Pachislot Code Geass Lelouch of the Rebellion

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Type 5 machine Sammy A+ART May 2012
TOC

Beginner’s guide

Basic Spec

  • Mainly bonuses and the ART “Black Rebellion” are used to increase payouts.
  • The player wins ART through a direct hit or a bonus. Equipped with “Gawain ART”, a special type of ART that increases the number of sets, and “Loop System”, an ART with a controlled continuation rate.

Basic Specs

Bonus probability

Configuration BIG REG
Setting 1 1/394.8 1/819.2
Setting 2 1/390.1 1/789.6
Setting 3 1/385.5 1/771.0
Setting 4 1/370.3 1/697.2
Setting 5 1/360.1 1/675.6
Setting 6 1/344.9 1/655.4
Setting Bonus Combination Probability ART Appearance Rate
Setting 1 1/266.4 1/126.4
Setting 2 1/261.1 1/118.7
Setting 3 1/257.0 1/109.2
Setting 4 1/241.8 1/95.5
Setting 5 1/234.9 1/90.7
Setting 6 1/226.0 1/82.4
Setting Bonus + ART probability
Setting 1 1/85.7
Setting 2 1/81.6
Setting 3 1/76.6
Setting 4 1/68.5
Setting 5 1/65.4
Setting 6 1/60.4

Liners probability

Small role probability with setting difference
Setup Bells in Push-Push Order Combined Weak Cherry
Setting 1 1/5.42 1/116.4
Setting 2 1/5.43 1/116.4
Setting 3 1/5.45 1/116.4
Setting 4 1/5.50 1/106.6
Setting 5 1/5.52 1/106.6
Setting 6 1/5.53 1/106.6
Setup Strong CherryA Strong CherryB
Setting 1 1/436.9 1/1310.7
Setting 2 1/436.9 1/1310.7
Setting 3 1/436.9 1/1310.7
Setting 4 1/364.1 1/1092.3
Setting 5 1/364.1 1/1092.3
Setting 6 1/364.1 1/1092.3
Setting Weak watermelon Strong watermelon
Setting 1 1/128.0 1/431.2
Setting 2 1/127.8 1/431.2
Setting 3 1/122.7 1/417.4
Setting 4 1/122.5 1/414.8
Setting 5 1/117.5 1/397.2
Setting 6 1/116.2 1/385.5
Setting Chance A, B
Setting 1 1/277.7
Setting 2 1/274.2
Setting 3 1/271.9
Setting 4 1/268.6
Setting 5 1/266.4
Setting 6 1/263.2
Small role probability with no difference in setting
Flag Common to all settings
Strong Bell 1/4096.0
Middle row Cherry 1/32768.0
Reach role 1/16384.0
SIN BONUS Combined 1/12.1
Replay total 1/65536.0
Level of settingGames per 50 medals
Setting 1 Approx. 30G
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6

Expectation of simultaneous winning and single bonus

Expected degree of winning at the same time

weak suited tiles numbered 1 or 9
Setting Expectation Actual probability
Setting 1 2.34% of the total 1/5461.33
Setting 2 2.53% of the total 1/5041.23
Setting 3 2.62% of the total 1/4681.14
Setting 4 2.80% of 1/4369.07
Setting 5 3.23% of the total 1/3640.89
Setting 6 4.26% of the total 1/2730.67
strong watermelon
Setting Expectation Actual probability
Setting 1 15.79% (with the exception of the first setting) 1/2730.67
Setting 2 15.79% (with a setting of 1/2730.67
Setting 3 15.92% (with a setting of 1/2621.4
Setting 4 16.46% of the total 1/2520.62
Setting 5 17.58% of the total 1/2259.86
Setting 6 17.65% of the total 1/2184.53
Weak cherry
Setting Expectation Actual probability
Setting 1 2.31% of the total 1/5041.23
Setting 2 2.31% of the total 1/5041.23
Setting 3 2.31% of the total 1/5041.23
Setting 4 2.44% of the total 1/4369.07
Setting 5 2.44% of the total 1/4369.07
Setting 6 2.44% of the total 1/4369.07
Chance Cherry
Setting Expectation Actual probability
Setting 1 20.00% of 1/6553.60
Setting 2 20.00% of 1/6553.60
Setting 3 20.00% of 1/6553.60
Setting 4 20.00% of 1/5461.33
Setting 5 20.00% of 1/5461.33
Setting 6 20.00% of 1/5461.33
center of three (horizontal) columns (of print) Cherry
Setting Expectation Actual probability
Setting 1 100% (of the total) 1/32768.0
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6
Chance Blank
Setting Expectation Actual probability
Setting 1 25.00% of 1/1110.78
Setting 2 25.52% of the total 1/1074.36
Setting 3 25.73% of the total 1/1057.03
Setting 4 26.23% (with a setting of 1/1024.00
Setting 5 26.42% of the total 1/1008.25
Setting 6 26.91% of the total 1/978.15
strong bell
Setting Expectation Actual probability
Setting 1 50.00% of 1/8192.0
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6
winning hand which redoubles the score
Setting Expectation Actual probability
Setting 1 100% (of the total) 1/16384.00
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6
Normal replay
Setting Expectation Actual probability
Setting 1 0.04% of the total 1/16384.00
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6
Chance Replay
Setting Expectation Actual probability
Setting 1 100% (of the total) 1/5461.33
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6
slice replay
Setting Expectation Actual probability
Setting 1 100% (of the total) 1/16384.00
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6
Cherry+ replay
Setting Expectation Actual probability
Setting 1 100% (of the total) 1/16384.00
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6

