Pachislot Psalms of Planets Eureka seveN

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Type 5 machine Sammy A+ART 2009
TOC

Beginner’s guide

Basic Spec

  • The main payout is increased by a bonus and ART “Corallian Mode”. The ART is triggered by guessing the order of the game or by a bonus.

Normal gameplay

  • During normal games, the player stays in one of three modes (low, high, or ultra-high) with different ART entry rates.
  • The mode is shifted at the end of each bonus (after REG, the mode is shifted to 100% high precision), when a specific role is played, or after a change in the setting. If the LCD turns to “Nirvash Mode,” there is a good chance that the player is in ART latency or high probability mode.

About Bonuses

BIG BONUS

  • If a red 7 is aligned, the payout is 360 cards, and if a white 7 is aligned, the payout is 240 cards. If a bonus pattern is aligned when the warning sound occurs, ART is confirmed. There are two types of warning sounds: “Lenton + Compact Drive Green” and “Eureka + Compact Drive Orange”.

REGULAR BONUS

  • The player is challenged to guess the order in which the bells are pressed, and ART is confirmed when the player gets a 12-piece bell (diagonal alignment) at least 3 out of 5 times.
  • If Renton’s cut-in occurs, the push order navigation will be triggered and the player will have a great chance for ART.
  • When 5 correct answers are given, multiple ARTs are stocked.

About ART

Corallian mode

  • The ART is a 50-game set, with a net gain of approximately 1.5 pieces per game, and can be easily digested by simply following the push-order navigation system. The game ends when the prescribed number of Gs is completed or a bonus is received. If ART is won more than once, the player enters ART again after a maximum of 32G of latency.

There are six main types of triggers for ART entry

  • Drawing of lots when a specific role is played
  • Winning a replay to enter RT on its own (Push-order hit)
  • Bonus pattern during BIG
  • 3 or more successful bell presses during REG
  • Drawing of lots at the time of bonus formation
  • Ceiling is reached (909G is exhausted at all times)

Basic Specs

Bonus probability

BIG Appearance rate

Setting Red 7 BIG White 7 BIG
Setting 1 1/1260.3 1/606.8
Setting 2 1/595.8
Setting 3 1/1236.5 1/590.4
Setting 4 1/1213.6 1/574.9
Setting 5 1/1191.6 1/550.7
Setting 6 1/1213.6 1/520.1
Setting BIG composite
Setting 1 1/409.6
Setting 2 1/404.5
Setting 3 1/399.6
Setting 4 1/390.1
Setting 5 1/376.6
Setting 6 1/364.1

REG Appearance Ratio

Setting Red 7, Red 7, White 7 REG White 7, White 7, Red 7 REG
Setting 1 1/1092.3 1/1638.4
Setting 2 1/1598.4 1/1057.0
Setting 3 1/1024.0 1/1560.4
Setting 4 1/1489.4 1/993.0
Setting 5 1/936.2 1/1424.7
Setting 6 1/1008.2 1/1040.2
Setting REG Composite
Setting 1 1/655.4
Setting 2 1/636.3
Setting 3 1/618.3
Setting 4 1/595.8
Setting 5 1/565.0
Setting 6 1/512.0

Bonus and ART Appearance Ratio

Setting Bonus Combination Probability ART Appearance Rate
Setting 1 1/252.1 1/212.9
Setting 2 1/247.3 1/201.1
Setting 3 1/242.7 1/185.7
Setting 4 1/235.7 1/171.4
Setting 5 1/226.0 1/160.8
Setting 6 1/212.8 1/144.0
Setting Bonus + ART probability
Setting 1 1/115.4
Setting 2 1/110.9
Setting 3 1/105.2
Setting 4 1/99.2
Setting 5 1/94.0
Setting 6 1/85.9

