside the CBB, if you push forward, you can display NML1 in the push order bell 1, NML2 in the push order bell 2, NML3 in the push order bell 3, and the medal payout May be one, or the CBB action symbol may be displayed when an optional combination is missed.

押し順ベル右1〜3は第一番目に右リール1Rを止める逆押しすなわち「右左中」又は「右中左」が正解停止操作となる正解の押し順となり、押し順に正解した場合、中段にNML6を表示してベルを揃え、3枚掛けの場合、メダルの払出しが高配当の9枚となる。一般中の遊技状態RT0〜9のとき、中押しをした場合は、RT0に転落させるNML4又は5を表示し且つメダルの払出しが1枚となり、順押しをした場合、押し順ベル右1ではNML1、押し順ベル右2ではNML2、押し順ベル右3ではNML3をそれぞれ中段に表示できてメダルの払出しが1枚となることもあれば、順押しベルこぼし目BLKを表示させてRT1に転落することもある。ただし、第1遊技状態RT1において第2規定数である1枚掛けを選択した遊技では、NML4又は5の表示に基づくRT0への転落はなく、CBB内部中の遊技状態では、NML4又は5の表示に基づくRT0への転落も、順押しベルこぼし目BLKの表示に基づくRT1への転落もない仕様にしている。また、CBB内部中の遊技状態に限り、順押しをした場合、押し順ベル右1ではNML1、押し順ベル右2ではNML2、押し順ベル右3ではNML3をそれぞれ中段に表示できてメダルの払出しが1枚となることもあれば、これらの1枚役を取りこぼす択役こぼし時、CBB作動図柄が表示されることもある。   Push order bells 1 to 3 are the reverse pushes that stop the right reel 1R first, that is, “right middle left” or “right middle left” is the correct push order that is the correct answer stop operation. When NML6 is displayed and the bells are aligned, the payout of medals is 9 with a high payout in the case of 3 cards. In the general gaming state RT0-9, if the middle press is performed, NML4 or 5 to be dropped to RT0 is displayed and the medal payout becomes one. When the forward press is performed, NML1, Pushing bell right 2 can display NML2 and pushing bell right 3 can display NML3 in the middle, and the payout of medals can be one, or the pushbell spilling BLK is displayed and falls to RT1 There is also. However, in the game in which the second specified number, which is the second specified number, is selected in the first game state RT1, there is no fall to RT0 based on the display of NML4 or 5, and in the game state inside the CBB, the display of NML4 or 5 According to the specification, neither the fall to RT0 nor the fall to RT1 based on the display of the forward-pressed bell spilled eye BLK is made. In addition, only in the gaming state inside the CBB, when pushing forward, NML1 can be displayed in the middle of the push order bell right 1, NML2 in the push order bell right 2, NML3 in the push order bell right 3, and the medal payout May be one, or the CBB action symbol may be displayed when an optional combination is missed.

なお、再遊技役についての、RP2によるチャンリプ1、RP3によるチャンリプ2、REP4によるスイカハズレリプ、小役についての、弱チェリー、強チェリー、最強チェリー、中段チェリー、スイカは、ATの作動及び上乗せに期待の持てるチャンス役として機能する。例えば、スイカ<チャンリプ1<チャンリプ2<弱チェリー<強チェリー<中段チェリーの順で、ATの作動及びATの継続ゲーム数の上乗せの期待値を高めており、最強チェリー、スイカハズレリプは、ATの作動及びATの継続ゲーム数の上乗せをほぼ確定させる確定チャンス役となる。   In addition, for the re-playing role, Chan Lip 1 by RP2, Chan Lip 2 by RP 3, Watermelon Hasle Lip by REP 4, and Minor Cherry, Strong Cherry, Strongest Cherry, Middle Cherry, and Watermelon are used for AT operation and addition. Acts as a promising opportunity. For example, in the order of watermelon <Chanlip 1 <Chanlip 2 <weak cherry <strong cherry <middle cherry, the expected value of the AT operation and the number of continued games of AT is increased, and the strongest cherry and watermelon loser It becomes a decisive chance role that almost confirms the operation of and the addition of the number of continuing games of AT.

図7に示すように、多くの場合、前遊技者が有利な遊技状態で台を明け渡すことは稀なため、不利な遊技状態である一般中リプ低確のRT0又はRT1の通常モードから遊技を開始することになる。もっとも、RT0からRT1へは、順押しベルこぼし目BLKにより容易に移行できるため、多くの場合、RT1から遊技を開始することになる。なお、RT0又はRT1では、3枚掛け遊技と1枚掛け遊技とを選択できるが、1枚掛け遊技は一旦ATの作動が決定された後、液晶表示装置70に表示させる「ATモード選択時は1枚掛け!A−ARTモード選択時は3枚掛け!」等の選択ナビ情報の報知後に選択することを想定している。ATモードは、AT機の仕様、A−ARTモードはRBBを抽せんするART機の仕様という意味である。   As shown in FIG. 7, in many cases, it is rare for the previous player to surrender the platform in an advantageous gaming state, so that the normal medium-lip low-accuracy RT0 or RT1 normal mode, which is an unfavorable gaming state, is used. Will start. However, since the transition from RT0 to RT1 can be easily made by the forward-pressing bell spilled eye BLK, in many cases, the game is started from RT1. In RT0 or RT1, three-game and one-game can be selected, but one-game is displayed on the liquid crystal display device 70 once the AT operation is determined. It is assumed that the selection is made after the notification of the selected navigation information such as “1 sheet! 3 times when A-ART mode is selected!”. The AT mode means the specification of the AT machine, and the A-ART mode means the specification of the ART machine for extracting the RBB.

一般中リプ低確のRT0又はRT1の遊技状態では、3枚掛け遊技により、RBB又はRBの当せんに期待しながら、ATの作動を待つことになる。ATの作動が決定されると、選択ナビ情報に応じて、3枚掛け遊技と1枚掛け遊技とが選択できる。3枚掛け遊技を維持する場合は、ベットボタン3の1回操作等を維持することによりほぼ通常どおり遊技を進めることになる。ATの作動が決定された後にリプ高確側への昇格を待つ移行準備期間において、RT1からリプ高確側のRT2に昇格させる昇格契機図柄の組合せとなるREP6を表示することができるチャンリプ1A〜準備移行5の適合押し順(例えばチャンリプ1Aの場合は「中左右」というように、REP6が重複当せんする当せんエリアに応じて異なるREP6を表示してRT2に移行できる押し順。図5参照)が液晶表示装置70等に報知され、容易に一般中リプ高確側に昇格できる。   In the game state of RT0 or RT1, which is generally low in probability, the three-game game waits for the operation of the AT while expecting the winning of RBB or RB. When the operation of the AT is determined, it is possible to select a 3-seat game and a 1-seat game according to the selected navigation information. In the case of maintaining a three-ply game, the game is advanced as usual by maintaining a single operation of the bet button 3 or the like. In the transition preparation period of waiting for promotion to the Lip high-accuracy side after the AT operation is determined, REP6 that can be displayed as a combination of promotion trigger symbols to be promoted from RT1 to RT2 on the high-lip side is displayed. The suitable push order of the preparation transition 5 (for example, in the case of the channel 1A, “middle left and right” is a push order in which different REP6 is displayed depending on the winning area where the REP6 is overlapped and the transition can be made to RT2; see FIG. 5). The information is notified to the liquid crystal display device 70 and the like, and can be easily promoted to the normal medium-lip high-accuracy side.