Single Bonus Probability

Setting Single probability of each bonus Combined probability of single bonus
Common to all settings 1/65536.00 1/13107.20

Pay out

SETTINGS PAYOUT
Setting 1 97.0
Setting 2 98.5
Setting 3 101.4%
Setting 4 106.1% (in the case of the first setting)
Setting 5 109.9% (in the case of the first setting)
Setting 6 116.4% (setting of the “setting 6”)

List of liners

Reel Symbols Amount of medals paid
GEASS RUSH
(Ends when more than 47 cards are paid out)

BIG BONUS
(Ends when more than 287 cards are paid out)

REGULAR BONUS
(Ends after 8 games or 8 winnings)

SIN BONUS
(1 game to finish)
4
(12 in bonus)
4 (12 during bonus)
four flat objects (e.g. tickets, pieces of cloth, etc.)
four flat objects (e.g. tickets, pieces of cloth, etc.)

one sheet

Replay

Reel layout

How to play

How to play in ordinary mode

Aim for Cherrynear the top of the left reel.

When Cherrystops on the upper or lower left reel

CherryCherry
Aim for a 7 pattern in the upper row of the right reel.

*7 pattern stops in the upper row of the right reel = Strong Cherry
*Any other than the above = Weak Cherry

Chance Cherry

▼ When Cherrystops in the middle of the left reel

[Formed character] Middle Cherry
middle and right reels can be played as appropriate.

When watermelon stops on the upper left reel

Aim for a watermelon on the middle and right reels.
*Slanted watermelon on the top row = weak watermelon *Slanted watermelon = small V = weak watermelon *Slanted watermelon = small V = reach line

Upper watermelon = Strong watermelon
*Slanted watermelon = Weak watermelon
*Small V of watermelon = Reach mark

winning hand which redoubles the score
Chance B

▼ Stop systems other than the above

If you want to use the “Hazure” or “Bell” or “Strong Bell” or “Replay” or “Chance A”
, just hit the middle and right reels as appropriate.

*Small V Bell = Strong Bell

Chance A

How to play during Bonus/ART

When ▼ push order navigation occurs

Follow the navigation system to stop the reels.

When ▼”Aim cut-in” occurs

Aim at the designated pattern according to the push sequence.

▼ Other than the above
Digest the data in the normal way of hitting.

AT/ART related

Internal state and mode related

Normal gameplay

  • There are four stages on the LCD during normal operation: “School Stage,” “Home Stage,” “Warehouse District Stage,” and “Marching Stage. In the “march stage,” the higher the level of the four stages, the more omens are expected.

Initial Mode Segregation

The initial stay mode is assigned after the setting is changed and after the bonus is digested.
After the bonus is digested, the initial mode is assigned according to the rank.

Initial mode sorting
(after setting change)
Setting To Low To Normal
Setting 1 29.00% (with the exception of the first setting) 40.00% (in the case of the first setting)
Setting 2 29.00%, 40.00%, 40.00%, 40.00%, and 40.00%. 40.00% (in the case of the first setting)
Setting 3 19.00% (19.00%) 40.00% (in the case of the first setting)
Setting 4 19.00% (19.00%) 40.00% (in the case of the setting of
Setting 5 19.00%, 40.00%, 40.00%, 40.00%, and 40.00%. 40.00% (in the case of the first setting)
Setting 6 14.00% (with a setting of 40.00% (in the case of the setting of the “setting 6”)
Setting To High To Super High
Setting 1 30.00% (1.00%) 1.00% (1.00%)
Setting 2 30.00% (1.00%) 1.00% (1.00%)
Setting 3 40.00% (1.00%) 1.00% (1.00%)
Setting 4 40.00% (1.00%) 1.00% (1.00%)
Setting 5 40.00% of 1.00% (1.00%)
Setting 6 45.00% (1.00%) 1.00% (1.00%)
Initial mode distribution
(after bonus digestion)
After BIG digestion
Mode Rank 1 Rank 2 Rank 3
Normal 49.90%
High probability 50.00% of the time 99.00% -50.00% -50.00% -50.00% -99.00 -High
Super high 0.10% (0.00%) 1.00%, 100%. 100% of the time
After REG digestion
Mode Rank 1 Rank 2 Rank 3
High probability 99.00% of the time High -High
Super high 1.00% of the time 5.00%, 100%. 100% of the time