Single Bonus Probability

Setting Red 7 BIG White 7 BIG
Setting 1 1/16384.0 1/16384.0
Level of setting 2
Level of setting 3
Setting 4 1/13107.2 1/13107.2
Setting 5 1/9362.3
Setting 6 1/16384.0 1/16384.0
Setting REG of “red 7, red 7, white 7 White 7, White 7, Red 7 REG
Setting 1 1/21845.3 1/21845.3
Level of setting 2
Level of setting 3
Setting 4 1/16384.0
Setting 5 1/16384.0
Setting 6 1/13107.2
Setting Single Bonus Composite
Setting 1 1/4681.1
Level of setting 2
Level of setting 3
Setting 4 1/3855.1
Setting 5 1/3276.8
Setting 6 1/3855.8

Liners probability

Small role probability in normal operation

Small role probability with setting difference
Setup Bell Combined Weak Cherry
Setting 1 1/5.46 1/156.04
Setting 2 1/5.46 1/156.04
Setting 3 1/5.48 1/155.67
Setting 4 1/5.51 1/155.67
Setting 5 1/5.53 1/155.30
Setting 6 1/5.58 1/155.30
Setting Weak Swingers Weak Chance
Setting 1 1/128.0 1/160.63
Setting 2 1/128.0 1/159.84
Setting 3 1/127.75 1/158.68
Setting 4 1/127.75 1/157.92
Setting 5 1/127.25 1/156.41
Setting 6 1/127.25 1/154.57
Setup Strong Chance
Setting 1 1/262.14
Setting 2 1/259.04
Setting 3 1/259.04
Setting 4 1/256.00
Setting 5 1/254.02
Setting 6 1/239.18
Small role probability with no difference in setting
Flag Same on each of setting
Strong Watermelon 1/234.06
Stronger than Cherry 1/546.13
Middle row Cherry 1/2048.00
Normal replay 1/8.4
Chance Replay 1/58.31
Rush replay 1/10922.67
Falling down replay 1/16384.00
SIN (Single) 1/18.72

Probability of small role during bonus

Small role probability during BIG
Flag Same on each of setting
All minor roles 1/1.13
Weak Cherry 1/20.00
Strong Cherry 1/20.00
Bonus lineup 1/90.02
Weak Swingers 1/65536.00
Weak Chance Eye 1/65536.00
Strong Chance 1/65536.00
Upper Bell 1/65536.00
5-selection bell Each 1/65536.00
Small role probability during BIG
Flag Same on each of setting
5-selection bell 1/5.15 each
Non-push-sequence bell 1/36.57
Weak Swingers 1/963.76
Weak Cherry 1/65536.00
Strong Cherry 1/65536.00
Bonus lineup 1/65536.00
Weak Chance Eye 1/65536.00
Strong Chance 1/65536.00
Upper Bell 1/65536.00

Small role probability during CZ and ART

Small role probability during CZ
Flag Same on each of setting
Normal replay 1/28.01
Chance Replay 1/9.68
Rush replay 1/28.01
Falling down replay 1/1.80
Replay total 1/1.37
Small role probability during ART
Flag Same on each of setting
Normal replay 1/1.40
Chance Replay 1/105.36
Rush replay 1/5461.33
Falling down replay 1/8192.00
Replay total 1/1.38
Hazure probability during ART
Set probability
Setting 1 1/114.17
Setting 2 1/111.08
Setting 3 1/101.45
Setting 4 1/93.09
Setting 5 1/86.46
Setting 6 1/76.56
Level of settingGames per 50 medals
Setting 1 Approx. 33 games
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6

Winning a small role and a bonus at the same time

  • Simultaneous winning function with small roles and bonuses
Flag probability of being selected (e.g. in a competition)
Replay 0.2
Replay entering RT (“Replay, Replay, Bell” alignment) 100
Replays entering ART (“Replay, Replay, Replay, Cherry” alignment) 66.7
Falling replay (Bell, Cherry, Bell) 100
*Common to all settings
*Unit is %.
flagSetting 1Level of setting 2Level of setting 3Level of setting 4Level of setting 5Level of setting 6
Weak watermelon 3.1 3.3 3.7
Strong watermelon 100
Weak Cherry 3.3 3.6 3.8
Stronger than Cherry 25.0
Middle Cherry 50.0
weak chance12.512.913.614.014.815.8
strong chances30.030.831.632.236.1
*Unit: %.

