JP6868915B2 - Game machine - Google Patents

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JP6868915B2
JP6868915B2 JP2020034058A JP2020034058A JP6868915B2 JP 6868915 B2 JP6868915 B2 JP 6868915B2 JP 2020034058 A JP2020034058 A JP 2020034058A JP 2020034058 A JP2020034058 A JP 2020034058A JP 6868915 B2 JP6868915 B2 JP 6868915B2
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亨 川田
亨 川田
洋一 小野
洋一 小野
拓士 井川
拓士 井川
真寛 伊藤
真寛 伊藤
繁樹 山田
繁樹 山田
孝洋 石原
孝洋 石原
博幸 角谷
博幸 角谷
孝幸 菊地
孝幸 菊地
孝太 平岡
孝太 平岡
友和 大澤
友和 大澤
裕介 相場
裕介 相場
拓也 佐々木
拓也 佐々木
山本 俊
俊 山本
慎也 小野
慎也 小野
悠一 白石
悠一 白石
允仁 岩田
允仁 岩田
雄大 山口
雄大 山口
翼 中内
翼 中内
貴裕 朝飛
貴裕 朝飛
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株式会社オリンピア
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Description

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

特許文献1に、中段の有効ラインにベル図柄が三つ揃う9枚配当の一つの高配当役と、有効ラインにベル図柄が三つ揃わない1枚配当の全17種類の低配当役から当せんエリアの相互一致を避けて選ぶ3つ又は4つの低配当役とを重複当せんさせ、「中左右」の正解押し順に従う停止操作がされたとき高配当役を入賞させる213ベルを8種類、「中右左」の正解押し順に従う停止操作がされたとき高配当役を入賞させる231ベルを14種類、「右左中」の正解押し順に従う停止操作がされたとき高配当役を入賞させる312ベルを8種類、「右中左」の正解押し順に従う停止操作がされたとき高配当役を入賞させる321ベルを14種類、全部で44種類の択役当せんエリアを定義し、正解押し順を遊技者に報知させるアシストタイム(ATともいう)の作動時、液晶表示装置に正解押し順ナビを出し、高配当役を容易に入賞させることができる遊技機が記載されている。 In Patent Document 1, one high payout combination of nine payouts with three bell symbols on the middle effective line and one low payout combination without three bell symbols on the effective line are awarded from all 17 types of low payouts. Eight types of 213 bells that win a high payout when the stop operation is performed according to the correct answer pressing order of "middle left and right" by overlapping the three or four low payouts selected while avoiding mutual matching of areas, " 14 types of 231 bells to win a high payout when the stop operation is performed according to the correct answer pressing order of "middle right left", and 312 bells to win a high payout combination when the stop operation is performed according to the correct answer pressing order of "right left middle" Eight types, 14 types of 321 bells that win a high payout when a stop operation is performed according to the correct answer pressing order of "right, middle, left", a total of 44 types of winning combination winning areas are defined, and the correct answer pressing order is set by the player. A game machine that can easily win a high payout combination by displaying the correct answer pressing order navigation on the liquid crystal display device when the assist time (also referred to as AT) is activated is described.

特開2015−29741号公報JP-A-2015-29741

上記文献1のものは、正解の押し順に従う停止操作がされたとき必ず中段ラインにベル図柄を三つ揃える統一的な表示を可能とするが、反面、高配当役が一つのため、正解の押し順に従わない停止操作がされたとき第1停止後に直ちに押し順に正解しなかったことが判明する場合が多く、興趣を直ちに萎えさせる恐れがある。 The above document 1 enables a unified display in which three bell symbols are always aligned on the middle line when a stop operation is performed according to the order in which the correct answer is pressed, but on the other hand, since there is only one high payout combination, the correct answer is correct. When a stop operation that does not follow the push order is performed, it is often found that the correct answer was not given immediately after the first stop, which may immediately diminish the interest.

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

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

本発明の課題は、第1停止後に興趣を直ちに萎えさせるのを低減できると共に役構成及び停止制御を複雑にすることなく、複数の択役を適切に設けることができる遊技機を提供する点にある。 An object of the present invention is to provide a game machine capable of reducing the immediate withering of interest after the first stop and appropriately providing a plurality of alternatives without complicating the combination of combinations and stop control. is there.

図面の符号を括弧内に付記して例示する。
複数コマの図柄を可変表示させる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、
可変表示開始操作に基づいて、内部抽せん用の乱数値を抽出し、予め定義した当せんエリアに対する抽出した前記乱数値の属否により当せんエリアに含まれる役の当否を決定する内部抽せん手段(K)と、
前記可変表示要素の可変表示を、対応する停止操作に基づいて各停止させ、所定の有効ラインに前記内部抽せん手段により当せんと決定した当せんエリアに含まれる役に対応した図柄の組合せの表示を許容させる可変表示制御手段(リール制御手段V)と
一般遊技状態において前記内部抽せんにより特別役に当せんしたことに基づいて、当せんした遊技で前記特別役の図柄の組合せが表示できずに当せんの権利が持ち越された内部中の状態へ遊技状態を移行可能であり、前記特別役の作動図柄の表示を条件として役物作動中の状態へ遊技状態を移行させることが可能な遊技状態移行手段(J)とを含む遊技機を前提とする。
「可変表示要素」は、リール、ベルト、画像を含む。
The reference numerals of the drawings are added in parentheses for illustration.
It has a plurality of variable display elements (left reel 1L, middle reel 1C, right reel 1R) for variably displaying the symbols of a plurality of frames.
An internal lottery means (K) that extracts a random number value for an internal lottery based on a variable display start operation and determines whether or not a winning combination included in the winning area is appropriate based on the affiliation or non-genus of the extracted random number value with respect to a predetermined winning area. When,
The variable display of the variable display element is stopped based on the corresponding stop operation, and it is allowed to display a combination of symbols corresponding to the winning combination included in the winning area determined to be won by the internal lottery means on a predetermined effective line. a variable display control means (reel control means V) to,
Based on the fact that the special combination was won by the internal lottery in the general game state, the game state is shifted to the internal state in which the winning right is carried over because the combination of the symbols of the special role cannot be displayed in the winning game. It is premised on a gaming machine including a gaming state transition means (J) capable of shifting the gaming state to a state in which the accessory is operating, subject to the display of the operation symbol of the special combination.
"Variable display elements" include reels, belts, images.

以上の遊技機において、前記当せんエリアには、複数の択役当せんエリアとして、
第1正解押し順(例えば、左中右)に従う停止操作がされたとき規定数を超える配当である高配当役としての第1高配当役(NML1、NML4)と、第1正解押し順に従わない停止操作がされたとき規定数を超えない配当である低配当役(例えば、NML8,11,12,15,16,19)とを重複当せんさせる複数の第1択役当せんエリア(例えば、高配当択役左中1、高配当択役左中3)と、
第1正解押し順とは異なる第2正解押し順(例えば、中左右)に従う停止操作がされたとき規定数を超える配当であり且つ第1高配当役とは異なる高配当役としての第2高配当役(NML2、NML5)と、第2正解押し順に従わない停止操作がされたとき規定数を超えない配当である低配当役(例えば、NML8,11,12,15,16,19)とを重複当せんさせる複数の第2択役当せんエリア(例えば、高配当択役中左1、高配当択役中左3)とを含む。
In the above-mentioned gaming machines, the winning area has a plurality of alternative winning areas.
The first high payout (NML1, NML4) as a high payout, which is a payout exceeding the specified number when the stop operation is performed according to the first correct answer push order (for example, left, middle, right), and the first correct answer push order are not followed. Multiple first-choice winning areas (eg, high payouts) that overlap with low payouts (eg, NML8,11,12,15,16,19), which is a payout that does not exceed the specified number when the stop operation is performed. Choosing role left middle 1, high dividend Choosing role left middle 3),
When the stop operation is performed according to the second correct answer pushing order (for example, middle left and right), which is different from the first correct answer pushing order, the payout exceeds the specified number and the second high as a high payout combination different from the first high payout combination. Dividends (NML2, NML5) and low payouts (for example, NML8,11,12,15,16,19), which is a payout that does not exceed the specified number when a stop operation that does not follow the second correct answer pressing order is performed. Includes a plurality of second-choice winning areas (for example, high-payout winning combination left 1, high-paying winning combination middle left 3) to be duplicated.