About Mode Shift

  • During normal operation, there are four modes: “Low,” “Normal,” “High,” and “Super High.” The ART winning rate differs depending on the mode in which the player is staying.
  • The mode is drawn for promotion by a rare small role (not winning ART), and for demotion by a hazard/replay.
  • The number of guaranteed games is allocated when the machine enters the high or ultra-high phase, and a fall-out lottery is held after the guaranteed number of games has been played.
Mode destination sorting
(low)
Weak cherry
Setup Normal To High To Super High
Setting 1 25.00% (0.78%) 0.78% 0.10% 0.10% 0.10% 0.10% 0.10% 0.10% 0.10% 0.10% (0.10%)
Setting 2 25.00% (0.78%) 0.78% 0.10% 0.10% 0.10% 0.10% 0.10% 0.10% 0.10% 0.10% (0.10%)
Setting 3 30.00% (1.17%) 1.17% 0.10 0.10% (0.10%)
Setting 4 30.00% (1.17%) 1.17% 0.10 0.10% (0.10%)
Setting 5 33.33% (1.56%) 1.56% (1.56%) 0.10% (0.10%)
Setting 6 33.33% (1.56%) 1.56% (1.56%) 0.10% (0.10%)
Chance Cherry
Setup Normal To High To Super High
Setting 1 50.00% (3.13%) 3.13% 0.20 0.20% (0.20%)
Setting 2 50.00% (3.13%) 3.13% 0.20 0.20% (0.20%)
Setting 3 50.00% (4.69%) 4.69% 0.20 0.20
Setting 4 50.00% (4.69%) 4.69% 0.20 0.20
Setting 5 50.00% (in the case of the first setting) 6.25% 6.25 0.20
Setting 6 50.00% (6.25%) 6.25% 6.25 0.20% (0.20%)
weak suited tiles numbered 1 or 9
Setup Normal To High To Super High
Setting 1 20.00% (0.39%) 0.39% 0.10% 0.10% 0.10% 0.10% 0.10% 0.10% 0.10% 0.10% (0.10%)
Setting 2 20.00% (0.78%) 0.78% 0.10% 0.10% 0.10% 0.10% 0.10% 0.10% 0.10% 0.10% (0.10%)
Setting 3 20.00% (0.78%) 0.78% 0.10% 0.10% 0.10% 0.10% 0.10% 0.10% 0.10% 0.10% (0.10%)
Setting 4 25.00% (1.17%) 1.17% 0.10 0.10% (0.10%)
Setting 5 25.00% (1.17%) 1.17% 0.10 0.10% (0.10%)
Setting 6 25.00% (2.34%) 2.34% (0.10%) 0.10% (0.10%)
strong watermelon
Setup Normal To High To Super High
Setting 1 93.55% (6.25%) 6.25% (0.20%) 0.20
Setting 2 93.55% (6.25%) 6.25% (0.20%) 0.20
Setting 3 93.55% (6.25%) 6.25% (0.20%) 0.20
Setting 4 90.42% (9.38%) 9.38% 9.38 0.20
Setting 5 90.42% (9.38%) 9.38% 9.38 0.20
Setting 6 87.30% Setting 6 12.50 0.20% (0.20%)
Chance Blank
Setup Normal To High To Super High
Setting 1 -0.50 0.50% – 0.05 0.05% – 0.05
Setting 2 -0.50 0.50% – 0.05 0.05% – 0.05
Setting 3 -0.75 0.75% – 0.05 0.05% – 0.05
Setting 4 -0.75 0.75% – 0.05 0.05% – 0.05
Setting 5 -1.00 1.00% – 0.05 0.05% – 1.00
Setting 6 -1.00 1.00% – 0.05 0.05% – 1.00
Bells with order
Setup Normal To High To Super High
Common to all settings -0.003 0.003% – 0.002 0.002% – 0.003
strong bell
Setup Normal To High To Super High
Common to all settings 50.00% of all settings 40.00% (common to all settings) 10.00% (in all settings)
Mode destination sorting
(normal time)
Weak cherry
Setting To High To Super High
Setting 1 25.00% (0.10%) 0.10% (0.10% of the total)
Setting 2 25.00% (0.10%) 0.10% (0.10%)
Setting 3 30.00%, 0.10%, 0.00%, 0.00%, 0.00%, 0.00 0.10% (0.10% of the total)
Setting 4 30.00%, 0.10%, 0.00%, 0.00%, 0.00%, 0.00 0.10% (0.10%)
Setting 5 33.33% (0.10%) 0.10% (0.10% of the total)
Setting 6 33.33% (0.10%) 0.10% (0.10% of the total)
Chance Cherry
Setting To High To Super High
Common to all settings 50.00% (0.20%) 0.20
weak suited tiles numbered 1 or 9
Setting To High To Super High
Setting 1 12.50 0.10% (0.10%)
Setting 2 12.50 0.10% (0.10%)
Setting 3 15.00%, 0.10%, 0.00%, 0.00%, 0.00%, 0.00 0.10% (0.10%)
Setting 4 15.00%, 0.10%, 0.00%, 0.00%, 0.00%, 0.00 0.10% (0.10%)
Setting 5 16.67% (0.10%) 0.10% (0.10%)
Setting 6 20.00% (0.10%) 0.10% (0.10% of the total)
strong watermelon
Setting To High To Super High
Common to all settings 75.00% (0.20%) 0.20
Chance Blank
Setting To High To Super High
Setting 1 0.50 0.05% (0.05%)
Setting 2 0.50 0.05% (0.05%)
Setting 3 0.75% (0.05%) 0.05% (0.05%)
Setting 4 0.75% (0.05%) 0.05% (0.05%)
Setting 5 1.00% (0.05%) 0.05% (0.05%)
Setting 6 1.00% (0.05%) 0.05% (0.05%)
Bells with order
Setting To High To Super High
Common to all settings 0.009% 0.003% 0.003% 0.003 0.009% 0.003
strong bell
Setting To High To Super High
Common to all settings 50.00% of all settings 50.00% (common to all settings)
Hazure replay
Setting To low
Common to all settings 2.00% (in the case of the first setting)
Mode destination
(at high probability)
Flag To super high
Weak Cherry 0.10% Weak
Strong Cherry 0.20% (0.20%)
Weak Swingers 0.10% (0.10% of the total)
Strong watermelon 0.20
Chance 0.05% of the time
Push-Push-Place Bell 0.003% of the total
Strong Bell 50.00%
Flag To Low To Normal
Hazure replay 2.50 7.50
Mode destination
(Super high)
Flag To High
Hazure Replay 10.00% (0.00%)
Number of games guaranteed
Number of games When entering high or super high
30G 65.63%
50G 25.00%
70G 6.25%
100G 3.13%

Bonus related

Bonus Summary

  • It consists of a BIG bonus (with a net gain of approximately 214 cards), a REG bonus (with a net gain of approximately 40 cards), and a Geassrush (BAR alignment).
  • During BIG and REG, ART is drawn by C.C. patterns and rare small roles.
  • GeassRush continues until 4 bells are executed, otherwise, a C.C. pattern appears at a very high probability, and it is a great chance to stock a large amount of ART.