Percentage of simultaneously winning bonuses

Flag Same on each of setting
Replay + Bonus 1/16384.0
RT-entering replay + Bonus 1/16384.0
ART Entering Replay + Bonus 1/16384.0
Falling replay + Bonus 1/16384.0
Setup Weak Watermelon + Bonus Strong Watermelon + Bonus
Setting 1 1/4096.0 1/2340.6
Level of setting 2
Setting 3 1/3855.1
Level of setting 4
Setting 5 1/3449.3
Level of setting 6
Setup Weak Cherry+ Bonus Strong Cherry+ Bonus Middle Cherry+Bonus
Setting 1 1/4681.1 1/2184.6 1/4096.0
Level of setting 2
Setting 3 1/4369.1
Level of setting 4
Setting 5 1/4096.0
Level of setting 6
Setup Weak Chance + Bonus Strong chance + Bonus
Setting 1 1/1285.0 1/873.8
Setting 2 1/1236.5 1/840.2
Setting 3 1/1170.3 1/840.2
Setting 4 1/1129.9 1/809.1
Setting 5 1/1057.0 1/789.6
Setting 6 1/978.1 1/662.0

Details of Simultaneous Winning Bonus Appearance Ratio

Weak cherry
Setting Red 7 BIG White 7 BIG
Setting 1 1/16384.0 1/6553.6
Level of setting 2
Setting 3 1/5957.8
Level of setting 4
Setting 5 1/5461.3
Level of setting 6
Chance Cherry
Setting Red 7 BIG White 7 BIG
Common to all settings 1/6553.6 1/3276.8
center of three (horizontal) columns (of print) Cherry
Setting Red 7 BIG White 7 BIG
Common to all settings 1/8192.0 1/8192.0
weak suited tiles numbered 1 or 9
Setting Red 7 BIG White 7 BIG
Setting 1 1/32768.0 1/10922.7
Level of setting 2
Level of setting 3
Level of setting 4
Setting 5 1/9362.3
Level of setting 6
Setting red 7, red 7, white 7 REG white 7, white 7, red 7 REG
Setting 1 1/13107.2 1/21845.3
Level of setting 2
Setting 3 1/10922.7
Level of setting 4
Setting 5 1/16384.0
Level of setting 6
strong watermelon
Flag Same on each of setting
Red 7 BIG 1/16384.0
White 7 BIG 1/6653.6
Red 7, Red 7, White 7″ REG 1/8192.0
White 7, White 7, Red 7″ REG 1/10922.7
weak chance
Setting Red 7 BIG White 7 BIG
Setting 1 1/10922.7 1/3276.8
Setting 2 1/3120.8
Setting 3 1/9362.3
Setting 4 1/2978.9
Setting 5 1/2849.4
Setting 6 1/2520.6
Setting red 7, red 7, white 7 REG white 7, white 7, red 7 REG
Setting 1 1/4369.1 1/6553.6
Setting 2 1/8192.0 1/3640.9
Setting 3 1/3855.1 1/5957.8
Setting 4 1/7281.8 1/3276.8
Setting 5 1/3276.8 1/5461.3
Setting 6 1/4096.0 1/3640.9
strong chances
Setting Red 7 BIG White 7 BIG
Setting 1 1/6553.6 1/2520.6
Setting 2 1/2427.3
Level of setting 3
Setting 4 1/2340.6
Setting 5 1/5957.8
Setting 6 1/1872.5
Setting red 7, red 7, white 7 REG white 7, white 7, red 7 REG
Setting 1 1/2621.4 1/4681.1
Setting 2 1/5041.2 1/2340.6
Setting 3 1/2520.6 1/4369.1
Setting 4 1/4681.1 1/2259.9
Setting 5 1/2340.6 1/4096.0
Setting 6 1/2427.3 1/2520.6
Replay, RT-entering replay, ART-entering replay, falling replay
Flag Same on each of setting
Red 7 BIG 1/65536.0
White 7 BIG 1/66536.0
Red 7, Red 7, White 7″ REG 1/65536.0
White 7, White 7, Red 7″ REG 1/65536.0

Pay out

Setting PAY OUT
Setting 1 96.5
Setting 2 98.0
Setting 3 100.1
Setting 4 104.2
Setting 5 108.7
Setting 6 112.6
*Unit: %.