また、前記特別役の内部中の状態下でアシストタイムが作動し、且つ前記内部抽せん手段により択役当せんエリアのいずれかの当せんが決定されたときに、正解押し順の情報を報知し、
前記特別役の役物作動中の状態下における前記高配当役が当せんとなる確率が前記一般遊技状態及び前記特別役の内部中の状態における前記択役当せんエリアのいずれかに当せんする確率よりも低く、且つ前記特別役の役物作動中の状態下における小役についてのトータルの当せん確率が前記一般遊技状態及び前記特別役の内部中の状態下よりも高い。
また、前記複数種類の低配当役は、
第1正解押し順の第1番目と同じ順番で第1番目の停止操作(左第1停止)がされたとき第1高配当役と同じ図柄(リプレイ)を有効ラインに表示させ、全停止操作後は第1高配当役と異なる図柄の組合せを有効ラインに表示させる第1正解押し順対応低配当役(例えばNML8,11)と、
第2正解押し順の第1番目と同じ順番で第1番目の停止操作(中第1停止)がされたとき第2高配当役と同じ図柄(プラム)を有効ラインに表示させ、全停止操作後は第2高配当役と異なる図柄の組合せを有効ラインに表示させる第2正解押し順対応低配当役(例えばNML12,15)とを含み、
前記第1択役当せんエリア(例えば、高配当択役左中1、高配当択役左中3)で当せんする低配当役には、前記第2正解押し順対応低配当役(例えばNML12,15)を含むことで、前記内部抽せん手段(K)により前記複数の第1択役当せんエリア(例えば、高配当択役左中1、高配当択役左中3)のうちの何れの当せんが決定された場合でも、第2正解押し順の第1番目と同じ順番で第1番目の停止操作がされたとき第2高配当役(例えばNML12,15)と同じ図柄を有効ラインに表示させ、
前記第2択役当せんエリア(例えば、高配当択役中左1、高配当択役中左3)で当せんする低配当役には、前記第1正解押し順対応低配当役(例えばNML8,11)を含むことで、前記内部抽せん手段(K)により前記複数の第2択役当せんエリア(例えば、高配当択役中左1)のうちの何れの当せんが決定された場合でも、第1正解押し順の第1番目と同じ順番で第1番目の停止操作がされたとき第1高配当役(例えばNML8,11)と同じ図柄を有効ラインに表示させる。
In addition, when the assist time is activated under the internal state of the special combination and the winning of any of the alternative winning areas is determined by the internal lottery means, the information on the correct answer pressing order is notified.
The probability that the high payout combination will be won while the special role is in operation is higher than the probability that the special combination winning area will be won in either the general gaming state or the internal state of the special role. It is low, and the total winning probability for the small winning combination under the operating state of the special winning combination is higher than that under the general gaming state and the internal state of the special winning combination.
In addition, the plurality of types of low dividend auditors,
When the first stop operation (left first stop) is performed in the same order as the first in the first correct answer pressing order, the same symbol (replay) as the first high payout combination is displayed on the effective line, and all stop operations are performed. After that, the first high payout combination and the low payout combination corresponding to the first correct answer push order (for example, NML8, 11) that displays the combination of symbols different from the first high payout combination on the effective line,
When the first stop operation (middle first stop) is performed in the same order as the first in the second correct answer pressing order, the same symbol (plum) as the second high payout combination is displayed on the effective line, and all stop operations are performed. The rest includes the second high payout combination and the low payout combination corresponding to the second correct answer push order (for example, NML12, 15) that displays a combination of symbols different from the second high payout combination on the effective line.
For low payouts that win in the first winning combination winning area (for example, high payout winning combination left middle 1 and high payout winning combination left middle 3), the low payout combination corresponding to the second correct answer push order (for example, NML12,15) ) Is included, and any of the plurality of first-choice winning areas (for example, high-paying winning combination left middle 1 and high-paying winning combination left middle 3) is determined by the internal lottery means (K). Even if it is done, when the first stop operation is performed in the same order as the first in the second correct answer pressing order, the same symbol as the second high payout (for example, NML12,15) is displayed on the effective line.
For low payouts that win in the second winning combination area (for example, high payout winning combination left 1, high payout winning combination middle left 3), the low payout combination corresponding to the first correct answer push order (for example, NML8, 11) ) Is included, and even if any of the plurality of second-choice winning areas (for example, the left 1 in the high-payout winning combination) is determined by the internal lottery means (K), the first correct answer is given. When the first stop operation is performed in the same order as the first push order, the same symbol as the first high payout combination (for example, NML8, 11) is displayed on the effective line.

これにより、押し順の正解、不正解に拘わらず、第1停止時点では、押し順に正解したときと同じ第1高配当役又は第2高配当役と同じ図柄を表示できるため、高配当への期待感を持続させることができる。また、第1択役当せんエリアの当せん時に正解押し順どおりに第1番目の停止操作をした押し順正解時と、第2択役当せんエリアの当せん時なのに第1択役当せんエリアの当せん時の正解押し順で第1番目の停止操作をした押し順不正解時とで同じ図柄を表示させ、第2択役当せんエリアの当せん時に正解押し順どおりに第1番目の停止操作をした押し順正解時と、第1択役当せんエリアの当せん時なのに第2択役当せんエリアの当せん時の正解押し順で第1番目の停止操作をした押し順不正解時とで同じ図柄を表示させるため、これら同じ図柄を表示させる際の停止制御を共通にでき、停止制御に要するプログラム容量を節約できる。 As a result, regardless of whether the answer is correct or incorrect in the push order, at the time of the first stop, the same symbol as the first high payout combination or the second high payout combination as when the correct answer was made in the push order can be displayed. Expectations can be sustained. In addition, when the first choice winning area is won, the first stop operation is performed according to the correct pressing order, and when the second choice winning area is won, but when the first choice winning area is won. Correct answer The same symbol is displayed as when the first stop operation was performed in the push order, and when the second choice winning area was won, the first stop operation was performed in the correct push order. In order to display the same symbol at the time and when the first stop operation is performed in the correct push order when the first choice winning area is hit but the second choice winning area is hit, the same symbol is displayed. The stop control when displaying the same symbol can be shared, and the program capacity required for the stop control can be saved.