一般中リプ高確の遊技状態は、再遊技役の内訳が異なるRT2〜9の複数種類設けており、演出抽せんに当せん等することより赤7揃いリプレイや白7揃いリプレイ等により開始され、ATの作動が継続する継続ゲーム数等の減算を中断してプラスアルファのメダルを獲得できる擬似ボーナスや、再遊技役の内訳の変更による再遊技に係るチャンス役の出現頻度を高めることによりATの継続ゲーム数を特に優遇的に上乗せする上乗せ特化ゾーン等を体験できる。また、RT2〜9では、押し順ベル中1〜3、押し順ベル右1〜3の正解の押し順報知により9枚配当の入賞を促進でき、この積み重ねが出玉となる。同時に、RT2〜9中、RBB又はRBの当せんにも期待でき、役物に係るボーナスにより出玉増加速度が高まる。これにより、遊技者は、ATとリプ高確とによるARTの遊技性を十分に堪能できる。このRT2〜9は、ATの作動が継続ゲーム数の消化により終了し、押し順ベル中1〜3、押し順ベル右1〜3の正解の押し順が報知されなくなると、順押しベルこぼし目BLK等の転落契機図柄の組合せの表示の回避が困難となり、リプ低確側のRT0又はRT1に転落する。なお、RT2〜9の全部又は一部は、例えば40ゲーム等の所定遊技数の経過に基づいてRT0に転落させる仕様にしてもよい。   In general, the high-reliability gaming state is provided with multiple types of RT2-9, with different replaying game breakdowns. The game is started by red 7-match replay, white 7-match replay, etc. Continuation of AT by increasing the frequency of appearance of chance bonuses related to replays by changing the breakdown of the replays role and the pseudo bonus that can be obtained by interrupting the subtraction of the number of continuing games etc. You can experience an extra special zone that gives you a special advantage of the number of games. Also, in RT2-9, winning a prize for nine payouts can be promoted by notifying the correct push order of push order bells 1 to 3 and push order bell right 1 to 3, and this accumulation becomes a play. At the same time, during RT 2-9, you can also expect RBB or RB winning, and the bonus for the bonus will increase the speed at which you can increase the number of balls. Thereby, the player can fully enjoy the gameability of ART by AT and Rip high accuracy. In RT2-9, when the AT operation is finished by digestion of the number of continuous games, and the correct push order of push order bells 1 to 3 and push order bell right 1 to 3 is not notified, the forward push bell spilled It becomes difficult to avoid the display of the combination of fall trigger symbols such as BLK, and the fall falls to RT0 or RT1 on the low accuracy side of the lip. In addition, you may make it the specification which falls to RT0 based on progress of predetermined games, such as 40 games, for example, all or part of RT2-9.

一般中リプ低確のRT0又はRT1の遊技状態において、ATの作動が決定され、選択ナビ情報に応じて、1枚掛け遊技を選択する場合は、ベットボタン3を2回押すこと等により1枚掛け遊技が行える。この場合、RBB又はRBの当せんはなく、CBBの当せんを経てCBB内部中の遊技状態に移行させ、当選エリア19のREP2によるチャンリプ1又は当選エリア20のREP3によるチャンスリプ2等によるAT継続ゲーム数の上乗せ等に期待しながらATの作動による9枚配当の入賞を促進でき、非ATとなっても再遊技役の当せん確率の高いしかもRT2〜9よりも高い状態で遊技でき、遊技者は、ATの遊技性を十分に堪能できる。このCBB内部中の遊技状態は、ATの作動が継続ゲーム数の消化により終了して、押し順ベル中1〜3、押し順ベル右1〜3の正解の押し順が報知されず、順押し時の択役こぼしでCBB作動図柄が表示されると、CBBの作動(2枚投入2枚払出しの2回)を経て、初期遊技状態RT0に復帰する。   In the game state of RT0 or RT1 with low general probability, the AT operation is determined, and when selecting one game according to the selected navigation information, one bet by pressing the bet button 3 twice, etc. You can play games. In this case, there is no winning of RBB or RB, the game state in the inside of the CBB is transferred through winning of CBB, and the number of AT continuation games by Chan Lip 1 by REP2 in winning area 19 or Chance Lip 2 by REP3 in winning area 20 etc. It is possible to promote the winning of 9 payouts by operating the AT while expecting an extra, etc., and even if it becomes a non-AT, the player can play in a state with a high probability of winning a re-gamer and higher than RT2-9. You can fully enjoy AT's gameplay. In the game state inside the CBB, the operation of the AT is ended by digestion of the number of continuous games, and the correct push order of the push order bells 1 to 3 and the push order bell right 1 to 3 is not notified, and the forward push When the CBB action symbol is displayed due to the choice of time, the CBB is activated (two shots of two inserted and two paid out), and the initial gaming state RT0 is restored.

図8に、遊技機筐体8Bの内部に組込む遊技機の制御装置CNのブロック図を示す。制御装置CNは、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す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とを備える。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。現行の遊技機規則で定義する「副基板」は主基板の概念に含まれ、古くから業界内で区別してきた、遊技の結果に影響を及ぼし又は及ぼすおそれがある機能を有するメイン側とこのような機能のないサブ側との関係は、メイン側が「主基板」すなわち「主制御装置」、サブ側が「周辺基板」すなわち「周辺制御装置」となる。   FIG. 8 shows a block diagram of the control device CN of the gaming machine incorporated in the gaming machine casing 8B. The control device CN corresponds to the main control device MC corresponding to the main board referred to in the gaming machine rules and the “peripheral board” referred to in the gaming machine rules for receiving information transmitted from the main control device MC according to the one-way communication specification. Peripheral control device SC. The one-way communication specification refers to a communication specification that satisfies “not capable of receiving a signal transmitted by a peripheral board” defined in the gaming machine rules for the main board. The “sub-board” defined in the current game machine rules is included in the concept of the main board, and has been distinguished within the industry for a long time, such as the main side having functions that affect or may affect the game result. As for the relationship with the sub-side having no function, the main side is “main board”, that is, “main controller”, and the sub-side is “peripheral board”, that is, “peripheral controller”.

主制御装置MCは、メインCPU、ROM、RAMを備える。入力ポートI1に、各リール1L,1C,1Rの回転基準位置を検出するインデックスセンサ11L,11C,11R、各ストップボタン6L,6C,6R、ベットボタン3、精算ボタン4、スタートレバー5、メダル投入口2の下流に設ける投入メダルセンサ21、遊技機筐体8Bに内蔵するメダル払出装置HPの出口に設ける払出メダルセンサ23の各信号を入力している。出力ポートO1から、各ストップボタン6L,6C,6Rの内蔵LED61,62,63を、モータドライバ回路Dr1を介して各リール1L,1C,1Rを駆動する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。インデックスセンサ11L,11C,11Rは、ステッピングモータ12L,12C,12Rに組み込んでもよい。   The main controller MC includes a main CPU, a ROM, and a RAM. Index sensors 11L, 11C, and 11R that detect the rotation reference positions of the reels 1L, 1C, and 1R, the stop buttons 6L, 6C, and 6R, the bet button 3, the checkout button 4, the start lever 5, and the medal are inserted into the input port I1. Signals of the insertion medal sensor 21 provided downstream of the mouth 2 and the payout medal sensor 23 provided at the exit of the medal payout device HP built in the gaming machine housing 8B are input. Stepping motors 12L, 12C, and 12R (SM) for driving the reels 1L, 1C, and 1R through the motor driver circuit Dr1 from the output port O1 through the built-in LEDs 61, 62, and 63 of the stop buttons 6L, 6C, and 6R The medal blocker 22 drops the medal basic lamps 30 via the LED driver circuit Dr2 and the medal blocker 22 that drops the medal inserted after the reel start via the solenoid driver circuit Dr3 to the medal tray 8G via the motor driver circuit Dr4. Each medal payout motor 24 of the apparatus HP is controlled. The index sensors 11L, 11C, and 11R may be incorporated in the stepping motors 12L, 12C, and 12R.