About Ranks during Bonus

  • During the bonus, there are three ranks, according to which the ART winning rate and the mode after the bonus are different.
  • Ranks are assigned according to the mode at the time the bonus is established.
rank-deciding
During BIG
Mode Rank 1 Rank 2 Rank 3
Low/normal 99.90% -Normal -0.10 0.10% – 0.10% – 0.10% – 0.10%
high probability -99.00%, -99.00%, -99.00%, -99.00 99.00% -1.00% -1.00% -1.00% -1.00 1.00% – 99.00
Super high and during ART -During ART -100%. 100%
During REG
Mode Rank 1 Rank 2 Rank 3
Low, Normal, High 99.90 -Low, Normal, High 0.10% – 0.10% – 0.10%
In preparation. -99.50 99.50 0.50
During BR/LS99.00%1.00%
During Super High and Gawain ART -During -During 100

Drawing of lots at the time of bonus formation

  • When a bonus is established, the ART lottery is drawn according to the situation.
Drawing of ART when a bonus is established
Type To super high
Winning at the same time 0.20% of the time
Simultaneous replay win 1.00% of the total
Single Bonus 1.00%
Middle CherrySimultaneous win 100% of the time
GeassRush
Episodic BB
Bonus 1G series
100%

Drawing of lots during bonus

  • During BIG and REG, the ART lottery is drawn according to the applicable role and rank.
Expected ART win
(during BIG)
Flag Rank 1 & 2 Rank 3
Bell 0.01%0.20%
Strong Bell 6.25%50.00%
Weak Cherry 0.10% Weak 0.78% Weak
Strong Cherry 1.56% (1.56%) 12.50% (1.56%)
Weak Swingers 0.20% (0.20%) 1.56
Strong watermelon 5.00% (5.00%) 25.00% (1.00%)

The following roles are concentrated in winning ART regardless of the rank.
 Middle Cherry, Chance, Reach role, Various replays (except Fake C.C.), C.C. pattern, Hazure

Expected ART win rate
(when a bell is executed during REG)
Setting Rank 1 Rank 2 Rank 3
Setting 1 0.01% (0.02%) 0.02% Setup 2 12.50
Setting 2 0.01% (0.02%) 0.02% Setup 2 12.50
Setting 3 0.02% 0.05 0.05% 0.05 12.50
Setting 4 0.02% 0.05 0.05% 0.05 12.50
Setting 5 0.05% (0.05%) 0.10% 0.10% 12.50
Setting 6 0.05% (0.05%) 0.10% 0.10% 12.50
Expected ART win
(except for when a bell is hit during REG)
Flag Rank 1 Rank 2 Rank 3
Strong bell 3.13%50.00%100%
Weak Cherry 0.20% Weak 1.56% Weak 50.00% (0.00%)
Strong Cherry 1.00% (1.00%) 25.00% 50.00 50.00% (1.00%)
Weak Swingers 0.10% (0.10%) 3.13% (3.13%) 50.00% (0.00%)
Strong watermelon 5.00% (5.00%) 50.00% Watermelon 100% (of the total)

The following roles are concentrated in winning ART regardless of the rank.
 Middle Cherry, Chance, Reach role, Various replays (3-choice replays only when correct answer), C.C. pattern, Hazure

  • GeassDuring rush, ART is guaranteed except for a push-bell or fake C.C.
  • It may also be the case for Gawain ART when ART is won.
Gawain ART expectation when ART is won
( Geassduring rush)
Flag To super high
Strong Bell 1.00%
strong Cherry -A
Replay Cherry・Replay 100% ・Replay
Parallel C.C. pattern 5.00% of the total
Diagonal C.C. pattern 100% of the time
Hazle 1.00% (1.00%)

Benefits at the time of the episode BB

  • Episodic BBs, which occur in some BIGs, have different benefits for each episode.
  • The day the demon god was born may occur only during normal operation, and the other days only during ART.
Benefits of Episode BB
Type Benefit
The Day the Demon God was Born 90% loop system won
Shirley and the muzzle
Bloodstained Yuffie
ART remaining 3 sets or more concentrated
At least with sorrow
Collapse stage
Concentration of 5 sets or more remaining in ART
Zero Concentration of 10 or more sets remaining in ART

ART set number distribution (during bonus)