List of liners

Reel Symbols Amount of medals paid
BIG BONUS
(Ends when more than 360 cards are paid out)
BIG BONUS
(Ends when more than 240 cards are paid out )

REG BONUS
(Ends after 5 games or 5 winnings )
SIN BONUS
(1 game to finish)
3BET:4
2BET:8
3BET:4
2BET:8
3BET:4
2BET:8
3BET:4
2BET:8
3BET:4
2BET:8
3BET:4
2BET:8
3BET:1
2BET:8
2BET: 1
(during REG BONUS)
Replay

Reel layout

How to play

How to play in ordinary mode

  • Aim for BAR near the top of the left reel.

▼ When Cherrystops in the middle of the left reel

Aim for a watermelon on the middle Cherry or reach
reels. (Both middle and right reels should avoid the bonus pattern.)

* Watermelon hassle = “Reach”.

When Cherrystops on the upper or lower left reel

CherryCherry
If the bonus pattern or watermelon does not stop in the middle of the middle reel = Weak

*When the bonus pattern or watermelon does not stop in the middle of the middle reel = Weak Cherry
*When the bonus pattern or watermelon stops in the middle of the middle reel = Strong Cherry

Weak cherry
Chance Cherry

When watermelon stops on the upper left reel

Aim for a watermelon on the middle and right reels.
*Aim for a watermelon on the middle and right reels (avoid the bonus pattern on both the middle and right reels). (Both middle and right reels must avoid the bonus pattern.)

*Suica in the upper row = strong watermelon
*Suica hassle = strong chance.

▼ Stop type other than above

It is OK to hit the middle and right reels appropriately.

weak chance

How to hit during BIG

  • When the voice or announcement sound occurs, aim for a white 7 on all reels. Otherwise, push all reels as you like.

How to hit during REG

  • When push order navigation occurs, the reels are stopped according to the navigation. Otherwise, the player is challenged with five choices of push-order.

How to hit during ART

  • When the “push-order navigation system” is activated, follow the navigation system. Otherwise, follow the small roles in the same way as in normal operation.

ART/RT related

Internal state and mode related

  • During normal games, the player stays in one of three modes (low probability or high probability or super high probability) with different ART entry rates.
  • The mode shift lottery is held at the end of each bonus (80% after red 7 BIG, about 51% after white 7 BIG, and 100% after REG), when a specific role is played, or when the setting is changed. If the LCD turns to “Nirvash Mode”, there is a great possibility of ART latency or staying in high probability mode.
  • CherryWhen the “Fake State” or “Watermelon” is selected, a lottery is held to determine the transition to the “Fake State”. If the internal mode is low probability mode, the game will return to normal in 6 games. 16 games or more of frequent staging will increase the possibility of winning high probability mode or ART.
  • The high probability mode lasts for 56 games on average, and 33.3% of the time when a SIN is executed, the game falls into the low probability mode. When the Super High Probability Mode is selected, the game continues for an average of 101 games, and 18.53% of the time when a SIN is executed, the game falls into the High Probability Mode.

Lottery for transition to high probability and super high probability mode

When staying in low probability mode
Flag To High Probability Mode Go to Ultra High Probability Mode
Chance 1.0 0.02
Weak Swingers 6.2 0.05
Strong watermelon 15.0 0.05
Weak Cherry 25.0 0.05
Strength Cherry 50.0 0.8
Middle Cherry 87.5 12.5
Red 7 BIG 75.0 5.0
White 7 BIG 50.0 0.8
REG 99.6 0.4
*Unit: %.
When in high probability mode
Flag To super high probability mode
Chance 0.05
Weak Swingers 0.1
Strong watermelon 0.1
Single 33.3
Weak Cherry 0.1
Strength Cherry 1.6
Middle Cherry 50.0
Red 7 BIG 10.0
White 7 BIG 1.6
REG 0.8
*Unit: %.
When staying in ultra-high probability mode
Flag Go to High Probability Mode
Single 18.5
*Unit: %.
At the time of setting change
Setting To low probability mode To high probability mode To ultra-high probability mode
Setting 1 66.2 33.3 0.5
Level of setting 2
Setting 3 59.5 40.0
Level of setting 4
Setting 5 49.5 50.0
Level of setting 6
*Unit: %.