各ステッピングモータSM(12L,12C,12R)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、一の巻線に対する1相励磁のステップと、一の巻線及び隣接する他の巻線に対する2相励磁のステップとを交互に繰返す1−2相励磁により、2ステップで1ステップ角変位させる。本実施形態のものでは、1ステップ角が約1.43度、1ステップ更新する割込み時間は1.496ms、504ステップで一回転する仕様のものを用いている。よって、一コマの移動は504/21=24ステップでされる。   Each stepping motor SM (12L, 12C, 12R) has a permanent magnet built-in rotor Rm having a large number of rotor small teeth on the outer periphery of the iron core, and a plurality of sets of magnetic poles having a plurality of stator small teeth on the inner periphery of the magnetic pole. And a stator Sw wound with windings of phase, B phase, C phase (A bar phase (inverted phase of A)), D phase (B bar phase (inverted phase of B)), and one winding The one-phase excitation step and the two-phase excitation step for one winding and another adjacent winding are alternately shifted by one step by two steps. In the present embodiment, the one step angle is about 1.43 degrees, the interrupt time for updating one step is 1.496 ms, and the specification that rotates once in 504 steps is used. Therefore, one frame is moved in 504/21 = 24 steps.

主制御装置MCのROM上には、規定数の掛けメダルの投入下、スタートレバー5の操作により上記内部抽せんを実行する内部抽せん手段K、スタートレバー5の操作後で且つ前遊技の開始から最低遊技間隔の4.1秒経過後に各リール1L,1C,1Rを正転させ、内部抽せんの結果とストップボタン6L,6C,6Rの操作とに基づいて、停止操作時点から0コマ滑り(即止め)、1コマ滑り、2コマ滑り、3コマ滑り、4コマ滑りで有効ラインに停止させることができる計5コマのうち、当せん役に係る図柄であって再遊技役>小役>役物の順に従う役別優先順位付けと高配当優先又は図柄の組合せ数優先に従う役内優先順位付けとにより最も引込み優先順位の高い図柄を検索するロジック演算及び又は予めROM上で定義した停止制御テーブルを参照することにより、許容される最大滑りコマ数の範囲内で当せん役に係る優先順位の最も高い図柄を引き込み且つ当せんしていない役に係る図柄の組合せの完成を阻止する蹴飛ばしを行い、対応するリール1L,1C,1Rを各停止させ、内部抽せんで決定した当せん役に整合した図柄の組合せの表示を許容させて一回の遊技の結果を導出させる可変表示制御手段を構成するリール制御手段Sを構築している。   On the ROM of the main controller MC, the internal lottery means K for executing the internal lottery by the operation of the start lever 5 with the specified number of multiplying medals inserted, the minimum after the start of the previous game after the operation of the start lever 5 Each reel 1L, 1C, 1R is rotated forward after the game interval of 4.1 seconds, based on the result of the internal lottery and the operation of the stop buttons 6L, 6C, 6R. ) Out of a total of 5 frames that can be stopped on the effective line by 1 frame slide, 2 frame slide, 3 frame slide, 4 frame slide A logic operation for searching for a symbol with the highest pull-in priority by a prioritization by role according to the order and a prioritization according to the priority of high payout priority or the number of combinations of symbols and / or a stop system defined in advance on the ROM By referring to the table, within the range of the maximum number of sliding symbols allowed, kicking in the symbol with the highest priority related to the winning combination and preventing the completion of the combination of symbols related to the winning combination, Reel control which constitutes variable display control means for deriving the result of one game by allowing the corresponding reels 1L, 1C, 1R to stop and permit the display of the combination of symbols matched to the winning combination determined by the internal lottery Means S are constructed.

また、主制御装置MCのROM上には、遊技結果が入賞なら所定枚数のメダルを払出すメダル払出手段M、遊技結果が再遊技の作動なら次ゲームの掛けメダルを自動投入するメダル自動投入手段E、内部抽せんの実行に引き続いて実行するフリーズ抽せんに基づいて今回遊技開始時に挿入するスタートフリーズ又は次遊技以降のスタート時に挿入する予約フリーズを含み、本来遊技の進行を一時中断してリール1L,1C,1Rを逆回転等により変則駆動させるフリーズ実行手段Fを構築している。なお、フリーズとは、遊技進行を管理する主制御装置MCから提供可能な遊技者利益に係る遊技結果、すなわち、メダルの払出し、再遊技の作動、役物の作動、遊技状態への移行という何れの遊技結果も生じさせないで、リール1L,1C,1R等を所定態様で作動させることをいう。   On the ROM of the main controller MC, a medal payout means M for paying out a predetermined number of medals if the game result is a win, and an automatic medal insertion means for automatically inserting the medals for the next game if the game result is a re-game operation. E, including a start freeze to be inserted at the start of the current game based on a freeze lotter executed following the execution of the internal lottery or a reservation freeze to be inserted at the start of the next game or later. Freeze execution means F for irregularly driving 1C and 1R by reverse rotation or the like is constructed. Note that the freeze is a game result related to the player's profit that can be provided from the main controller MC that manages the progress of the game, i.e., a medal payout, a re-game operation, an action of an accessory, or a transition to a game state. This means that the reels 1L, 1C, 1R, etc. are operated in a predetermined manner without causing any game results.