  • When ART is won during a bonus, the number of sets is managed by 11 different tables, and the table is selected according to the chance of winning ART and the rank of the player. Table A is used when Gawain ART is added.
Table sorting
(during bonus)
During BIG and when ART is won
Rank Bell, Strong Bell, Weak Watermelon
Weak Cherry・ Strong Cherry
Replay, Parallel C.C. pattern
Strong watermelon
Rank 1 & 2 Table 1 Table 1
Rank 3 Table 2 Table 5
Rank Chance, middle rank Cherry Reach role
Rank 1 & 2 Table 4 Table 6
Rank 3 Table 5 Table 7
Rank Diagonal C.C. pattern lineup Hazure
No questions asked Table 5 Table 10
During REG and when ART is won
Ranks. Bell, weak Cherry
– Weak watermelon/replay
Strong Bell・Strong Cherry・Strong Watermelon
Rank 1 & 2 Table 1 Table 1
Rank 3 Table 1 Table 3
Rank Opportunities Middle Cherry
Reach role
Parallel C.C. pattern line up
not questioned Table 4 Table 6
Rank Diagonal C.C. pattern lineup Hazure
No questions asked Table 8 Table 10
GeassDuring rush and when ART is won
Rank Strong Bell Strong Cherry
Rank 1 & 2 Table 5 Table 9
Rank Parallel C.C. pattern lineup Hazure
Rank 3 Table 2 Table 2
Set number swing during bonus
(Table 1)
Sets 1 set 2 sets
Setting 1 79.69% (with a setting of 1) 14.06% (setting 2)
Setting 2 78.52% (with a setting of 1) 17.58% (in the case of the first setting)
Setting 3 79.69% (12.50%) 12.50
Setting 4 76.56% (18.75%) 18.75% (setting 3)
Setting 5 70.31% (18.75%) 18.75% (with a setting of
Setting 6 66.21% (setting of the “setting 6”) 25.00% (in the case of the setting of the “setting 6”)
Sets 3 sets 5 sets
Setting 1 4.69% (0.78%) 0.78% (0.78%)
Setting 2 3.13% (0.39%) 0.39% (0.39%)
Setting 3 6.25% (0.78%) 0.78% (0.78%)
Setting 4 3.91% (0.39%) 0.39% (0.39%)
Setting 5 9.38% (0.78%) 0.78% (0.78%)
Setting 6 7.81% (0.59%) 0.59% (0.59%)
Sets 7 sets 9 sets
Setting 1 0.39% (0.20%) 0.20% (0.20%)
Setting 2 0.20% 0.10% 0.10% 0.0% 0.0% 0.0% 0.0% 0.0% 0.10%
Setting 3 0.39% (0.20%) 0.20% (0.20%)
Setting 4 0.20% 0.10% 0.5% 0.5% 0.5% 0.5% 0.5% 0.10%
Setting 5 0.39% (0.20%) 0.20% (0.20%)
Setting 6 0.20% 0.10% 0.5% 0.5% 0.5% 0.10%
Sets 11 sets
Setting 1 0.20
Setting 2 0.10
Setting 3 0.20
Setting 4 0.10
Setting 5 0.20
Setting 6 0.10
Set number swing during bonus
(except table 1)
Number of sets Table 2 Table 3
1 set 96.88%50.00%
2 sets 1.56%25.00%
3 sets 0.78%12.50%
5 sets 0.39%6.25%
7 sets 0.20% 3.13%
9 sets 0.10%1.56%
11 sets 0.10%1.56%
Number of sets Table 4 Table 5
2 sets 95.12%92.97%
3 sets 3.13%6.25%
5 sets 0.78%0.39%
7 sets 0.39%0.20%
9 sets 0.39%0.10%
11 sets 0.20%0.10%
Number of sets Table 6 Table 7
3 sets75.00%
5 sets 75.00%12.50%
7 sets 12.50%6.25%
9 sets 6.25%3.13%
11 sets 6.25%3.13%
Number of sets Table 8 Table 9
3 sets 50.00%
5 sets 25.00%
7 sets 25.00%50.00%
9 sets25.00%
11 sets25.00%
Number of Sets Table 10 Table A
1 set 100%94.92%
2 sets4.10%
3 sets0.98%

ART-related

ART Outline

Black Rebellion
  • This is a set-controlled ART with an increase of approximately 1.5 cards per G and each set consists of 40 G.
  • In the last 10G, a two-part battle unfolds.
  • In the first half of the “Strategic Battle”, formation and strategy play a key role. If the player wins the battle successfully, he or she will enter either “Gawain ART” or “Loop System” ART in the next set. Even if the player is defeated in this battle, ART will continue if the player wins the “one-on-one battle” in the second half of the set. The expected degree of victory changes depending on the characters and weapons.
Gawain ART
  • The rate of winning an increase in the number of times any small role can be used to increase the number of times the game is played. Even a bell with a push-order will result in a multiplier in about 1/5 of the cases, and a rare role is a great chance. In addition, regardless of whether or not the player receives an increase, the game will continue into the next set, and “Gawain ART itself” may occur in succession.
loop system
  • Continuation to the next set is controlled by the continuation rate.
  • ART loops at a fairly high rate of 80% or 90%.

About the ART lottery during normal operation

  • During normal operation, the ART lottery is drawn according to the mode in which the player is staying and the roles that have been approved.
  • In addition, the initial number of sets is 5 or more if ART is selected during the super high level.
Percentage of ART winners during normal operation
weak suited tiles numbered 1 or 9
Setting Low / Normal High/Ultra high
Setting 1 0.10% (0.10%) 6.25% (0.25%)
Setting 2 0.20% (0.20%) 6.25% (0.25%)
Setting 3 0.29% (0.29%) 9.38%
Setting 4 0.59% (0.59%) 12.5
Setting 5 0.39% (0.39%) 9.4
Setting 6 0.78% (0.78%) 12.5
strong watermelon
Setting Low / Normal High/Ultra high
Setting 1 5.00% (5.00%) 50.0
Setting 2 5.00% (5.00%) 50.0
Setting 3 7.50 50.0
Setting 4 7.50 50.0
Setting 5 10.0 50.0
Setting 6 10.0 50.0
Weak cherry
Setting Low / Normal High/Ultra high
Setting 1 0.05% (0.05%) 3.13% (0.05%)
Setting 2 0.10% (0.10%) 3.13% (0.13%)
Setting 3 0.15% (0.15%) 4.69% (0.15%)
Setting 4 0.29% (0.29%) 6.25% (0.29%)
Setting 5 0.20% (0.20%) 4.69% (0.20%)
Setting 6 0.39% (0.39%) 6.25% (0.39%)
Chance Cherry
Setting Low / Normal High/Ultra high
Setting 1 1.56% (1.56%) 33.3% (1.56%)
Setting 2 3.13% (3.13%) 33.3
Setting 3 2.34% (2.34%) 33.3
Setting 4 4.69% (4.69%) 33.3
Setting 5 3.13% (3.13%) 33.3
Setting 6 6.25% (with a setting of 6.25%) 33.3
center of three (horizontal) columns (of print) Cherry
Setting Low / Normal High/Ultra high
Common to all settings 100% (100% of all settings) 100% common to all settings
strong bell
Setting Low / Normal High/Ultra high
Setting 1 0.50 100% (of the total)
Setting 2 0.50 100% (of the total)
Setting 3 0.50 100% (of the total)
Setting 4 1.00%, 100%. 100% (100% of the time)
Setting 5 1.00%, 100%. 100% (100%)
Setting 6 1.00%, 100%. 100% (100%)
Chance and Reach roles
Setting Low / Normal High/Ultra high
Common to all settings 0.20% (0.20%) 0.20
Actual normal ART win rate
Low and Normal
Level of setting probability
Setting 1 1/4483.39
Setting 2 1/3556.91
Setting 3 1/2997.23
Setting 4 1/2096.51
Setting 5 1/2145.49
Setting 6 1/1553.48
High and ultra-high
Level of setting probability
Setting 1 1/310.23
Setting 2 1/310.12
Setting 3 1/272.25
Setting 4 1/231.15
Setting 5 1/249.41
Setting 6 1/223.55