或は、以上の遊技機において、前記当せんエリアには、
第1正解押し順(例えば、左中右)に従う停止操作がされたとき規定数を超える配当である第1高配当役(NML1)と、第1正解押し順に従わない停止操作がされたとき規定数を超えない配当である低配当役(例えば、NML8,11,12,15,16,19)とを重複当せんさせる第1択役当せんエリア(例えば、高配当択役左中1)と、
第1正解押し順とは異なる第2正解押し順(例えば、中左右)に従う停止操作がされたとき規定数を超える配当であり且つ第1高配当役とは異なる第2高配当役(NML2)と、第2正解押し順に従わない停止操作がされたとき規定数を超える配当である低配当役(例えば、NML8,11,12,15,16,19)とを重複当せんさせる第2択役当せんエリア(例えば、高配当択役中左1)と、
第1正解押し順及び第2正解押し順と異なる第3正解押し順(例えば、右左中)に従う停止操作がされたとき規定数を超える配当であり且つ第1高配当役及び第2高配当役とは異なる第3高配当役(NML3)と、第3正解押し順に従わない停止操作がされたとき規定数を超えない配当である低配当役(例えば、NML8,11,12,15,16,19)とを重複当せんさせる第3択役当せんエリア(例えば、高配当択役右左1)とを含む。
Alternatively, in the above-mentioned gaming machines, the winning area may be
When the stop operation is performed according to the first correct answer pressing order (for example, left, middle, right), the first high payout (NML1), which is a payout exceeding the specified number, and the stop operation, which does not follow the first correct answer pressing order, are specified. The first-choice winning area (for example, the high-paying winning combination left middle 1) that duplicates the low-paying combination (for example, NML8,11,12,15,16,19), which is a payout that does not exceed the number,
A second high payout (NML2) that exceeds the specified number and is different from the first high payout when the stop operation is performed according to the second correct push order (for example, middle left and right) that is different from the first correct push order. And a low payout combination (for example, NML8,11,12,15,16,19), which is a payout exceeding the specified number when a stop operation that does not follow the second correct answer pressing order is performed, is a second-choice winning combination. Area (for example, 1 on the left in the high payout option),
When the stop operation is performed according to the third correct answer push order (for example, right, left, middle), which is different from the first correct answer push order and the second correct answer push order, the payout exceeds the specified number, and the first high payout combination and the second high payout combination The third high payout (NML3), which is different from the third high payout (NML3), and the low payout (for example, NML8,11,12,15,16,) which is a payout that does not exceed the specified number when a stop operation that does not follow the third correct answer pressing order is performed. It includes a third winning combination winning area (for example, high payout winning combination right and left 1) that overlaps with 19).

また、これら複数の低配当役は、
第1正解押し順の第1番目と同じ順番で第1番目の停止操作(左第1停止)がされたとき第1高配当役と同じ図柄(リプレイ)を有効ラインに表示させ、全停止操作後は第1高配当役と異なる図柄の組合せを有効ラインに表示させる第1正解押し順対応低配当役(例えばNML8,11)と、
第2正解押し順の第1番目と同じ順番で第1番目の停止操作(中第1停止)がされたとき第2高配当役と同じ図柄(プラム)を有効ラインに表示させ、全停止操作後は第2高配当役と異なる図柄の組合せを有効ラインに表示させる第2正解押し順対応低配当役(例えばNML12,15)と、
第3正解押し順の第1番目と同じ順番で第1番目の停止操作(右第1停止)がされたとき第3高配当役と同じ図柄(リプレイ)を有効ラインに表示させ、全停止操作後は第3高配当役と異なる図柄の組合せを有効ラインに表示させる第3正解押し順対応低配当役(NML16,19)とを含み、
前記第1択役当せんエリア(例えば、高配当択役左中1)で当せんする低配当役には、前記第2正解押し順対応低配当役(例えばNML12,15)及び前記第3正解押し順対応低配当役(NML16,19)を含むことで、前記内部抽せん手段(K)により前記第1択役当せんエリア(例えば、高配当択役左中1)の当せんが決定された場合に、第2正解押し順の第1番目と同じ順番で第1番目の停止操作がされたとき第2高配当役(NML2)と同じ図柄を有効ラインに表示させ、又は第3正解押し順の第1番目と同じ順番で第1番目の停止操作がされたとき第3高配当役(NML3)と同じ図柄を有効ラインに表示させ、
前記第2択役当せんエリア(例えば、高配当択役中左1)で当せんする低配当役には、前記第1正解押し順対応低配当役(例えばNML8,11)及び前記第3正解押し順対応低配当役(NML16,19)を含むことで、前記内部抽せん手段(K)により前記第2択役当せんエリア(例えば、高配当択役中左1)の当せんが決定された場合に、第1正解押し順の第1番目と同じ順番で第1番目の停止操作がされたとき第1高配当役(NML1)と同じ図柄を有効ラインに表示させ、又は第3正解押し順の第1番目と同じ順番で第1番目の停止操作がされたとき第3高配当役(NML3)と同じ図柄を有効ラインに表示させる。
In addition, these multiple low payout roles are
When the first stop operation (left first stop) is performed in the same order as the first in the first correct answer pressing order, the same symbol (replay) as the first high payout combination is displayed on the effective line, and all stop operations are performed. After that, the first high payout combination and the low payout combination corresponding to the first correct answer push order (for example, NML8, 11) that displays the combination of symbols different from the first high payout combination on the effective line,
When the first stop operation (middle first stop) is performed in the same order as the first in the second correct answer pressing order, the same symbol (plum) as the second high payout combination is displayed on the effective line, and all stop operations are performed. After that, the second high payout combination and the low payout combination corresponding to the second correct answer push order (for example, NML12, 15) that displays the combination of symbols different from the second high payout combination on the effective line,
When the first stop operation (first right stop) is performed in the same order as the first in the third correct answer pressing order, the same symbol (replay) as the third high payout combination is displayed on the effective line, and all stop operations are performed. The rest includes the 3rd high payout combination and the 3rd correct answer push order corresponding low payout combination (NML16, 19) that displays a combination of symbols different from the 3rd high payout combination on the effective line.
The low payout winning combination in the first winning combination winning area (for example, the high payout winning combination left middle 1) includes the low payout combination corresponding to the second correct answer pushing order (for example, NML12, 15) and the third correct answer pushing order. By including the corresponding low payout combination (NML16, 19), when the winning of the first selection combination winning area (for example, the high dividend selection combination left middle 1) is determined by the internal lottery means (K), the first 2 When the first stop operation is performed in the same order as the first in the correct answer pressing order, the same symbol as the second high payout (NML2) is displayed on the effective line, or the first in the third correct answer pressing order. When the first stop operation is performed in the same order as, the same symbol as the third high payout (NML3) is displayed on the effective line.
The low payout winning combination in the second winning combination winning area (for example, the left 1 in the high payout winning combination) includes the low payout combination corresponding to the first correct answer pushing order (for example, NML8, 11) and the third correct answer pushing order. By including the corresponding low payout combination (NML16, 19), when the winning of the second selection combination winning area (for example, the left 1 in the high dividend selection combination) is determined by the internal lottery means (K), the first 1 When the first stop operation is performed in the same order as the first in the correct answer pressing order, the same symbol as the first high payout (NML1) is displayed on the effective line, or the first in the third correct answer pressing order. Ru is displayed on effective lines of the third same design as the high payout combination (NML3) when the first stop operation is in the same order as.