さらに、主制御装置MCのROM上には、図7に示したとおりに遊技状態を移行させて、内部抽せんで用いる当せんエリア、すなわち再遊技役の当せん確率及び又は当せんする再遊技役や択役、通常小役、特別役等の内訳を変更させる遊技状態移行手段Jを構築している。この遊技状態移行手段Jは、一般遊技状態で且つ再遊技役の当せん確率が低い再遊技低確状態における第1規定数での遊技、すなわち一般中リプ低確のRT0又はRT1における3枚掛け遊技により、遊技の結果として導出される予め定めた昇格契機図柄の組合せの表示、すなわちATの作動下で表示が容易な昇格契機図柄の組合せRFP6等の表示に基づいて、再遊技役の当せん確率を再遊技低確状態よりも高くした第1再遊技高確状態、すなわちリプ低確の1/7.3に対して1/1.52と高めた一般中リプ高確のRT2〜9で遊技を行わせる第1再遊技高確化手段J1uと、
一般遊技状態で且つ再遊技低確状態における第2規定数での遊技、すなわち一般中リプ低確のRT0又はRT1における1枚掛け遊技により、第2特別役に当せんし且つ該当せんの権利が持ち越された第2特別役内部中の遊技状態への移行、すなわちCBBに当せんし且つ該当せんの権利が持ち越されたCBB内部中の遊技状態への移行に基づいて、再遊技役の当せん確率を再遊技低確状態よりも高くした第2再遊技高確状態、すなわちリプ低確の1/7.3に対して1/1.48と高めたリプ高確のCBB内部中の遊技状態で遊技を行わせる第2再遊技高確化手段J2uとを含む。
また、遊技状態移行手段Jは、一般遊技状態で且つ再遊技役の当せん確率が高い再遊技高確状態における第1規定数での遊技、すなわち一般中リプ高確のRT2〜9における3枚掛け遊技により、遊技の結果として導出される予め定めた転落契機図柄の組合せの表示、すなわちATの非作動下で表示の回避が困難な転落契機図柄の組合せBLK等の表示に基づいて、再遊技役の当せん確率を再遊技低確状態、すなわちリプ低確の1/7.3の一般中リプ低確のRT0又はRT1に復帰させる第1再遊技低確化手段J1dと、
再遊技役の当せん確率を再遊技低確状態よりも高くした第2再遊技高確状態、すなわちリプ低確の1/7.3に対して1/1.48と高めたリプ高確のCBB内部中の遊技状態から、遊技の結果として導出される予め定めた所定図柄の組合せの表示、すなわちATの非作動下での択役の取りこぼし時に表示され得るCBB作動図柄の表示に基づいて、第2特別役作動中すなわちCBB作動中の遊技状態を経て、一般中リプ低確のRT0に復帰させる第2再遊技低確化手段J2dとを含む。
Further, on the ROM of the main controller MC, the gaming state is shifted as shown in FIG. 7, and the winning area used in the internal lottery, that is, the winning probability of the replaying player and / or the replaying player or the winning combination to win. The game state transition means J for changing the breakdown of the normal small part, special part, etc. is constructed. This game state transition means J is a game with the first prescribed number in the replay low probability state in the general game state and low replay player winning probability, that is, a three-ply game in RT0 or RT1 with a general medium low probability. Based on the display of a predetermined promotion opportunity combination derived as a result of the game, that is, the display of the promotion opportunity combination RFP6 or the like that is easy to display under the operation of the AT, the winning probability of the re-gamer is calculated. The first replay high-accuracy state that is higher than the replay low-probability state, that is, the general medium-lip high-accuracy RT2-9 increased to 1 / 1.52 relative to 1 / 7.3 of the low-repeat probability A first re-game high accuracy means J1u to be performed;
The game with the second specified number in the general gaming state and the low probability of re-playing, that is, the single-play game in RT0 or RT1 with the general medium-lip low probability, the right of the second special role and the corresponding right carry over Based on the transition to the gaming state within the second special role, that is, the transition to the gaming state within the CBB where the right of the relevant CBB has been carried over and the right of the relevant bonus has been carried over, In the second re-game high-accuracy state that is higher than the game low-probability state, that is, in the game state in the CBB inside the high-reliability CBB increased to 1 / 1.48 with respect to 1 / 7.3 of the lip low-probability And a second replay high accuracy means J2u to be performed.
In addition, the game state transition means J is a game in the first specified number in the replay high-accuracy state in which the replay player has a high probability of winning in the general game state, that is, in the general medium lip high-accuracy RT2 to 9 Based on the display of a predetermined fall trigger symbol combination derived as a result of the game, that is, a fall trigger symbol combination BLK or the like that is difficult to avoid when the AT is not operating, A first replay low-accuracy means J1d for returning the winning probability to the replay low-probability state, that is, the normal low-repeat RT0 or RT1 of 1 / 7.3
The second re-game high-accuracy state in which the replay player's winning probability is higher than the re-game low-probability state, that is, the high-repeat CBB with 1 / 1.48 as compared to 1 / 7.3 of the low-repeat probability Based on the display of a predetermined combination of predetermined symbols derived as a result of the game from the game state in the inside, that is, the display of the CBB operation symbol that can be displayed when the winning combination is missed under AT non-operation, And a second re-game low probability means J2d for returning to RT0 with low general probability through the game state during the special role operation, that is, during the CBB operation.

周辺制御装置SCは、サブCPU、ROM、RAMを備える。入力ポートI2に、主制御装置MCからの送信情報、ジョグダイヤルJDの信号を入力している。出力ポートO2から、ランプドライバ回路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、ランプドライバ回路Dr8を介して遊技演出ランプ類700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。主制御装置MCから周辺制御装置SCへの送信情報には、ベットボタン3の操作情報を含むメダル投入情報、スタートレバー5の操作情報を含むリール始動情報、内部抽せんによる当せんフラグ情報、ストップボタン6L,6C,6Rの操作情報、遊技結果情報、遊技状態情報、フリーズ実行又は予約情報、エラー情報等、主制御装置MCで検出し又は実行する各種情報が含まれる。   The peripheral control device SC includes a sub CPU, a ROM, and a RAM. Transmission information from the main controller MC and a signal of the jog dial JD are input to the input port I2. The reel back lamps BL1 to 9 that illuminate the nine symbols facing the display window 80 from the output port O2 through the lamp driver circuit Dr5 from the back of the reel bands 10L, 10C, and 10R, and the decorative lamp through the LED driver circuit Dr6. 88, the liquid crystal display device 70 via the LCD driver circuit Dr7, the game effect lamps 700 via the lamp driver circuit Dr8, and the speakers 91 to 94 via the power amplifier circuit Dr9. The transmission information from the main controller MC to the peripheral controller SC includes medal insertion information including operation information of the bet button 3, reel start information including operation information of the start lever 5, winning flag information by internal lottery, stop button 6L. , 6C, 6R operation information, game result information, game state information, freeze execution or reservation information, error information, and the like, which are detected or executed by the main controller MC.

周辺制御装置SCのROM上には、所定条件下、押し順ベル中1〜3、押し順ベル右1〜3の正解の押し順を含む所定のナビ情報を遊技者に報知させるナビ情報報知手段Xを構築している。このナビ情報報知手段Xは、前回のAT終了からカウントするゲーム数が所定値に達したか又はチャンス役等の当せんを契機に実行するATの作動抽せんに当せんしたか或は所定のフリーズが実行されたか等、予め定めたATの作動許可条件を判定してATの作動を決定するAT作動決定手段Y0と、ATの作動が決定された後、昇格契機図柄の組合せREP6等を表示させるのに適合した押し順をREP6等を重複当せん範囲に含む再遊技役の当せん時に報知させる移行準備期間及び又はATに当せんしたかも?と煽る動画演出等を液晶表示装置70上に展開させる一定又は可変の前兆ゲーム期間を経たとき等、予め定めたATの実作動契機の具備により、例えば5又は10ゲームの初期ゲームにおいて毎ゲームATの継続ゲーム数等を累積的に積み上げる初期上乗せ特化ゾーンから始まるATを実作動させるAT作動実行手段Y1、初期上乗せを含む所定の上乗せ契機によりAT終了までの継続ゲーム数等を上乗せするAT上乗せ手段Y2、ATの実作動中に押し順ベル中1〜3、押し順ベル右1〜3の正解の押し順を液晶表示装置70や遊技演出ランプ類700での表示ナビ及び又はスピーカ91〜94からの音声ナビにより知らせるATナビ情報出力手段Z1、RT0又はRT1の遊技状態においてATの作動決定後の前兆ゲーム期間等に出す「ATモード選択時は1枚掛け!A−ARTモード選択時は3枚掛け!」等の選択ナビ情報や所定の注意喚起ナビ等を含む特定ナビ情報を液晶表示装置70上に表示させる特定ナビ情報出力手段Z2、ゲームの進行に伴いATの作動が継続し得るゲーム数等が0になったことを契機にATの作動を終了させるAT終了手段Wを含む。   On the ROM of the peripheral control device SC, navigation information notification means for notifying the player of predetermined navigation information including the correct pressing order of the push order bells 1 to 3 and the push order bell right 1 to 3 under predetermined conditions. X is being built. This navigation information notifying means X is that the number of games counted from the end of the previous AT has reached a predetermined value, or has been hit by an AT operation lottery that is triggered by winning of a chance role or the like, or a predetermined freeze is executed The AT operation determining means Y0 for determining the AT operation by judging the predetermined AT operation permission condition, such as whether it has been performed, and the combination REP6 of the promotion opportunity symbol after the AT operation is determined are displayed. Did you win the transition preparation period and / or AT to notify you when the re-playing player who includes REP6 etc. in the overlapping winning range for the appropriate push order? For example, in the initial game of 5 or 10 games, every game AT, such as when a predetermined or variable predictive game period for developing a moving image effect or the like on the liquid crystal display device 70 has passed, AT operation execution means Y1 that actually activates the AT starting from the initial specialization zone that cumulatively accumulates the number of continuous games, etc., and AT addition that adds the number of continuous games until the end of AT by a predetermined additional opportunity including initial addition Means Y2, during the actual operation of the AT, the correct push order of the push order bells 1 to 3 and the push order bell right 1 to 3 is displayed on the liquid crystal display device 70 and the game effect lamps 700 and / or the speakers 91 to 94. The AT navigation information output means Z1, RT0, or RT1 that is informed by voice navigation from the game in the game state of AT1 is issued in the precursor game period after the AT operation is determined. Specific navigation information for displaying on the liquid crystal display device 70 specific navigation information including selection navigation information such as “multiply 1 when selecting T mode! The output means Z2 includes AT end means W for ending the AT operation when the number of games that the AT operation can continue with the progress of the game becomes zero.