Sets on top of the number of sets during ART latency

  • During the main precursor to ART, the number of ART sets is increased depending on the role.
Expected number of sets to be added
(during ART main precursor)
Flag expectation
Weak Cherry 1.6% Weak
Strong Cherry 16.7% (%)
middle row Cherry 100% of the time
Weak Swingers 3.1% (3.1%)
Strong watermelon 25.0% (1.0)
Chance 0.1
Push-Push-Place Bell 0.006% of the total
Strong Bell 100%

ART set number distribution (normal)

  • The number of sets when ART is won in normal operation is managed by seven different tables, and the table selection is made according to the chance of winning ART and the situation.
Table sorting
(normal)
Rare small role, single bonus, simultaneous replay, simultaneous reachable role
Situation Low to High Very High
when first hit Table 1 Table 2
During the omen Table 3 Table 4
Latent and in preparation Table 6 Table 6
Middle CherrySimultaneously
Situation Low to High Very High
when first hit Table 1 Table 2
During the omen Table 4 Table 5
Latent and in preparation Table 6 Table 6
GeassRush Episode BB
Situation Low to High Very High
not questioned Table 7 Table 7
Bonus 1G series
Situation Low to High Very High
No questions asked Table 1 Table 1
Set number distribution
(Table 1)
Sets 1 set 2 sets
Setting 1 79.69% (with a setting of 1) 14.06% (setting 2)
Setting 2 78.52% (with a setting of 1) 17.58% (in the case of the first setting)
Setting 3 79.69% (12.50%) 12.50
Setting 4 76.56% (18.75%) 18.75% (setting 3)
Setting 5 70.31% (18.75%) 18.75% (with a setting of
Setting 6 66.21% (setting of the “setting 6”) 25.00% (in the case of the setting of the “setting 6”)
Sets 3 sets 5 sets
Setting 1 4.69% (0.78%) 0.78% (0.78%)
Setting 2 3.13% (0.39%) 0.39% (0.39%)
Setting 3 6.25% (0.78%) 0.78% (0.78%)
Setting 4 3.91% (0.39%) 0.39% (0.39%)
Setting 5 9.38% (0.78%) 0.78% (0.78%)
Setting 6 7.81% (0.59%) 0.59% (0.59%)
Sets 7 sets 9 sets
Setting 1 0.39% (0.20%) 0.20% (0.20%)
Setting 2 0.20% 0.10% 0.10% 0.0% 0.0% 0.0% 0.0% 0.0% 0.10%
Setting 3 0.39% (0.20%) 0.20% (0.20%)
Setting 4 0.20% 0.10% 0.5% 0.5% 0.5% 0.5% 0.5% 0.10%
Setting 5 0.39% (0.20%) 0.20% (0.20%)
Setting 6 0.20% 0.10% 0.5% 0.5% 0.5% 0.10%
Sets 11 sets
Setting 1 0.20
Setting 2 0.10
Setting 3 0.20
Setting 4 0.10
Setting 5 0.20
Setting 6 0.10
Set number distribution
(except table 1)
Number of sets Table 2 Table 3
1 set96.88%
2 sets1.56%
3 sets0.78%
5 sets 75.00%0.39%
7 sets 12.50%0.20%
9 sets 6.25%0.10%
11 sets 6.25%0.10%
Number of sets Table 4 Table 5
2 sets 92.97%
3 sets 6.25%75.00%
5 sets 0.39%12.50%
7 sets 0.20% 6.25%
9 sets 0.10% 3.13%
11 sets 0.10% 3.13%
Number of sets Table 6 Table 7
1 set 94.53%100%
2 sets 3.13%
3 sets 1.56%
5 sets 0.39%
7 sets 0.20%
9 sets 0.10%
11 sets 0.10%