これにより、押し順の正解、不正解に拘わらず、第1停止時点では、押し順に正解したときと同じ第1高配当役又は第2高配当役若しくは第3高配当役と同じ図柄を表示できるため、高配当への期待感を持続させることができる。また、第1択役当せんエリアの当せん時に正解押し順どおりに第1番目の停止操作をした押し順正解時と、第2択役当せんエリア或は第3択役当せんエリアの当せん時なのに第1択役当せんエリアの当せん時の正解押し順で第1番目の停止操作をした押し順不正解時とで同じ図柄を表示させ、第2択役当せんエリアの当せん時に正解押し順どおりに第1番目の停止操作をした押し順正解時と、第1択役当せんエリア或は第3択役当せんエリアの当せん時なのに第2択役当せんエリアの当せん時の正解押し順で第1番目の停止操作をした押し順不正解時とで同じ図柄を表示させため、これら同じ図柄を表示させる際の停止制御を共通にでき、停止制御に要するプログラム容量を節約できる。 As a result, regardless of whether the answer is correct or incorrect in the push order, at the time of the first stop, the same symbol as the first high payout combination, the second high payout combination, or the third high payout combination can be displayed. Therefore, the expectation for high dividends can be maintained. In addition, when the first choice winning area is won, the first stop operation is performed according to the correct pressing order, and when the second choice winning area or the third choice winning area is won, the first is the first. The same symbol is displayed when the first stop operation is performed in the correct answer pressing order when the winning combination winning area is won, and the same symbol is displayed when the second selecting combination winning area is won. The first stop operation is performed in the correct push order when the push order is correct and when the first choice winning area or the third choice winning area is hit, but when the second choice winning area is hit. since in the by pressing order incorrect when Ru display the same symbol, the stop control when displaying these same symbols can commonly, saving program capacity required for the stop control.

或は、以上の遊技機において、前記当せんエリアには、
第1正解押し順の第1番目と同じ順番で第1番目の停止操作(左第1停止)がされたとき第1高配当役と同じ図柄(リプレイ)を有効ラインに表示させ、全停止操作後は第1高配当役と異なる図柄の組合せを有効ラインに表示させる第1正解押し順対応低配当役(例えばNML8,11)と、
第2正解押し順の第1番目と同じ順番で第1番目の停止操作(中第1停止)がされたとき第2高配当役と同じ図柄(プラム)を有効ラインに表示させ、全停止操作後は第2高配当役と異なる図柄の組合せを有効ラインに表示させる第2正解押し順対応低配当役(例えばNML12,15)とを含み、
前記第1択役当せんエリア(例えば、高配当択役左中1、高配当択役左中3)で当せんする低配当役には、前記第2正解押し順対応低配当役(例えばNML12,15)を含むことで、前記内部抽せん手段(K)により前記複数の第1択役当せんエリア(例えば、高配当択役左中1)のうちの何れの当せんが決定された場合でも、第2正解押し順の第1番目と同じ順番で第1番目の停止操作がされたとき第2高配当役(例えばNML12,15)と同じ図柄を有効ラインに表示させる。
Alternatively, in the above-mentioned gaming machines, the winning area may be
When the first stop operation (left first stop) is performed in the same order as the first in the first correct answer pressing order, the same symbol (replay) as the first high payout combination is displayed on the effective line, and all stop operations are performed. After that, the first high payout combination and the low payout combination corresponding to the first correct answer push order (for example, NML8, 11) that displays the combination of symbols different from the first high payout combination on the effective line,
When the first stop operation (middle first stop) is performed in the same order as the first in the second correct answer pressing order, the same symbol (plum) as the second high payout combination is displayed on the effective line, and all stop operations are performed. The rest includes the second high payout combination and the low payout combination corresponding to the second correct answer push order (for example, NML12, 15) that displays a combination of symbols different from the second high payout combination on the effective line.
For low payouts that win in the first winning combination winning area (for example, high payout winning combination left middle 1 and high payout winning combination left middle 3 ), the low payout combination corresponding to the second correct answer push order (for example, NML12,15) ) Is included, and even if any of the plurality of first-choice winning areas (for example, the high-paying winning combination left middle 1) is determined by the internal lottery means (K), the second correct answer is given. When the first stop operation is performed in the same order as the first push order, the same symbol as the second high payout combination (for example, NML12, 15) is displayed on the effective line.

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

図1に、本発明を適用する回胴式遊技機を示す。回胴式遊技機は、一般にパチスロと呼ばれ、「遊技機規則」、すなわち平成16年(2004年)1月30日の国家公安委員会規則第1での改正を経た昭和60年(1985年)2月12日の国家公安委員会規則第4「遊技機の認定及び型式の検定等に関する規則」、に適合するスロットマシンである。用語及びその技術内容は現行の遊技機規則に準じている。 FIG. 1 shows a rotating cylinder type gaming machine to which the present invention is applied. Pachislot machines are generally called pachislot machines, and were revised in the "Game Machine Regulations", that is, the National Public Safety Commission Regulation No. 1 on January 30, 2004, in 1985. ) It is a slot machine that conforms to the National Public Safety Commission Rule 4 "Rules for Approval of Gaming Machines and Type Approval, etc." on February 12. The terms and their technical contents are based on the current game machine rules.

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

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

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

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

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

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

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

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

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

図柄中、プラム相互間、ベル又はブドウの相互間、リプレイ相互間は、それぞれ中間に3コマを介在させて4コマ置きに配置しており、任意のタイミングで停止操作しても最大3コマ滑りの範囲内で有効ラインに引込むことができる(図柄引込率1)。図柄番号15,0,1〜6の計8コマの第1領域内の特定引込図柄、すなわち左リール1Lのハート1又はチェリー、中リール1Cのハート1又はハート2、右リール1Rのチェリー又はハート2は、第1領域内から最大3コマ滑りの範囲内で有効ラインに引込むことができるが、図柄番号7〜14の計8コマの第2領域からは引込むことができない(図柄引込率1/2)。第2領域内の特定引込図柄、すなわち左リール1Lのバー又はハート2、中リール1Cのバー又はチェリー、右リール1Rのバー又はハート1は、第2領域内から最大3コマ滑りの範囲内で有効ラインに引込むことができるが、第1領域からは引込むことができない(図柄引込率1/2)。 In the design, between plums, between bells or grapes, and between replays, 3 frames are placed in the middle and arranged every 4 frames, and even if the stop operation is performed at any timing, a maximum of 3 frames will slide. It can be drawn into the effective line within the range of (design pull-in rate 1). Specific pull-in symbols in the first area of a total of 8 frames with symbol numbers 15, 0, 1 to 6, that is, heart 1 or cherry on the left reel 1L, heart 1 or heart 2 on the middle reel 1C, cherry or heart on the right reel 1R. No. 2 can be drawn into the effective line within a range of a maximum of 3 frames slipping from within the 1st area, but cannot be drawn from the 2nd area of a total of 8 frames of symbol numbers 7 to 14 (design drawing rate 1 /). 2). The specific pull-in symbol in the second region, that is, the bar or heart 2 on the left reel 1L, the bar or cherry on the middle reel 1C, and the bar or heart 1 on the right reel 1R are within the range of a maximum of 3 frames sliding from within the second region. It can be drawn into the effective line, but cannot be drawn from the first area (design drawing rate 1/2).