こうして、主制御装置MC上に構築した第1再遊技高確化手段J1uにより実現される第1再遊技高確状態たるRT2〜9において周辺制御装置SC上に構築したナビ情報報知手段XのATナビ情報出力手段Z1によって押し順ベル中1〜3、押し順ベル右1〜3による択役の正解停止操作情報(正解の押し順)が報知されることにより、再遊技役の当せん確率が1/1.52と相対的に高く、かつ、特定入賞役(択役)の入賞が促進された第1遊技たるアシストリプレイタイムARTによる遊技を実行可能に形成していると共に、
主制御装置MC上に構築した第2再遊技高確化手段J2uにより実現される第2再遊技高確状態たるCBB内部中の遊技状態において周辺制御装置SC上に構築したナビ情報報知手段XのATナビ情報出力手段Z1によって押し順ベル中1〜3、押し順ベル右1〜3による択役の正解停止操作情報(正解の押し順)が報知されることにより、再遊技役の当せん確率が1/1.48と相対的に高く、かつ、特定入賞役(択役)の入賞が促進された第2遊技たるアシストタイムATによる遊技を実行可能に形成している。
また、周辺制御装置SCのROM上には、非AT下において左リール1Lを第一番目に停止させる順押し以外で停止操作をした場合、AT下においてナビに従わない停止操作をした場合に、例えばATの作動決定までのゲーム数の減算を所定ゲーム期間ストップしたり、チャンス役等を契機としたATの作動や上乗せについての抽せんを所定ゲーム期間留保したり、押し順ベル中1〜3、押し順ベル右1〜3の正解の押し順報知を所定ゲーム期間ストップする等の遊技者に不利となる所定ペナルティを課すペナルティ手段Pと、非AT下ではATの作動抽せん仕様を低確、通常、高確、超高確、天国(超々高確)の何れかとし、AT下では上乗せ抽せん仕様をノーマル(通常)、スペシャル(優遇)、プレミアム(特に優遇)の何れかとするモード移行手段Qを構築している。
In this way, the AT navigation of the navigation information notification means X constructed on the peripheral control device SC in RT2-9, which is the first replay high accuracy state realized by the first replay high accuracy means J1u constructed on the main control device MC. The information output means Z1 informs the correct answer stop operation information (push order of correct answers) of the choice combination by the push order bells 1 to 3 and the push order bell right 1 to 3, so that the winning probability of the re-gamer is 1 / It is relatively high at 1.52, and a game with the assist replay time ART, which is the first game in which the winning of a specific winning combination (choice) is promoted, is made executable.
AT of the navigation information notification means X constructed on the peripheral control device SC in the gaming state inside the CBB, which is the second replay high accuracy state realized by the second replay high accuracy means J2u constructed on the main controller MC The navigation information output means Z1 notifies the correct answer stop operation information (push order of correct answer) of the push order bells 1 to 3 and the push order bell right 1 to 3 so that the winning probability of the re-gamer is 1 /1.48 is relatively high, and the game with the assist time AT, which is the second game in which the winning of the specific winning combination (choice) is promoted, is made executable.
Further, on the ROM of the peripheral control device SC, when a stop operation other than the forward press that stops the left reel 1L first under non-AT is performed, or when a stop operation not following navigation is performed under the AT, For example, the subtraction of the number of games until the AT operation is decided is stopped for a predetermined game period, the AT operation or addition for the chance role etc. is retained for a predetermined game period, Penalty means P that imposes a prescribed penalty that is disadvantageous to the player, such as stopping the push order notification of the correct answer of push order bell right 1 to 3 for a predetermined game period, etc. , High accuracy, super high accuracy, heaven (super high accuracy), and under AT, the lottery specification will be either normal (normal), special (preferential), premium (especially preferential) Have built over de transition means Q.

図9に、一遊技の開始から終了までの主制御装置MCでする制御の流れを示す。先ず、規定数の掛けメダルの投入下(ステップS1)、スタートレバー5の操作(S2)を契機に、遊技状態と規定数とに応じて、次記1]〜9]のとおり、内部抽せん(S3)を実行する。1]〜9]は、図7中の米印の当せんエリア番号に対応している。   FIG. 9 shows the flow of control performed by the main controller MC from the start to the end of one game. First, when a specified number of multiplying medals are inserted (step S1) and the start lever 5 is operated (S2), an internal lottery (as described in the following 1) to 9] depending on the gaming state and the specified number ( S3) is executed. 1] to 9] correspond to the winning area numbers of the rice marks in FIG.

1]一般中リプ低確の3枚掛け遊技時は、再遊技確率1/7.3で、択役、通常小役、及び、主に第1特別役であるRBB又はRBを抽せんする。
2]一般中リプ高確の3枚掛け遊技時は、再遊技確率1/1.52で、択役、通常小役、及び、主に第1特別役であるRBB又はRBを抽せんする。
3]一般中リプ低確の1枚掛け遊技時は、再遊技確率1/7.3で、択役、通常小役、及び、第2特別役であるCBBを抽せんする。
4]一般中リプ高確の1枚掛け遊技時は、再遊技確率1/1.52で、択役、通常小役、及び、第2特別役であるCBBを抽せんする。
5]一般中リプ低確の3枚掛け遊技において第1特別役RBB又はRBに内部当せんしたRBB/RB内部中のリプ低確の3枚掛け遊技時は、再遊技確率1/7.3で、択役、通常小役を抽せんする。
6]一般中リプ高確の3枚掛け遊技において第1特別役RBB又はRBに内部当せんしたRBB/RB内部中のリプ高確の3枚掛け遊技時は、再遊技確率1/1.52で、択役及び通常小役を抽せんする。
7]一般中リプ低確の1枚掛け遊技において第2特別役CBBに内部当せんしたCBB内部中のリプ高確の3枚掛け遊技時は、再遊技確率1/1.48で、択役及び通常小役を抽せんする。
8]第1特別役RBB又はRBの作動図柄の表示により開始されるRBB/RB作動中の3枚掛け遊技時は、小役ALLとし、NML6により9枚/Gの払出しが約束されることになる。
9]第2特別役CBBの作動図柄の表示により開始されるCBB作動中の2枚掛け遊技時は、実質的に小役ALLとし、NML11又は12により2枚/Gの払出しが約束されることになる。
1] At the time of a three-game game with a general medium lip low probability, a replay probability is 1 / 7.3, and an RBB or RB that is mainly a first special combination and an RBB or RB that is mainly a first special combination is drawn.
2] At the time of a three-game game with a general medium lip high accuracy, the replay probability is 1 / 1.52, and the RBB or RB, which is the first special combination, and the selected combination, the normal small combination, are drawn.
3] At the time of a one-game game with a general medium lip low probability, the replay probability is 1 / 7.3, and the CBB that is the selected combination, the normal small combination, and the second special combination is drawn.
4] At the time of a one-game game with a general medium lip high accuracy, the CBB which is an optional combination, a normal small combination, and a second special combination is drawn with a replay probability of 1 / 1.52.
5] In a three-game game with a low probability of a general medium lip, a three-game with a low probability of a lip in the RBB / RB inside the first special role RBB or RB will have a replay probability of 1 / 7.3. , Elect the selection role, normal small role.
6] In general three-round high-reliability three-ply game, the RBB / RB internal three-ply game in the RBB / RB that hits the first special role RBB or RB will have a replay probability of 1 / 1.52. , Draw the elected role and the normal small role.
7] In the case of a single-game game with a low probability of a general medium lip, a three-player game with a high-precision lip inside the CBB that hits the second special role CBB will have a replay probability of 1 / 1.48, Usually draws a small role.
8] In the case of a three-seat game during RBB / RB operation that is started by displaying the operation symbol of the first special role RBB or RB, the small role ALL is assumed, and NML6 promises to pay 9 cards / G Become.
9] When a two-seat game during CBB operation that is started by displaying the operation symbol of the second special role CBB, it is substantially a small role ALL, and NML11 or 12 promises to pay 2 cards / G become.