Drawing of add-ons during ART

  • During Black Rebellion (hereinafter referred to as “BR”), a lottery is held to determine the number of sets to be added depending on the add-on mode determined at the time of entry into the game and on the roles that are approved.
  • There are two modes for adding on during BR: normal and high, which are drawn at the beginning of each set.
  • Gawain ART may be obtained as part of a set number of sets.
  • During Gawain ART, the draw to add sets occurs at a high probability, and about 1/5 of the push bells result in an increase in the number of sets. During preparation, the draw is performed at the same probability as during normal BR.
Black Rebellion Mode Sorting
Setting Normal BR High BR
Common to all settings 93.7% (common to all settings) 6.3% (common to all settings)
Expected ART set multiplier
(in normal BR)
Flag Expected number of sets to be added Expected Gawain ART win rate when the number of sets is increased
Push-Push-Place Bell 0.006% of the total 100% (of the time)
Strong Bell 100%50.0%
Weak Cherry 1.6% Weak 50.0
Strong Cherry 16.7% 16.7% 16.7% 16.7% 16.7% 20.0% (%)
Weak Swingers 3.1% (3.1%) 50.0
Strong watermelon 25.0% 20.0 20.0
Chance 1.0 100% of the time
Chance Replay 1.6%20.0%
Parallel C.C. pattern 100% of the time 20.0% of the total
Diagonal C.C. pattern 100% of the time 100% of the time
Completely Missed 100% (100% of the time) 20.0% (%)
Expected ART set multiplier
(at high BR)
Flag Expected number of sets to be added Expected Gawain ART win rate when the number of sets is increased
Push-Push-Place Bell 0.012% (0.012%) 100% (of the time)
Strong Bell 100% (100%) 100% (100%)
Weak Cherry 3.1% Weak 50.0
Strong Cherry 33.3% (0.3) 20.0% (%)
Weak Swingers 6.3% (6.3%) 50.0
Strong watermelon 50.0% 20.0 20.0
Chance 1.0 1.0% (1.0%)
Chance Replay 25.0% Chance Replay 20.0% (in the case of a chance replay)
Parallel C.C. pattern 100% of the time 20.0% of the total
Diagonal C.C. pattern 100% of the time 100% of the time
Completely Missed 100% (100% of the time) 20.0% (%)
Expected ART set multiplier
(on Gawain ART)
Flag Expected number of sets to be added Expected Gawain ART win rate when the number of sets is increased
Push-Push-Place Bell 20.2% (1.0%) 1.0% (1.0%)
Strong Bell 100% (1.0%) 1.0
Weak Cherry 25.3% Weak 1.0% Weak
Strong Cherry 50.5% (1.0%) 1.0% (1.0%)
Weak Swingers 25.3% (1.0%) 1.0
Strong watermelon 75.8 1.0% (1.0%)
Chance 50.5 1.0% (1.0%)
Chance Replay 50.5 1.0% (1.0%)
Parallel C.C. pattern 100% of the time 25.0% of the total
Diagonal C.C. pattern 100% of the time 100% of the time
Completely Missed 100% (100% of the time) 1.0
SIN 1.0% SIN 100% (100%)

ART set number distribution (during ART)

  • The number of sets when a win of ART add-on is made is managed by 5 different tables, and the table selection is made according to the ART add-on trigger, the situation, and the type of add-on. Table A is used when GAWAYN ART is being used.
Table sorting
(during ART)
When the ART is increased during BR and LS
Type Parallel C.C. pattern lineup Other
No questions asked Table 2 Table 1
When the ART is topped up during Gawain ART
Type Push-order bell Strong Bell, Strong Watermelon
BR top up Table 3 Table 3
Gawain ART Upgrade Table A Table A
Percentage Diagonal C.C. pattern
90% of the time Table A
10% (%) Table B
Type Other
BR add-on Table 1
Gawain ART Upgrade Table A
Sorting by number of sets
Number of sets Table 1 Table 2
1 set 94.53%, 1 set 96.88% (1 set)
2 sets 3.13% (1.56%) 1.56% (1.56%)
3 sets 1.56% (1.56%) 0.78% (0.78%)
5 sets 0.39% 0.39% 0.39% 0.39 0.39% 0.39
7 sets 0.20% (0.20%) 0.20
9 sets 0.10% 0.10% 0.10% 0.10% 0.10% 0.10% 0.10% 0.10% 0.10% 0.10% 0.10% 0.10%
11 sets 0.10% 0.10% 0.10% 0.10% 0.10% 0.10% 0.10% 0.10% 0.10% 0.10% 0.10%
Number of sets Table 3 Table A
1 set -1 set 94.92% (1 set)
2 sets 93.75% (2 sets) 4.10% (2 sets)
3 sets 3.15% (3.15%) 0.98% (0.98%)
5 sets 1.56% -1.56% -1.56% -1.56% -1.56 -1.56
7 sets 0.78% -0.78 -0.78
9 sets 0.39% -0.39 -0.39
11 sets 0.39% -0.39 -0.39
Number of Sets Table B
3 sets 50.00% of
5 sets 25.00% of
7 sets 25.00% of

About the Loop System Lottery

  • The Loop System (LS) is drawn at the time of the first BR hit, at the time of the top-up, and at the premiere trigger.
  • No lottery is drawn during Gawain ART. *Premiere trigger is a freeze during Bonus, Episode BB during normal operation, or when a bell is reached during normal operation after the ceiling between bonuses (1500G) is reached (except during ART and ART latency).
  • When LS is selected, the first set is BR in appearance, but the screen switches to the LS screen from the second series. (The first set is a continuation of the first set.)
  • When won, it is divided into 80 %ループか90%loops, and the ART in the loop system continues accordingly.
Expected LS win rate and classification
(when BR is won)
electoral quota (e.g. in a proportional representation system)
Type When first hit At the time of add-on Premiere Opportunity
Percentage of winners 1.17% (1.17%) 0.78% of winners 100% of the time
Sorting at the time of winning
Type When first hit At the time of add-on Premiere Opportunity
80% loop 66.67% loop 50.00% -50.00 -1.5
90% loop 33.33% Loop 50.00% (in the case of the first loop) 100% (of the time)