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

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

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

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

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

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

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

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

小役ALLは、NML1〜5の何れかの8枚役を入賞させ、1枚役ALLは、NML8〜20の何れかの1枚役を入賞させる。BAR煽り役は、1枚役NML20を図柄引込率16×4×4/(16×16×16)=256/4096で入賞させる。各高配当択役は、押し順正解時に重複当せん役に含む高配当役(8枚役)を入賞させ、押し順不正解時に図柄引込率1/2で重複当せん役に含む低配当役(1枚役)を入賞させる。各3枚択役は、押し順正解時に3枚役を入賞させ、押し順不正解時に図柄引込率1/4で重複当せん役に含む1枚役を入賞させる。図柄引込率が1でない図柄の組合せに係る入賞役(小役)は取りこぼす場合がある。なお、各高配当択役は、押し順正解時に重複当せん役に含む高配当役を入賞させ、押し順不正解時に取りこぼしなしで重複当せん役に含む低配当役を入賞させ、各3枚択役は、押し順正解時に3枚役を入賞させ、押し順不正解時に取りこぼしなしで1枚役を入賞させる仕様にしてもよい。 The small winning combination ALL wins an eight-card winning combination of NML 1 to 5, and the one-card winning combination ALL wins a winning combination of any one of NML 8 to 20. As for the BAR fanning role, the single-card combination NML20 is awarded with a symbol attraction rate of 16 × 4 × 4 / (16 × 16 × 16) = 256/4096. Each high payout winning combination wins a high payout combination (8 cards) included in the duplicate winning combination when the push order is correct, and a low payout combination (1) included in the duplicate winning combination with a symbol attraction rate of 1/2 when the push order is incorrect. Let's win a prize. Each of the three-card winning combination wins a three-card combination when the push order is correct, and one card combination included in the duplicate winning combination with a symbol pull-in rate of 1/4 when the push order is incorrect. The winning combination (small combination) related to the combination of symbols whose symbol attraction rate is not 1 may be missed. In addition, each high payout winning combination will win the high payout combination included in the duplicate winning combination when the push order is correct, and the low payout combination included in the duplicate winning combination will be won when the push order is incorrect. May be a specification in which a three-card winning combination is awarded when the pushing order is correct, and a one-card winning combination is awarded when the pushing order is incorrect.

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

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

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

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

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

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

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

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

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

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

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

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

RBB1内部中は不当せんエリアがなく且つ取りこぼしてもRBB1作動図柄の組合せを表示できないフルヒット仕様にしているため揃えられず、RBB1内部中からRBB1作動中に移行しない。もっとも、RBB1内部中に不当せんエリアを極僅か例えば1だけ確保する等して、困難ではあるが、RBB1内部中からRBB1作動中に稀に移行できる仕様にしてもよい。なお、本実施形態では、RBB1内部中に滞在時、電源オンオフやリセット処理等をしても一般中に復帰しない仕様にしており、一旦内部中に滞在すると作動中や一般中の遊技状態に移ることはない。 Since there is no injustice area inside RBB1 and the combination of RBB1 operation symbols cannot be displayed even if it is missed, it cannot be aligned, and it does not shift from inside RBB1 to during operation of RBB1. However, although it is difficult to secure an unjust area inside the RBB1 by, for example, only one, the specification may be such that the inside of the RBB1 can be rarely transferred during the operation of the RBB1. In this embodiment, when staying inside the RBB1, the specifications are such that the game does not return to the general state even if the power is turned on / off or reset processing is performed, and once the player stays inside the RBB1, the game state shifts to the operating state or the general game state. There is no such thing.

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

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

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

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

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

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

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

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

遊技機規則 第6条別表第五(1)ロ(ヘ)で規定するシミュレーション試験は、「内部抽せんを行い、条件装置が作動した場合には当該条件装置に係る図柄の組合せが表示され、当該図柄の組合せにより獲得することができる遊技メダル等の最大数が獲得されること」を要件としているため、一般中の取りこぼし無しの条件下での総入賞役定数sは、
s=100×1×1/3 ;BAR煽り役
+39312×1×8/3;高配当択役
+8000×1×3/3 ;3枚択役左
+8000×1×3/3 ;3枚択役左以外
≒120865.3となり、r=8980のため、
Eo=120865.3/(65536−8980)≒2.1371(約213.71%)となる。よって、
17500ゲーム換算投入メダル数=3×17500=52500枚
17500ゲーム換算獲得メダル数=2.1371×3×17500≒112197.8枚となる。
In the simulation test specified in Article 6, Appendix 5 (1) B (f) of the Game Machine Regulations, "Internal lottery is performed, and when the condition device is activated, the combination of symbols related to the condition device is displayed, and the relevant Since it is a requirement that the maximum number of game medals, etc. that can be obtained by combining symbols is obtained, the total winning combination constant s under the condition that there is no omission in the general public is
s = 100 x 1 x 1/3; BAR fanning role +39312 x 1 x 8/3; high payout selection role +8000 x 1 x 3/3; 3 card selection role left +8000 x 1 x 3/3; 3 card selection role Other than the left ≒ 120865.3, and r = 8980, so
Eo = 120865.3 / (65536-8980) ≈2.1371 (about 213.71%). Therefore,
17500 game conversion number of medals inserted = 3 × 17500 = 52500 sheets 17500 game conversion number of medals acquired = 2.1371 × 3 × 17500 ≒ 112197.8 sheets.

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

したがって、規定数3枚時、
総投入メダル数=52500+92085.7=144585.7枚、
総獲得メダル数=112197.8+57924.9=170122.7枚となり、
出玉率=170122.7/144585.7≒1.177(約117.7%)となり、遊技機規則 第6条別表第五(1)ロ(ヌ)で規定する出玉率の所定上限値120%(1.2倍)を下回り、規則に適合する。また、
役物比率=57924.9/170122.7≒0.3405(約34.05%)となり、遊技機規則 第6条別表第五(1)ロ(ヲ)で規定する上限60%(6割)を下回り、規則に適合する。
Therefore, when the specified number is 3,
Total number of medals inserted = 52500 + 92085.7 = 1445855.7,
The total number of medals won = 112197.8 + 57924.9 = 170122.7.
The payout rate = 170122.7 / 1445855.7 ≒ 1.177 (about 117.7%), which is the predetermined upper limit of the payout rate specified in Article 6, Appendix 5 (1) B (nu) of the Game Machine Regulations. It is less than 120% (1.2 times) and conforms to the rules. Also,
The accessory ratio = 57924.9 / 170122.7 ≒ 0.3405 (about 34.05%), and the upper limit is 60% (60%) specified in Article 6, Appendix 5 (1) B (Wo) of the Game Machine Regulations. Less than, and conforms to the rules.

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

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

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

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

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

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

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

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

最大滑りコマ数が3コマとなる16コマリールでは、各ストップボタン6L,6C,6Rを押した時点で基準位置に到達している図柄の上流に後続する0コマ目〜3コマ目の計4コマから停止図柄を決定する。どのタイミングでストップボタン6L,6C,6Rを押しても、3つがステップ数32の図柄、1つがステップ数30の図柄となり、基準位置から最も遠い3コマ目の図柄を引込む場合にも、ストップボタンによる停止操作の検出に1割込、3コマ目の図柄を引込むのに最大32×3+30×1=126割込、合計で最大127割込、よって1.49ms×127=189.23msが最大時間となり、遊技機規則で定める停止までの規定時間190ms以内を満足できる。 In a 16-frame reel with a maximum number of sliding frames of 3, a total of 4 frames from the 0th frame to the 3rd frame following the upstream of the symbol that has reached the reference position when the stop buttons 6L, 6C, and 6R are pressed. Determine the stop symbol from. No matter when the stop buttons 6L, 6C, 6R are pressed, three symbols have 32 steps and one symbol has 30 steps. Even when the symbol of the third frame farthest from the reference position is pulled in, the stop button is used. The maximum time is 1 interrupt for detecting the stop operation, maximum 32 x 3 + 30 x 1 = 126 interrupts for pulling in the third frame, and maximum 127 interrupts in total, so 1.49 ms x 127 = 189.23 ms is the maximum time. , It is possible to satisfy the specified time within 190 ms until the stop specified in the game machine rules.