ART-related

Percentage of ART winners during normal operation

  • ART is always drawn for each role during normal operation. The winning rate of ART varies depending on the mode of stay and the role.
Weak CherryWhen it is established
Setting When in low probability mode When in high probability mode When in ultra-high probability mode During ART
Setting 1 0.6 12.5 25.0 1.0
Setting 2 1.2
Setting 3 0.6 15.0 30.0 2.0
Setting 4 2.3
Setting 5 1.2 17.5 35.0
Setting 6 4.7 20.0 40.0 3.0
*Unit: %.
Strong CherryWhen established
Setting When in low probability mode When in high probability mode When in ultra-high probability mode During ART
Setting 1 8.3 40.0 100 12.5
Setting 2 12.5 45.0
Setting 3 8.3 15.0
Setting 4 12.5 50.0
Setting 5 55.0
Setting 6 16.7 62.5
*Unit: %.
When a weak suika is hit
Setting When in low probability mode When in high probability mode When in ultra-high probability mode During ART
Setting 1 0.4 3.1 6.2 0.8
Setting 2 0.8 4.7 9.4
Setting 3 0.4 6.2 12.5 1.6
Setting 4 1.6
Setting 5 0.8 10.0 20.0 2.3
Setting 6 3.1
*Unit: %.
When a strong watermelon is activated
Setting When in low probability mode When in high probability mode When in ultra-high probability mode During ART
Setting 1 0.8 20.0 40.0 1.6
Setting 2 1.6
Setting 3 0.8 25.0 50.0 3.1
Setting 4 3.1
Setting 5 1.6 50.0 4.7
Setting 6 6.2 30.0 60.0
*Unit: %.
Middle row: When Cherryis established
Setting When in low probability mode When in high probability mode When in ultra-high probability mode During ART
Common to all settings 100
*Unit: %.
When chance pattern appears
Setting When in low probability mode When in high probability mode When in ultra-high probability mode During ART
Setting 1 0.2 0.4
Setting 2 0.4
Setting 3 0.2 0.8
Setting 4 0.6
Setting 5 0.4 1.2
Setting 6 0.8
*Unit: %.
When SIN is not taken down
When an RT-entering replay is established
Setting When in low probability mode When in high probability mode When in ultra-high probability mode During ART
Setting 1 0.2 0.4
Setting 2 0.4
Setting 3 0.2 0.8
Setting 4 0.6
Setting 5 0.4 1.2
Setting 6 0.8
*Unit: %.
Setting During ART
Setting 1 0.8
Level of setting 2
Setting 3 1.2
Level of setting 4
Setting 5 1.6
Level of setting 6
*Unit: %.
When ART entry replay is established
Setting During ART
Common to all settings 100
*Unit: %.
When the fall replay is successful
Setting During ART
Common to all settings 100
*Unit: %.
When a bonus is granted (other than during freeze)
Setting When in low probability mode When in high probability mode When in ultra-high probability mode During ART
Common to all settings 1.0 100
*Unit: %.
When a bonus is established (during freeze)
Setting When in low probability mode When in high probability mode When in ultra-high probability mode During ART
Common to all settings 100
(5 or more sets of ART are confirmed)
*Unit: %.