内部抽せんに引き続いて、フリーズ抽せんを実行し(S4)、今回ゲームでスタートフリーズ又は前回ゲーム以前に当せんした予約フリーズを実行しないときは該判定後(S5)、スタートフリーズ又は予約フリーズを実行するときは該当する所定のフリーズを実行した後(S6)、前回ゲームの開始から最低遊技間隔の4.1秒経過を条件に全リール1L,1C,1Rを正転側に定常回転させる(S7)。定常回転に達した後、ストップボタン6L,6C,6Rによる停止操作を受付け(S8)、内部抽せんで決定した当せんエリアと各ストップボタン6L,6C,6Rの操作タイミングとに基づいて、回転中のリール1L,1C,1Rを各停止させる(S9)。   Following the internal lottery, a freeze lottery is executed (S4). When a start freeze or a reservation freeze won before the previous game is not executed in this game, after the determination (S5), when a start freeze or a reservation freeze is executed After executing the corresponding predetermined freeze (S6), all reels 1L, 1C, 1R are normally rotated to the forward rotation side on the condition that the minimum game interval elapses from the start of the previous game (S7). After reaching the steady rotation, stop operation by the stop buttons 6L, 6C, 6R is accepted (S8), and based on the winning area determined by the internal lottery and the operation timing of each stop button 6L, 6C, 6R The reels 1L, 1C, and 1R are stopped (S9).

全リール1L,1C,1Rの停止後、有効ライン上に表示された図柄の組合せを判定し(S10)、遊技結果に応じた所定の遊技結果を生じさせる(S11)。すなわち、入賞の場合は図4に示した所定枚数のメダルを払出し、再遊技の場合は新たなメダルの投入なしで次ゲームを行う再遊技を作動させ、第1,第2特別役に係る作動図柄が表示された場合は該当する役物を作動させ、上記した昇格契機図柄REP6等の表示や、転落契機図柄BLK等の表示や、第1,第2特別役に係る作動図柄の表示或は所定の払出メダルの超過等に基づいて、図7に示したとおりに遊技状態を移行させる。   After all the reels 1L, 1C, 1R are stopped, the combination of symbols displayed on the active line is determined (S10), and a predetermined game result corresponding to the game result is generated (S11). That is, in the case of winning a prize, the predetermined number of medals shown in FIG. 4 are paid out, and in the case of replaying, the regame in which the next game is performed without the insertion of a new medal is operated, and the operations related to the first and second special roles are performed. If the symbol is displayed, activate the corresponding role, display the above-mentioned promotion trigger symbol REP6, etc., display the fall trigger symbol BLK, etc., display the trigger symbol related to the first and second special roles, or Based on the excess of a predetermined payout medal, the gaming state is shifted as shown in FIG.

図7において、多くの場合、遊技者は一般中リプ低確のRT0又はRT1から第1規定数の3枚掛けで遊技を開始することになる。RBB又はRBに当せんできると、RBB又はRB内部中を経て、RBB又はRB作動中となり、約200枚又は約60枚のメダルを速攻的に獲得できる。RT0又はRT1での3枚掛け遊技時、周辺制御装置SCにおいてATの作動が決定されると、前兆ゲーム期間等に、液晶表示装置70上に「ATモード選択時は1枚掛け!A−ARTモード選択時は3枚掛け!」の選択ナビ情報が出され、3枚掛けを維持する場合は、押し順適合による昇格契機図柄の組合せREP6の表示により、リプ高確のRT2に昇格でき、ATの実作動下、1/1.52のリプ高確のRT2〜RT9において、手持ちのメダルを減らすことなく、RBB又はRBへの当せんにも期待できながら択役(押し順ベル中1〜3、押し順ベル右1〜3)の正解押し順ナビにより3BET時9枚払出しの入賞を積み重ねることができ、役物付きのART機の遊技性を楽しむことができる。一方、選択ナビ情報により、1枚掛けを選択する場合は、CBBの当せんを得て1/1.48のリプ高確のCBB内部中に移行させ、ATの実作動下、手持ちのメダルを減らすことなく、択役(押し順ベル中1〜3、押し順ベル右1〜3)の正解押し順ナビにより3BET時9枚払出しとなる入賞を積み重ねることができ、AT機の遊技性を楽しむことができる。なお、1枚掛けと3枚掛けの選択ナビ情報は、ATの作動抽せんの非当せん時において出し、1枚掛けによりCBBの当せんを得てCBB内部中に移行させた後に、ATの作動抽せんでの当せん等によるATの作動決定を待つ仕様にしてもよい。また、3枚掛け遊技時も、1枚掛け遊技時も、何れにおいてもATの作動抽せん等のATの作動決定処理を実行していてよい。   In FIG. 7, in many cases, the player starts a game with the first specified number of three cards from RT0 or RT1 with a low probability of general lip. If the player can hit the RBB or RB, the RBB or RB is in operation through the RBB or the inside of the RB, and about 200 or about 60 medals can be quickly acquired. When the operation of the AT is determined in the peripheral control device SC during the game with three cards at RT0 or RT1, during the precursor game period or the like, “one card when AT mode is selected! A-ART! When the mode is selected, the navigation information will be displayed. If you want to keep 3 cards, you can be promoted to a highly accurate RT2 by displaying the combination REP6 of the promotion trigger pattern according to the push order. Under the actual operation of 1 to 1.52 of Rip high accuracy RT2 to RT9, without reducing the medals on hand, it can be expected to win RBB or RB (1 to 3 in the push order bell, With the correct push order navigation of push order bells 1 to 3), it is possible to accumulate 9 payouts at the time of 3BET, and enjoy the playability of an ART machine with an accessory. On the other hand, when selecting one piece according to the selected navigation information, a CBB win is obtained and transferred to the inside of the CBB with a high accuracy of 1 / 1.48 lip to reduce the number of medals on hand under actual operation of the AT. Without winning, it is possible to accumulate winnings that will be paid out at the time of 3BET by selecting the correct answer (1 to 3 in the push order bell, 1 to 3 in the push order bell), and enjoy the gaming of the AT machine. Can do. The selection navigation information for 1- and 3-slices is displayed when the AT operation lottery is not won, and after the CBB is obtained by one-hatch and transferred to the inside of the CBB, the AT operation lottery is used. You may make it the specification which waits for the operation determination of AT by the winning of etc. Further, the AT operation determination process such as the AT operation lottery may be executed in both the three-ply game and the single-ply game.