各リール1L,1C,1Rを停止させる停止パルスには、A相、B相、C相、D相の各巻線を所定時間例えば135割込に相当する201.15msについて全てオンにする全相励磁パルスを用いている。また、停止から定常回転に到達させる加速シーケンスでは、前回の停止時の全相励磁による停止パルスの直前の2相励磁パルスパターンから励磁を始め、最初は42割込時間62.58msの長いオン時間の2相励磁とし、次のステップ更新で9割込時間13.41msの1相励磁とする等、徐々にオン時間を短くしていき、約106ms経過後に定常回転に到達させる。なお、基準位置は有効ラインに必ずしも一致させる必要はなく、表示窓80中の中段や下段や表示窓80外に定めてもよい。基準位置と有効ラインとが異なる場合、基準位置に停止対象に決定した図柄を停止させると、有効ラインに当せん役に対応した図柄が表示される関係になる。 For the stop pulse that stops each reel 1L, 1C, 1R, all-phase excitation that turns on all the windings of A phase, B phase, C phase, and D phase for a predetermined time, for example, 201.15 ms corresponding to 135 interrupts. A pulse is used. In the acceleration sequence from stop to steady rotation, excitation is started from the two-phase excitation pulse pattern immediately before the stop pulse by all-phase excitation at the previous stop, and the initial 42 interrupt time is 62.58 ms, which is a long on-time. In the next step update, the on-time is gradually shortened, such as the one-phase excitation with a 90 interrupt time of 13.41 ms, and the steady rotation is reached after about 106 ms has elapsed. The reference position does not necessarily have to match the effective line, and may be set in the middle or lower stage of the display window 80 or outside the display window 80. When the reference position and the effective line are different, when the symbol determined as the stop target is stopped at the reference position, the symbol corresponding to the winning combination is displayed on the effective line.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

1L;左リール,1C;中リール,1R;右リール(各可変表示要素)
2;メダル投入口、3;ベットボタン、4;精算ボタン
5;スタートレバー(スタートスイッチ)
6L,6C,6R;各ストップスイッチ
6L;左ストップボタン、6C;中ストップボタン、6R;右ストップボタン
7;演出表示装置、70;液晶表示装置
MA;メインモニタ
8;リールパネル、80;表示窓
CN;制御装置、MC;主制御装置、SC;周辺制御装置
K;内部抽せん手段、V;リール制御手段(可変表示制御手段)
V1;回胴回転装置制御手段、V2;回転停止装置制御手段
P;メダル払出手段、Q;メダル自動投入手段、J;遊技状態移行手段
F;フリーズ抽せん手段、G;回胴演出実行手段
H1;AT作動決定手段、H2;AT上乗せ決定手段
H3;AT継続管理手段、H4;AT指示情報出力手段
X1;ナビ手段、X2;音声ナビ手段
Y1;演出表示手段、Y2;効果音出力手段

1L; left reel, 1C; middle reel, 1R; right reel (each variable display element)
2; Medal slot, 3; Bet button, 4; Settlement button 5; Start lever (start switch)
6L, 6C, 6R; each stop switch 6L; left stop button, 6C; middle stop button, 6R; right stop button 7; effect display device, 70; liquid crystal display device MA; main monitor 8; reel panel, 80; display window CN; control device, MC; main control device, SC; peripheral control device K; internal drawing means, V; reel control means (variable display control means)
V1; Rotating cylinder rotating device controlling means, V2; Rotating stopping device controlling means P; Medal paying means, Q; Medal automatic inserting means, J; Game state transition means F; Freeze drawing means, G; Rotating cylinder effect executing means H1; AT operation determination means, H2; AT addition determination means H3; AT continuation management means, H4; AT instruction information output means X1; navigation means, X2; voice navigation means Y1; effect display means, Y2; sound effect output means

Claims (3)