Percentage of ART winnings during bonus

  • When a specific role is played during a bonus, a lottery for ART is drawn when the role is won. The winning rate of ART depends on the state in which the player was staying at the time the bonus was awarded, and on the role that the player was playing.
During BIG when in low probability mode
Setting Bonus pattern When a weak suika is hit When a Chance Thumbnail is hit
Common to all settings 100
*Unit: %.
During BIG when in high probability mode
Setting Bonus pattern When a weak suika is hit When a Chance Thumbnail is hit
Common to all settings 100
Setting Weak When Cherryis established Strong CherryWhen the event occurs When multiple roles are played
Setting 1 1.0 1.0 0.2
Setting 2 0.3
Setting 3 0.4
Level of setting 4
Level of setting 5
Level of setting 6
*Unit: %.
During BIG when in Super Probability Mode
Setting Bonus pattern When a weak suika is hit When a Chance Thumbnail is hit
Common to all settings 100
Setting Weak CherryWhen it is achieved Strong CherryWhen the event occurs When multiple roles are played
Common to all settings 1.0 1.0 1.6
*Unit: %.
During REG
Point distribution when REG is established
(common to all settings)
Number of points REG in low probability mode REG in high probability mode REG in ultra-high probability mode
0 points 99.9 99.5 99.0
5 points 0.1 0.5 1.0
*Unit: %.
Point distribution during REG
(common to all settings)
Number of points When a bell is pressed in the correct sequence When the bell is pressed in any order When a weak suika is hit
1 point 99.6 99.0 12.5
2 points 0.4 1.0 87.5
*Unit: %.
Point distribution during REG
(common to all settings)
Number of pointsCherryWhen the “Chance” button is clicked, when the “Chance” button is clicked, and when the upper bell is clicked When a bonus pattern is established
2 points 50.0 -1.0
5 points 50.0 100
*Unit: %.
Percentage of ART winners by points earned
Setting 0 point 1 point 2 points 3 to 5 points
Setting 1 0.4 3.1 15.0 100
Level of setting 2
Level of setting 3
Setting 4 5.0 20.0
Level of setting 5
Setting 6 0.8 10.0 25.0
*Unit: %.
Navi occurrence rate for push bells
(common to all settings)
Number of points During REG in low probability mode During REG in high probability mode During REGs in ultra-high probability mode
Navigation non-occurrence 90.0 -1.0 – – – – – – – – – – – – – – – – – – – – – – –
Navigation occurs from the first game 0.1 0.5 5.0
Navigation occurs from the second game 0.1 0.5 5.0
Navigation occurs from the 3rd game 0.2 2.0 90.0
Navigation occurs from the 4th game 1.0 7.0 -1.0
Navigation occurs from the 5th game 8.6 90.0 -1.0
*Unit: %.