Distribution of the number of precursor games

  • When ART is won, the number of trillion games is assigned according to the number of sets remaining.
  • Fake omens may occur, and the draw for fake omens other than at the end of ART is performed at the same table as for the remaining one set.
Assignment of Pre bonus action
1 set left
Number of games Percentage
23-25G 9.16% each
26 and 27G 12.35% each
28-30G 15.94% each
2-9 sets remaining
Number of games Percentage
7 to 22G 0.40% each
23G 5.98% of the total
24 and 25G 6.37% each
26 and 27G 7.97% each
28-30G 15.94% each
32G 12.75% (in the case of the first two)
More than 10 sets left
Number of games Percentage
5 and 6G 4.78% each
7 to 22G 0.40% each
23 and 25G 1.99% each
26 and 27G 3.19% each
28G 4.78% (4.78%)
29G 5.18% of
30G 5.98% of
31G 4.78% (4.78%)
32G 51.00% of
Fake precursor occurrence rate
Flag high probability
Weak Cherry 10.16% Weak
Weak Swingers 19.53% of the time
Flag Low / Normal High/Ultra High
Strong bell 1.56% (1.56%) 89.84% (1.56%)
Strength Cherry 4.92% Strong 89.84% (4.92%)
Strength Cherry 18.75% Strong 89.84% (18.75%)
Fake precursor game number distribution
(after ART)
Number of games Percentage
16G 38.25% of
17G 30.28%%
18G 29.88%% (in the case of the
29 and 30G 0.80% each

Setting speculation

▼There is a setting difference in the probability of bonus and ART

Configuration BIG REG
Setting 1 1/394.8 1/819.2
Setting 2 1/390.1 1/789.6
Setting 3 1/385.5 1/771.0
Setting 4 1/370.3 1/697.2
Setting 5 1/360.1 1/675.6
Setting 6 1/344.9 1/655.4
Setting Bonus Combination Probability ART Appearance Rate
Setting 1 1/266.4 1/126.4
Setting 2 1/261.1 1/118.7
Setting 3 1/257.0 1/109.2
Setting 4 1/241.8 1/95.5
Setting 5 1/234.9 1/90.7
Setting 6 1/226.0 1/82.4
Setting Bonus + ART probability
Setting 1 1/85.7
Setting 2 1/81.6
Setting 3 1/76.6
Setting 4 1/68.5
Setting 5 1/65.4
Setting 6 1/60.4

▼There is a difference in the probability of winning at the same time

weak suited tiles numbered 1 or 9
Setting Expectation Actual probability
Setting 1 2.34% of the total 1/5461.33
Setting 2 2.53% of the total 1/5041.23
Setting 3 2.62% of the total 1/4681.14
Setting 4 2.80% of 1/4369.07
Setting 5 3.23% of the total 1/3640.89
Setting 6 4.26% of the total 1/2730.67

There is a difference in the mode when the setting is changed.

Initial mode sorting
(after setting change)
Setting To Low To Normal
Setting 1 29.00% (with the exception of the first setting) 40.00% (in the case of the first setting)
Setting 2 29.00%, 40.00%, 40.00%, 40.00%, and 40.00%. 40.00% (in the case of the first setting)
Setting 3 19.00% (19.00%) 40.00% (in the case of the first setting)
Setting 4 19.00% (19.00%) 40.00% (in the case of the setting of
Setting 5 19.00%, 40.00%, 40.00%, 40.00%, and 40.00%. 40.00% (in the case of the first setting)
Setting 6 14.00% (with a setting of 40.00% (in the case of the setting of the “setting 6”)
Setting To High To Super High
Setting 1 30.00% (1.00%) 1.00% (1.00%)
Setting 2 30.00% (1.00%) 1.00% (1.00%)
Setting 3 40.00% (1.00%) 1.00% (1.00%)
Setting 4 40.00% (1.00%) 1.00% (1.00%)
Setting 5 40.00% of 1.00% (1.00%)
Setting 6 45.00% (1.00%) 1.00% (1.00%)

Max number of game after bonus

The 1st ceiling】
Normal game or after 960G after entering ART, the game will win ART if a bell is hit.
In addition, the number of sets will be added at 25% of the time when a bell is hit during the precursor period.

The second ceiling]
The ceiling state is reached at 1500G between bonuses.
The ceiling state continues until the bonus is passed, during which time the ART lottery is drawn each time a bell is passed.
The benefit of winning ART when and if the bell is hit varies depending on the number of sets remaining.

▼ No sets left
90% continuous loop system won.

▼ There is a set number remaining
A set number increase draw is performed at 5% of the time when a bell is established.

SIN Ceiling】
Upper Bell for 96G after Bonus・ Cherry・If no Bell appears, SIN Ceiling state is entered.
SIN Ceiling state continues until Upper Bell・ Cherry・Continues until Bell appears, during which time the ART lottery is drawn when Bell appears.

▼ 1st bell
ART (add on) won.

▼ The second or later bell
draws a set number increase in 50% of the time when it occurs.

When to go / When to stop

Performance

Crush freeze on reel

  • GeassFreeze occurs 25% of the time when rush is established and when a hazard is established during a bonus.
  • During BIG and REG, the system enters a loop system that lasts 90% of the time.

Information

  • Tie-in machine for the “Code Geass” anime series.
  • The effective lines are four lines excluding the bottom line.

(C)SUNRISE/ PROJECT GEASS・MBS
Character Design (C)2006 CLAMP
(C)NAMCO BANDAI Games Inc.
(C)Sammy

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