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、
可変表示開始操作に基づいて、内部抽せん用の乱数値を抽出し、予め定義した当せんエリアに対する抽出した前記乱数値の属否により当せんエリアに含まれる役の当否を決定する内部抽せん手段と、
前記可変表示要素の可変表示を、対応する停止操作に基づいて各停止させ、所定の有効ラインに前記内部抽せん手段により当せんと決定した当せんエリアに含まれる役に対応した図柄の組合せの表示を許容させる可変表示制御手段と
一般遊技状態において前記内部抽せんにより特別役に当せんしたことに基づいて、当せんした遊技で前記特別役の図柄の組合せが表示できずに当せんの権利が持ち越された内部中の状態へ遊技状態を移行可能であり、前記特別役の作動図柄の表示を条件として役物作動中の状態へ遊技状態を移行させることが可能な遊技状態移行手段とを含む遊技機において、
前記当せんエリアには、複数の択役当せんエリアとして、
第1正解押し順に従う停止操作がされたとき規定数を超える配当である高配当役としての第1高配当役と、第1正解押し順に従わない停止操作がされたとき規定数を超えない配当である低配当役とを重複当せんさせる複数の第1択役当せんエリアと、
第1正解押し順とは異なる第2正解押し順に従う停止操作がされたとき規定数を超える配当であり且つ第1高配当役とは異なる高配当役としての第2高配当役と、第2正解押し順に従わない停止操作がされたとき規定数を超えない配当である低配当役とを重複当せんさせる複数の第2択役当せんエリアとを含み、
前記特別役の内部中の状態下でアシストタイムが作動し、且つ前記内部抽せん手段により択役当せんエリアのいずれかの当せんが決定されたときに、正解押し順の情報を報知し、
前記特別役の役物作動中の状態下における前記高配当役が当せんとなる確率が前記一般遊技状態及び前記特別役の内部中の状態における前記択役当せんエリアのいずれかに当せんする確率よりも低く、且つ前記特別役の役物作動中の状態下における小役についてのトータルの当せん確率が前記一般遊技状態及び前記特別役の内部中の状態下よりも高く、
前記複数種類の低配当役は、
第1正解押し順の第1番目と同じ順番で第1番目の停止操作がされたとき第1高配当役と同じ図柄を有効ラインに表示させ、全停止操作後は第1高配当役と異なる図柄の組合せを有効ラインに表示させる第1正解押し順対応低配当役と、
第2正解押し順の第1番目と同じ順番で第1番目の停止操作がされたとき第2高配当役と同じ図柄を有効ラインに表示させ、全停止操作後は第2高配当役と異なる図柄の組合せを有効ラインに表示させる第2正解押し順対応低配当役とを含み、
前記第1択役当せんエリアで当せんする低配当役には、前記第2正解押し順対応低配当役を含むことで、前記内部抽せん手段により前記複数の第1択役当せんエリアのうちの何れの当せんが決定された場合でも、第2正解押し順の第1番目と同じ順番で第1番目の停止操作がされたとき第2高配当役と同じ図柄を有効ラインに表示させ、
前記第2択役当せんエリアで当せんする低配当役には、前記第1正解押し順対応低配当役を含むことで、前記内部抽せん手段により前記複数の第2択役当せんエリアのうちの何れの当せんが決定された場合でも、第1正解押し順の第1番目と同じ順番で第1番目の停止操作がされたとき第1高配当役と同じ図柄を有効ラインに表示させることを特徴とする遊技機。
It has multiple variable display elements that display multiple frames of symbols in a variable manner.
An internal lottery means that extracts a random number value for internal lottery based on a variable display start operation and determines whether or not a winning combination included in the winning area is appropriate based on the affiliation of the extracted random number value with respect to a predetermined winning area.
The variable display of the variable display element is stopped based on the corresponding stop operation, and it is allowed to display a combination of symbols corresponding to the winning combination included in the winning area determined to be won by the internal lottery means on a predetermined effective line. a variable display control means for,
Based on the fact that the special combination was won by the internal lottery in the general game state, the game state is shifted to the internal state in which the winning right is carried over because the combination of the symbols of the special role cannot be displayed in the winning game. In a gaming machine including a gaming state transition means capable of shifting the gaming state to a state in which the accessory is operating, subject to the display of the operation symbol of the special combination.
In the winning area, as a plurality of alternative winning areas,
The first high payout as a high payout, which is a payout that exceeds the specified number when the stop operation is performed according to the first correct answer push order, and the payout that does not exceed the specified number when the stop operation is performed that does not follow the first correct answer push order. Multiple first-choice winning areas that duplicate the low payout winning combination,
When the stop operation is performed according to the second correct answer push order, which is different from the first correct answer push order, the second high payout role as a high payout combination that exceeds the specified number and is different from the first high payout combination, and the second Including a plurality of second-choice winning areas that duplicately win a low payout, which is a payout that does not exceed the specified number when a stop operation that does not follow the correct answer pressing order is performed.
When the assist time is activated under the internal state of the special combination and the winning of any of the alternative winning areas is determined by the internal lottery means, the information on the correct answer pressing order is notified.
The probability that the high payout combination will be won while the special role is in operation is higher than the probability that the special combination winning area will be won in either the general gaming state or the internal state of the special role. It is low, and the total winning probability for the small winning combination under the state in which the special winning combination is operating is higher than that under the general gaming state and the internal state of the special winning combination.
The multiple types of low payout roles are
When the first stop operation is performed in the same order as the first in the first correct answer pressing order, the same symbol as the first high payout combination is displayed on the effective line, and after all stop operations, it is different from the first high payout combination. The first correct answer push order corresponding low payout combination that displays the combination of symbols on the effective line,
When the first stop operation is performed in the same order as the first in the second correct answer pressing order, the same symbol as the second high payout combination is displayed on the effective line, and after the full stop operation, it is different from the second high payout combination. Including the second correct answer push order corresponding low payout combination that displays the combination of symbols on the effective line
By including the low payout combination corresponding to the second correct answer push order, the low payout combination won in the first selection combination winning area is any of the plurality of first selection combination winning areas by the internal lottery means. Even if the winning is decided, when the first stop operation is performed in the same order as the first in the second correct answer pressing order, the same symbol as the second high payout combination is displayed on the effective line.
By including the low payout combination corresponding to the first correct answer push order, the low payout combination won in the second alternative winning combination area is any of the plurality of second alternative winning combination winning areas by the internal lottery means. Even if the winning is decided, when the first stop operation is performed in the same order as the first in the first correct answer pressing order, the same symbol as the first high payout combination is displayed on the effective line. Game machine.
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、
可変表示開始操作に基づいて、内部抽せん用の乱数値を抽出し、予め定義した当せんエリアに対する抽出した前記乱数値の属否により当せんエリアに含まれる役の当否を決定する内部抽せん手段と、
前記可変表示要素の可変表示を、対応する停止操作に基づいて各停止させ、所定の有効ラインに前記内部抽せん手段により当せんと決定した当せんエリアに含まれる役に対応した図柄の組合せの表示を許容させる可変表示制御手段とを含む遊技機において、
前記当せんエリアには、
第1正解押し順に従う停止操作がされたとき規定数を超える配当である第1高配当役と、第1正解押し順に従わない停止操作がされたとき規定数を超えない配当である低配当役とを重複当せんさせる第1択役当せんエリアと、
第1正解押し順とは異なる第2正解押し順に従う停止操作がされたとき規定数を超える配当であり且つ第1高配当役とは異なる第2高配当役と、第2正解押し順に従わない停止操作がされたとき規定数を超えない配当である低配当役とを重複当せんさせる第2択役当せんエリアと、
第1正解押し順及び第2正解押し順と異なる第3正解押し順に従う停止操作がされたとき規定数を超える配当であり且つ第1高配当役及び第2高配当役とは異なる第3高配当役と、第3正解押し順に従わない停止操作がされたとき規定数を超えない配当である低配当役とを重複当せんさせる第3択役当せんエリアとを含み、
これら複数種類の低配当役は、
第1正解押し順の第1番目と同じ順番で第1番目の停止操作がされたとき第1高配当役と同じ図柄を有効ラインに表示させ、全停止操作後は第1高配当役と異なる図柄の組合せを有効ラインに表示させる第1正解押し順対応低配当役と、
第2正解押し順の第1番目と同じ順番で第1番目の停止操作がされたとき第2高配当役と同じ図柄を有効ラインに表示させ、全停止操作後は第2高配当役と異なる図柄の組合せを有効ラインに表示させる第2正解押し順対応低配当役と、
第3正解押し順の第1番目と同じ順番で第1番目の停止操作がされたとき第3高配当役と同じ図柄を有効ラインに表示させ、全停止操作後は第3高配当役と異なる図柄の組合せを有効ラインに表示させる第3正解押し順対応低配当役とを含み、
前記第1択役当せんエリアで当せんする低配当役には、前記第2正解押し順対応低配当役及び前記第3正解押し順対応低配当役を含むことで、前記内部抽せん手段により前記第1択役当せんエリアの当せんが決定された場合に、第2正解押し順の第1番目と同じ順番で第1番目の停止操作がされたとき第2高配当役と同じ図柄を有効ラインに表示させ、又は第3正解押し順の第1番目と同じ順番で第1番目の停止操作がされたとき第3高配当役と同じ図柄を有効ラインに表示させ、
前記第2択役当せんエリアで当せんする低配当役には、前記第1正解押し順対応低配当役及び前記第3正解押し順対応低配当役を含むことで、前記内部抽せん手段により前記第2択役当せんエリアの当せんが決定された場合に、第1正解押し順の第1番目と同じ順番で第1番目の停止操作がされたとき第1高配当役と同じ図柄を有効ラインに表示させ、又は第3正解押し順の第1番目と同じ順番で第1番目の停止操作がされたとき第3高配当役と同じ図柄を有効ラインに表示させることを特徴とする遊技機。
It has multiple variable display elements that display multiple frames of symbols in a variable manner.
An internal lottery means that extracts a random number value for internal lottery based on a variable display start operation and determines whether or not a winning combination included in the winning area is appropriate based on the affiliation of the extracted random number value with respect to a predetermined winning area.
The variable display of the variable display element is stopped based on the corresponding stop operation, and it is allowed to display a combination of symbols corresponding to the winning combination included in the winning area determined to be won by the internal lottery means on a predetermined effective line. In a game machine including a variable display control means for making a combination.
In the winning area
The first high payout, which is a payout that exceeds the specified number when the stop operation is performed according to the first correct answer push order, and the low payout, which is the payout that does not exceed the specified number when the stop operation is performed that does not follow the first correct answer push order. The first-choice winning area and the winning area
When the stop operation is performed according to the second correct answer pressing order, which is different from the first correct answer pressing order, the payout exceeds the specified number and the second high payout combination, which is different from the first high payout combination, and the second correct answer pressing order are not followed. The second-choice winning area, which allows you to win multiple low-dividend payouts, which is a payout that does not exceed the specified number when the stop operation is performed,