ART Stock Number Distribution

When ART is won by a specific role during normal operation
When in low probability mode or high probability mode
When in low probability mode or high probability mode
Weak CherryTime
Configuration 1 piece 2 pcs. 3 5 pcs.
Setting 1 92.71 4.17 2.08 1.04
Setting 2 85.42 8.33 4.17 2.08
Setting 3 92.71 4.17 2.08 1.04
Setting 4 85.42 8.33 4.17 2.08
Level of setting 5
Setting 6 96.35 2.08 1.04 0.52
*Unit: %.
When in low probability mode or high probability mode
Strong CherryTime
Configuration 1 piece 2 pcs. 3 5 pcs.
Setting 1 89.96 9.16 0.59 0.29
Setting 2 89.99 8.84 0.78 0.39
Setting 3 89.96 9.16 0.59 0.29
Setting 4 89.99 8.84 0.78 0.39
Level of setting 5
Setting 6 92.49 6.63 0.59 0.29
*Unit: %.
When in low probability mode or high probability mode
Middle CherryTime
Configuration 1 piece 2 pcs. 3 5 pcs.
Common to all settings 95.00 3.13 1.25 0.62
*Unit: %.
When in low probability mode or high probability mode
When a weak suika
Configuration 1 piece 2 pcs. 3 5 pcs.
Setting 1 95.31 1.56 1.56 1.56
Setting 2 90.63 6.25
Setting 3 95.31 1.56
Setting 4 90.63 6.25
Level of setting 5
Setting 6 95.31 3.13 0.78 0.78
*Unit: %.
When in low probability mode or high probability mode
When a strong watermelon is used
Configuration 1 piece 2 pcs. 3 5 pcs.
Setting 1 94.53 3.13 1.56 1.56
Setting 2 91.41 6.25
Setting 3 94.53 3.13
Setting 4 91.4 6.25
Level of setting 5
Setting 6 95.70 3.13 0.78 0.78
*Unit: %.
When in low probability mode or high probability mode
Weak Chance/Strong Chance
Configuration 2 pcs. 3 pcs. 5 pcs.
Common to all settings 93.75 3.13 3.13
*Unit: %.
When in low probability mode or high probability mode
at the time of BIG
Configuration 1 piece 2 pcs. 3 5 pcs.
Common to all settings 91.46 4.88 2.44 1.22
*Unit: %.
When in low probability mode or high probability mode
During REG
Configuration 1 piece 2 pcs. 3 5 pcs.
Common to all settings 95.73 2.44 1.22 0.61
*Unit: %.
When staying in ultra-high probability mode
When staying in ultra-high probability mode
Weak CherryTime
Configuration 1 piece 2 pcs. 3 5 pcs.
Setting 1 94.97 3.56 0.98 0.49
Setting 2 92.48 5.32 1.46 0.73
Setting 3 83.32 11.68 3.34 1.67
Setting 4 89.99 7.04 1.99 0.98
Setting 5 83.33 11.65 3.35 1.67
Setting 6 95.00 3.54 0.98 0.49
*Unit: %.
When staying in ultra-high probability mode
Strong CherryTime
Configuration 1 piece 2 pcs. 3 5 pcs.
Setting 1 84.0 12.8 1.6 1.6
Setting 2 80.0 14.0 4.0 2.0
Setting 3 60.0 13.3 13.3 13.3
Setting 4 66.7 16.7 8.3 8.3
Setting 5 51.1 16.3 16.3 16.3
Setting 6 Under investigation Under investigation Under investigation Under investigation
*Unit: %.
When staying in ultra-high probability mode
Middle CherryTime
Configuration 1 piece 2 pcs. 3 5 pcs.
Setting 1 81.25 12.50 3.13 3.13
Level of setting 2
Setting 3 56.25 25.00 12.50 6.25
Setting 4 62.50 6.25
Setting 5 50.00 12.5 12.5
Setting 6 Under investigation Under investigation Under investigation Under investigation
*Unit: %.
When staying in ultra-high probability mode
When a weak suika
Configuration 1 piece 2 pcs. 3 5 pcs.
Setting 1 97.27 1.56 0.78 0.39
Setting 2 94.53 3.13 1.56 0.78
Setting 3 91.41 6.25
Level of setting 4
Setting 5 89.26 7.81 1.95 0.98
Setting 6 90.72 7.81 0.98 0.49
*Unit: %.
When staying in ultra-high probability mode
When a strong watermelon is used
Configuration 1 piece 2 pcs. 3 5 pcs.
Setting 1 92.49 5.19 1.59 0.78
Setting 2 89.99 7.08 1.95 0.98
Setting 3 83.33 10.01 5.00 1.66
Setting 4 87.50 7.81 3.13 1.56
Setting 5 80.00 12.01 6.01 1.98
Setting 6 87.49 10.56 1.30 0.65
*Unit: %.
When staying in ultra-high probability mode
Weak Chance/Strong Chance
Configuration 2 pcs. 3 pcs. 5 pcs.
Common to all settings 93.75 3.13 3.13
*Unit: %.
When staying in ultra-high probability mode
at the time of BIG
Configuration 1 piece 2 pcs. 3 5 pcs.
Common to all settings 91.46 4.88 2.44 1.22
*Unit: %.