以上の実施形態では、第1規定数を3に第2規定数を1にしたが、第1規定数を1に第2規定数を3にしてもよいし、第1規定数を3に第2規定数を2にしてもよいし、第1規定数を2に第2規定数を3にしてもよい。また、リプ低確からリプ高確側への昇格契機図柄の組合せとして、REP6等の再遊技に係る図柄の組合せを適用したが、所定の小役の取りこぼし時に表示される特定のこぼし目を適用してもよい。さらに、第2特別役として、投入遊技媒体数に対する獲得遊技媒体数の比率が1すなわち純増0となる第2種特別役物に係る役物連続作動装置CBBを適用したが、投入遊技媒体数に対する獲得遊技媒体数の比率が1以下の所定値すなわち純増がマイナスとなる第1種特別役物RB又は第1種特別役物に係る役物連続作動装置RBBを適用してもよい。   In the above embodiment, the first specified number is set to 3 and the second specified number is set to 1. However, the first specified number may be set to 1, the second specified number may be set to 3, and the first specified number is set to 3. 2 The prescribed number may be two, the first prescribed number may be two, and the second prescribed number may be three. In addition, the combination of symbols related to replay, such as REP6, was applied as a combination of motives for promotion from Lip Low Probability to Lip High Probability, but specific spills displayed when a certain small role was missed were applied. May be. In addition, as the second special combination, the continuous action device CBB related to the second type special combination in which the ratio of the acquired game medium number to the input game medium number is 1, that is, the net increase is 0, is applied. The first type special combination RB in which the ratio of the number of acquired game media is 1 or less, that is, the net increase is negative, or the combination continuous action device RBB related to the first type special combination may be applied.

例えば、正解の押し順で3BET時9枚払出しとなるNML6相当の小役を2種類以上定義し、例えば、3BET時9枚払出しとなる第1高配当役(仮にNML61とおく)と同じく3BET時9枚払出しとなる第2高配当役(仮にNML62とおく)とを定義し、第2特別役RB又はRBBの当せんの権利が持ち越されたRB又はRBB内部中の遊技状態では、第1高配当役(NML61)と第2高配当役(NML62)とを択役毎に何れか一つを当せんさせることとする一方で、RB又はRBB作動中の遊技状態では、第1高配当役(NML61)と第2高配当役(NML62)とを重複当せんさせ、かつ、メダルの払出しを伴う入賞役についてのトータル当せん確率はRB又はRBB内部中の遊技状態よりも高くするが、第1高配当役と第2高配当役とが重複当せんする確率は、RB又はRBB内部中の遊技状態で第1高配当役又は第2高配当役の何れかが当せんする確率よりも低くする。このようにすれば、RB又はRBB作動中の遊技状態では、投入遊技媒体数に対する獲得遊技媒体数の比率が1以下の所定値すなわちマイナスの純増に意図的にでき、かえってメダルが減ることなる。よって、より多くの遊技時間を費やすことが見込まれる第2特別役に係る役物作動中以外の他の遊技状態において獲得できるメダル数を一層十分に確保することができる。   For example, two or more kinds of NML6 equivalent small combinations that will be paid out in 3 BETs in the order of pushing the correct answer are defined. For example, in the case of 3 BETs as in the case of the first high payout combination (NML 61 is assumed) that is paid out in 9 BETs In the game state inside the RB or RBB in which the right of winning of the second special role RB or RBB is carried over is defined as the second high payout portion (NML62 is assumed to be nine payouts). While the winning combination (NML61) and the second high payout combination (NML62) are to be won for each selected combination, the first high payout combination (NML61) in the gaming state during RB or RBB operation And the second high payout combination (NML62), and the total winning probability for the winning combination with payout of medals is higher than the gaming state inside the RB or RBB, but the first high payout combination Probability that the second high payout combination overlap winning, one of the first high payout officer or second high payout role in playing state RB or RBB in the internal is lower than the probability of winning. In this way, in the gaming state during RB or RBB operation, the ratio of the number of acquired game media to the number of input game media can be intentionally set to a predetermined value of 1 or less, that is, a negative net increase, and medals are reduced. Therefore, it is possible to further sufficiently secure the number of medals that can be obtained in other gaming states other than during the operation of the accessory related to the second special combination that is expected to spend more gaming time.

以上の実施形態では、ATの作動抽せん等を周辺制御装置SCで行うようにしたが、主制御装置MCで行うようにしてもよい。
回胴式遊技機は、風俗営業等の規制及び業務の適正化等に関する法律第2条第1項第7号のぱちんこ屋の営業に供されるのが本来であるが、本発明に係る遊技機はこれに限らず、同法律第2条第1項第8号の店舗等の営業に供されるスロットマシンや、同法律の規制が及ばないアーケードゲーム機や、リールを映像等で表現したシュミレーションゲーム機等にも適用できる。なお、以上の説明中、確率や数字、図柄の組合せ等は一例示に過ぎないのは言うまでも無い。
In the above embodiment, the AT operation lottery and the like are performed by the peripheral control device SC, but may be performed by the main control device MC.
The swing type gaming machine is originally used for the pachinko shop business in Article 2, Paragraph 1, Item 7 of the Law Concerning Regulation of Customs Business and Optimization of Business, etc. Machines are not limited to this, but slot machines used for business operations in stores, etc. of Article 2, Paragraph 1, Item 8 of the Act, arcade game machines that are not subject to the regulation of the Act, and reels are expressed with images etc. It can also be applied to simulation game machines. In the above description, it goes without saying that the probability, number, combination of symbols, etc. are merely examples.

1L;左リール,1C;中リール,1R;右リール(各可変表示要素)
2;メダル投入口、3;ベットボタン、4;精算ボタン
5;スタートレバー(スタートスイッチ)
6L,6C,6R;各ストップスイッチ
6L;左ストップボタン、6C;中ストップボタン、6R;右ストップボタン
7;演出表示装置、70;液晶表示装置
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、S;リール制御手段(可変表示制御手段)
M;メダル払出手段、E;メダル自動投入手段、F;フリーズ実行手段
J;遊技状態移行手段
J1u;第1再遊技高確化手段、J1d;第1再遊技低確化手段
J2u;第2再遊技高確化手段、J2d;第2再遊技低確化手段
X;ナビ情報報知手段
Y0;AT作動決定手段、Y1;AT作動実行手段、Y2;AT上乗せ手段
Z1;ATナビ情報出力手段、Z2;特定ナビ情報出力手段
W;AT終了手段、P;ペナルティ手段、Q;モード移行手段
1L; Left reel, 1C; Middle reel, 1R; Right reel (each variable display element)
2; medal slot, 3; bet button, 4; checkout button 5; start lever (start switch)
6L, 6C, 6R; each stop switch 6L; left stop button, 6C; middle stop button, 6R; right stop button 7; production display device 70; liquid crystal display device 8; reel panel 80; display window CN; , MC; main control device, SC; peripheral control device K; internal lottery means, S; reel control means (variable display control means)
M: medal payout means, E: medal automatic insertion means, F: freeze execution means J: gaming state transition means J1u; first regame high accuracy means, J1d; first regame low accuracy means J2u; second regame height Confirming means, J2d; Second replay low-establishing means X; Navigation information notifying means Y0; AT operation determining means, Y1; AT action executing means, Y2; AT addition means Z1; AT navigation information output means, Z2; Specific navigation information Output means W: AT end means, P: Penalty means, Q: Mode transition means

Claims (8)