When the stop operation is performed according to the 3rd correct answer push order, which is different from the 1st correct answer push order and the 2nd correct answer push order, the payout exceeds the specified number and the 3rd high, which is different from the 1st high payout and the 2nd high payout. Including the third-choice winning area, in which the payout combination and the low-dividend combination, which is a dividend that does not exceed the specified number when a stop operation that does not follow the third correct answer pressing order is performed, are duplicated.
These multiple types of low payout roles are
When the first stop operation is performed in the same order as the first in the first correct answer pressing order, the same symbol as the first high payout combination is displayed on the effective line, and after all stop operations, it is different from the first high payout combination. The first correct answer push order corresponding low payout combination that displays the combination of symbols on the effective line,
When the first stop operation is performed in the same order as the first in the second correct answer pressing order, the same symbol as the second high payout combination is displayed on the effective line, and after the full stop operation, it is different from the second high payout combination. The second correct answer push order corresponding low payout combination that displays the combination of symbols on the effective line,
When the first stop operation is performed in the same order as the first in the third correct answer pressing order, the same symbol as the third high payout combination is displayed on the effective line, and after all stop operations, it is different from the third high payout combination. Including the 3rd correct answer push order corresponding low payout combination that displays the combination of symbols on the effective line
The low payout combination won in the first-choice winning area includes the low payout combination corresponding to the second correct answer push order and the low payout combination corresponding to the third correct answer push order, and the first by the internal lottery means. When the winning of the winning combination winning area is decided, when the first stop operation is performed in the same order as the first in the second correct answer pressing order, the same symbol as the second high payout winning combination is displayed on the effective line. Or, when the first stop operation is performed in the same order as the first in the third correct answer pressing order, the same symbol as the third high payout combination is displayed on the effective line.
The low payout combination winning in the second selection winning area includes the low payout combination corresponding to the first correct answer push order and the low payout combination corresponding to the third correct answer push order, and the second by the internal lottery means. When the winning of the winning combination winning area is decided, when the first stop operation is performed in the same order as the first in the first correct answer pressing order, the same symbol as the first high payout winning combination is displayed on the effective line. Or, a gaming machine characterized in that when the first stop operation is performed in the same order as the first in the third correct answer pressing order, the same symbol as the third high payout combination is displayed on the effective line.
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、
可変表示開始操作に基づいて、内部抽せん用の乱数値を抽出し、予め定義した当せんエリアに対する抽出した前記乱数値の属否により当せんエリアに含まれる役の当否を決定する内部抽せん手段と、
前記可変表示要素の可変表示を、対応する停止操作に基づいて各停止させ、所定の有効ラインに前記内部抽せん手段により当せんと決定した当せんエリアに含まれる役に対応した図柄の組合せの表示を許容させる可変表示制御手段と
一般遊技状態において前記内部抽せんにより特別役に当せんしたことに基づいて、当せんした遊技で前記特別役の図柄の組合せが表示できずに当せんの権利が持ち越された内部中の状態へ遊技状態を移行可能であり、前記特別役の作動図柄の表示を条件として役物作動中の状態へ遊技状態を移行させることが可能な遊技状態移行手段とを含む遊技機において、
前記当せんエリアには、複数の択役当せんエリアとして、
第1正解押し順に従う停止操作がされたとき規定数を超える配当である高配当役としての第1高配当役と、第1正解押し順に従わない停止操作がされたとき規定数を超えない配当である低配当役とを重複当せんさせる複数の第1択役当せんエリアと、
第1正解押し順とは異なる第2正解押し順に従う停止操作がされたとき規定数を超える配当であり且つ第1高配当役とは異なる高配当役としての第2高配当役と、第2正解押し順に従わない停止操作がされたとき規定数を超えない配当である低配当役とを重複当せんさせる複数の第2択役当せんエリアとを含み、
前記特別役の内部中の状態下でアシストタイムが作動し、且つ前記内部抽せん手段により択役当せんエリアのいずれかの当せんが決定されたときに、正解押し順の情報を報知し、
前記特別役の役物作動中の状態下における前記高配当役が当せんとなる確率が前記一般遊技状態及び前記特別役の内部中の状態における前記択役当せんエリアのいずれかに当せんする確率よりも低く、且つ前記特別役の役物作動中の状態下における小役についてのトータルの当せん確率が前記一般遊技状態及び前記特別役の内部中の状態下よりも高く、
前記複数種類の低配当役は、
第1正解押し順の第1番目と同じ順番で第1番目の停止操作がされたとき第1高配当役と同じ図柄を有効ラインに表示させ、全停止操作後は第1高配当役と異なる図柄の組合せを有効ラインに表示させる第1正解押し順対応低配当役と、
第2正解押し順の第1番目と同じ順番で第1番目の停止操作がされたとき第2高配当役と同じ図柄を有効ラインに表示させ、全停止操作後は第2高配当役と異なる図柄の組合せを有効ラインに表示させる第2正解押し順対応低配当役とを含み、
前記第1択役当せんエリアで当せんする低配当役には、前記第2正解押し順対応低配当役を含むことで、前記内部抽せん手段により前記複数の第1択役当せんエリアのうちの何れの当せんが決定された場合でも、第2正解押し順の第1番目と同じ順番で第1番目の停止操作がされたとき第2高配当役と同じ図柄を有効ラインに表示させることを特徴とする遊技機。
It has multiple variable display elements that display multiple frames of symbols in a variable manner.
An internal lottery means that extracts a random number value for internal lottery based on a variable display start operation and determines whether or not a winning combination included in the winning area is appropriate based on the affiliation of the extracted random number value with respect to a predetermined winning area.
The variable display of the variable display element is stopped based on the corresponding stop operation, and it is allowed to display a combination of symbols corresponding to the winning combination included in the winning area determined to be won by the internal lottery means on a predetermined effective line. a variable display control means for,
Based on the fact that the special combination was won by the internal lottery in the general game state, the game state is shifted to the internal state in which the winning right is carried over because the combination of the symbols of the special role cannot be displayed in the winning game. In a gaming machine including a gaming state transition means capable of shifting the gaming state to a state in which the accessory is operating, subject to the display of the operation symbol of the special combination.
In the winning area, as a plurality of alternative winning areas,
The first high payout as a high payout, which is a payout that exceeds the specified number when the stop operation is performed according to the first correct answer push order, and the payout that does not exceed the specified number when the stop operation is performed that does not follow the first correct answer push order. Multiple first-choice winning areas that duplicate the low payout winning combination,
When the stop operation is performed according to the second correct answer push order, which is different from the first correct answer push order, the second high payout role as a high payout combination that exceeds the specified number and is different from the first high payout combination, and the second Including a plurality of second-choice winning areas that duplicately win a low payout, which is a payout that does not exceed the specified number when a stop operation that does not follow the correct answer pressing order is performed.
When the assist time is activated under the internal state of the special combination and the winning of any of the alternative winning areas is determined by the internal lottery means, the information on the correct answer pressing order is notified.
The probability that the high payout combination will be won while the special role is in operation is higher than the probability that the special combination winning area will be won in either the general gaming state or the internal state of the special role. It is low, and the total winning probability for the small winning combination under the state in which the special winning combination is operating is higher than that under the general gaming state and the internal state of the special winning combination.
The multiple types of low payout roles are
When the first stop operation is performed in the same order as the first in the first correct answer pressing order, the same symbol as the first high payout combination is displayed on the effective line, and after all stop operations, it is different from the first high payout combination. The first correct answer push order corresponding low payout combination that displays the combination of symbols on the effective line,
When the first stop operation is performed in the same order as the first in the second correct answer pressing order, the same symbol as the second high payout combination is displayed on the effective line, and after the full stop operation, it is different from the second high payout combination. Including the second correct answer push order corresponding low payout combination that displays the combination of symbols on the effective line
By including the low payout combination corresponding to the second correct answer push order, the low payout combination won in the first selection combination winning area is any of the plurality of first selection combination winning areas by the internal lottery means. Even if the winning is decided, when the first stop operation is performed in the same order as the first in the second correct answer pressing order, the same symbol as the second high payout combination is displayed on the effective line. Game machine.
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