複数コマの図柄を可変表示させる複数の可変表示要素を有し、
遊技媒体の投入下における可変表示開始操作に基づいて、内部抽せん用の乱数値を抽出し、遊技媒体を獲得できる入賞を容易にするための役物を作動させる複数の特別役と、特定の正解停止操作がされたとき投入遊技媒体数を超える高配当の遊技媒体を獲得できる特定入賞役と、新たな遊技媒体の投入無しで次遊技が行える再遊技役とを含む複数の役について予め定めた当せんエリアに対する抽出乱数値の属否により当せん役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、内部抽せんで決定した当せん役に整合した図柄の組合せの表示を許容させて一回の遊技の結果を導出させる可変表示制御手段と、
所定の作動契機により、前記特定入賞役についての正解停止操作情報を含むナビ情報を遊技者に報知させるナビ情報報知手段とを含む遊技機において、
前記内部抽せん手段は、前記特別役に非当せんで且つ役物非作動中の一般遊技状態下、一遊技の投入遊技媒体数が第1規定数のときは前記特別役の当せんエリアに遊技媒体の所定の純増が見込める第1特別役を割当て、一遊技の投入遊技媒体数が第1規定数と異なる第2規定数のときは前記特別役の当せんエリアに遊技媒体の純増が前記第1特別役の場合よりも少なくなる第2特別役を割当てた仕様を有し、
前記一般遊技状態で且つ再遊技役の当せん確率が低い再遊技低確状態における第1規定数での遊技により、遊技の結果として導出される予め定めた昇格契機図柄の組合せの表示に基づいて再遊技役の当せん確率を前記再遊技低確状態よりも高くした第1再遊技高確状態で遊技を行わせる第1再遊技高確化手段と、
前記一般遊技状態で且つ前記再遊技低確状態における第2規定数での遊技により、第2特別役に当せんし且つ該当せんの権利が持ち越された第2特別役内部中の遊技状態への移行に基づいて再遊技役の当せん確率を前記再遊技低確状態よりも高くした第2再遊技高確状態で遊技を行わせる第2再遊技高確化手段とを含み、
前記第1再遊技高確状態において前記ナビ情報報知手段によって正解停止操作情報が報知されることにより、再遊技役の当せん確率が相対的に高く、かつ、特定入賞役の入賞が促進された第1遊技を実行可能に形成し、
前記第2再遊技高確状態において前記ナビ情報報知手段によって正解停止操作情報が報知されることにより、再遊技役の当せん確率が相対的に高く、かつ、特定入賞役の入賞が促進された第2遊技を実行可能に形成したことを特徴とする遊技機。
It has a plurality of variable display elements that variably display the symbols of multiple frames,
Based on the variable display start operation when the game medium is inserted, a random number value for the internal lottery is extracted, and a plurality of special roles that activates a role for facilitating winnings that can acquire game media, and a specific correct answer Predetermined for a plurality of roles including a specific winning combination that can obtain a high-payout gaming medium exceeding the number of inserted gaming media when a stop operation is performed, and a re-gamer that can perform the next game without inserting a new gaming medium Internal lottery means for determining the winning combination based on whether or not the extracted random number value for the winning area,
Variable display that causes each variable display of the variable display element to stop based on the corresponding stop operation, and allows the display of a combination of symbols matched to the winning combination determined by the internal lottery to derive the result of one game Control means;
In a gaming machine including a navigation information notifying unit for notifying a player of navigation information including correct answer stop operation information about the specific winning combination at a predetermined operation opportunity,
The internal lottery means is configured so that when the number of input game media for one game is a first prescribed number in a general gaming state where the special combination is not won and the accessory is not activated, A first special role that can be expected to have a predetermined net increase is allocated, and when the number of game media input in one game is a second specified number different from the first specified number, a net increase in game media is added to the winning area of the special role. Has a specification assigned a second special role that is less than in the case of
Based on the display of the combination of predetermined promotion opportunity symbols derived as a result of the game by the game with the first specified number in the replay low probability state in the general game state where the winning probability of the regamer is low. First regame high accuracy means for performing a game in a first replay high probability state in which the winning probability of the game player is higher than the replay low probability state;
Transition to the gaming state in the second special role where the second special role is won and the right of the corresponding special item is carried over due to the second prescribed number of games in the general gaming state and the replay low probability state And a second replay high accuracy means for performing a game in a second replay high-accuracy state in which the winning probability of the regame player is higher than the replay low-probability state based on
The correct stop operation information is notified by the navigation information notification means in the first replay high-accuracy state, so that the winning probability of the re-playing combination is relatively high and the winning of the specific winning combination is promoted. 1 game is made feasible,
When the correct stop operation information is notified by the navigation information notification means in the second replay high-accuracy state, the winning probability of the re-game player is relatively high and the winning of the specific winning combination is promoted. A gaming machine characterized in that two games can be executed.
第2特別役に係る役物作動中、投入遊技媒体数に対する獲得遊技媒体数の比率が1以下の所定値となる仕様にしている請求項1記載の遊技機。   2. The gaming machine according to claim 1, wherein the ratio of the number of acquired game media to the number of input game media is a predetermined value of 1 or less during the operation of the accessory related to the second special combination. 第2規定数の遊技では、前記昇格契機図柄の組合せの表示に基づく再遊技役の当せん確率の高確化はない仕様にしている請求項1又は2記載の遊技機。   3. The gaming machine according to claim 1, wherein the second specified number of games has a specification that does not increase the winning probability of the re-gamer based on the display of the combination of the promotion opportunity symbols. 前記一般遊技状態で且つ前記再遊技低確状態のとき、第1規定数での遊技と第2規定数での遊技を遊技者が選択可能にしている請求項1又は2若しくは3記載の遊技機。   The gaming machine according to claim 1, 2 or 3, wherein the player can select a game with the first specified number and a game with the second specified number in the general game state and the replay low probability state. . 前記一般遊技状態で且つ前記再遊技低確状態のとき、第1規定数で遊技をするときも第2規定数で遊技をするときも、前記ナビ情報報知手段を作動可能としている請求項1〜4何れか一項に記載の遊技機。   The navigation information notification means is operable when the game is played with the first specified number and when the game is played with the second specified number in the general game state and the replay low probability state. 4. The gaming machine according to any one of four. 第2特別役内部中の遊技状態では、少なくとも第1特別役の抽せんはしない仕様にしている請求項1〜5何れか一項に記載の遊技機。   The gaming machine according to any one of claims 1 to 5, wherein at least the first special combination is not drawn in the gaming state inside the second special combination. 第1特別役は当せんに係る役物作動図柄が表示されるまで当せんの権利が持ち越される仕様を有し、第1特別役の当せんの権利が持ち越された第1特別役内部中の遊技状態では、少なくとも第2特別役の抽せんはしない仕様にしている請求項1〜6何れか一項に記載の遊技機。   The 1st special role has the specification that the right of winning will be carried over until the character action symbol related to the winning is displayed, and in the gaming state inside the 1st special role where the right of winning of the 1st special role is carried over The gaming machine according to any one of claims 1 to 6, wherein at least the second special combination is not drawn. 特別役に当せんし且つ当せんの権利が持ち越された特別役内部中の遊技状態では、当せんに係る役物作動図柄を除く所定図柄が表示されても、再遊技役の当せん確率を変化させない仕様にしている請求項1〜7何れか一項に記載の遊技機。   In the game state inside the special role where the special role is won and the right to win is carried over, even if a predetermined symbol excluding the character operation symbol related to the win is displayed, the specification that does not change the winning probability of the re-gamer The gaming machine according to any one of claims 1 to 7.
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JP2017113241A (en) * 2015-12-24 2017-06-29 サミー株式会社 Slot machine
JP2017113243A (en) * 2015-12-24 2017-06-29 サミー株式会社 Slot machine
JP2018019844A (en) * 2016-08-02 2018-02-08 株式会社オリンピア Game machine
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JP2017113241A (en) * 2015-12-24 2017-06-29 サミー株式会社 Slot machine
JP2017113243A (en) * 2015-12-24 2017-06-29 サミー株式会社 Slot machine
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