When staying in ultra-high probability mode
During REG
Configuration 1 piece 2 pcs. 3 5 pcs.
Common to all settings 95.7 2.4 1.2 0.6
*Unit: %.
During ART
During ART
Weak CherryTime
Configuration 1 piece 2 pcs. 3 5 pcs.
Setting 1 91.46 4.88 2.44 1.22
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Setting 6 7.32 0.81 0.41
*Unit: %.
During ART
Strong CherryTime
Configuration 1 piece 2 pcs. 3 5 pcs.
Setting 1 83.30 12.01 3.13 1.56
Setting 2 83.30 12.01 3.13 1.56
Setting 3 74.98 17.49 5.00 2.52
Setting 4 83.32 11.68 3.34 1.67
Setting 5 74.98 17.49 5.00 2.52
Setting 6 87.47 10.58 1.30 0.65
*Unit: %.
During ART
Middle CherryTime
Configuration 1 piece 2 pcs. 3 5 pcs.
Common to all settings 90.00 6.25 2.50 1.25
*Unit: %.
During ART
When a weak suika
Configuration 1 piece 2 pcs. 3 5 pcs.
Common to all settings 94.53 3.13 1.56 0.78
*Unit: %.
During ART
When a strong watermelon is used
Configuration 1 piece 2 pcs. 3 5 pcs.
Common to all settings 91.41 6.25 1.56 0.78
*Unit: %.
During ART
Weak Chance/Strong Chance
Configuration 1 piece 2 pcs. 3 5 pcs.
Common to all settings 89.06 6.25 3.13 1.56
*Unit: %.
During ART
“Replay, replay, bell.”
Configuration 1 piece 3 pcs. 5 pcs.
Common to all settings 95.31 3.13 1.56
*Unit: %.
During ART
“Replay Replay Cherry”
Configuration 1 piece 2 pcs. 3 5 pcs.
Common to all settings 75.00 21.09 3.13 0.78
*Unit: %.
During ART
“Bell. Cherry. Bell.”
Configuration 1 piece 2 pcs. 3 5 pcs.
Common to all settings 87.50 10.55 1.56 0.39
*Unit: %.
During ART
at the time of BIG
Configuration 1 piece 2 pcs. 3 5 pcs.
Common to all settings 99.00 0.85 0.10 0.05
Common to all settings
During ART
During REG
Configuration 1 piece 2 pcs. 3 5 pcs.
Common to all settings 99.00 0.85 0.10 0.05
*Unit: %.
During REG
0 point
During REG
At 0 point
Configuration 1 piece 2 pcs. 3 5 pcs.
Setting 1 91.41 6.25 1.56 0.78
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Setting 6 95.70 3.13 0.78 0.39
*Unit: %.
1 point] Time
During REG
At 1 point
Configuration 1 piece 2 pcs. 3 5 pcs.
Setting 1 91.41 6.25 1.56 0.78
Level of setting 2
Level of setting 3
Setting 4 94.63 3.91 0.98 0.49
Level of setting 5
Setting 6 97.31 1.95 0.49 0.24
*Unit: %.
2 points] Time
During REG
At 2 points
Configuration 1 piece 2 pcs. 3 5 pcs.
Setting 1 91.41 6.25 1.56 0.78
Level of setting 2
Level of setting 3
Setting 4 89.26 7.81 1.95 0.98
Level of setting 5
Setting 6 91.41 6.25 1.56 0.78
*Unit: %.
3 points] Time
During REG
At 3 points
Configuration 1 piece 2 pcs. 3 5 pcs.
Common to all settings 90.00 7.66 1.56 0.78
*Unit: %.
4 points] Time
During REG
At 4 points
Configuration 2 pcs. 3 pcs. 5 pcs.
Common to all settings 68.75 25.00 6.25
*Unit: %.
5 points] Time
During REG
At 5 points
Configuration 3 pcs. 5 pcs.
Common to all settings 50.00 50.00
*Unit: %.
at the time of BIG
When the bonus pattern is aligned
During BIG
When the bonus pattern is aligned
Configuration 1 piece 2 pcs. 3 5 pcs.
Common to all settings 96.88 2.66 0.31 0.15
*Unit: %.
When in low probability mode, weak SUIKA or CHANCE mark
During BIG
(when in low probability mode)
When a weak suika or a chance signal is hit
Configuration 1 piece 2 pcs. 3 5 pcs.
Common to all settings 12.50 25.00 50.00 12.50
*Unit: %.
When in high probability mode, when all minor roles are fulfilled.
During BIG
(when in high probability mode)
when all minor roles are played
Configuration 1 piece 3 pcs. 5 pcs.
Setting 1 90.63 6.25 3.13
Setting 2 93.75 4.17 2.08
Setting 3 95.31 3.13 1.56
Level of setting 4
Level of setting 5
Level of setting 6
*Unit: %.
When all minor roles are completed while in the ultra-high probability mode
During BIG
(when staying in super high probability mode)
when all minor roles are played
Configuration 1 piece 3 pcs. 5 pcs.
Common to all settings 97.66 1.56 0.78
*Unit: %.

When self-initiated ART is entered during normal operation

When self-initiated ART is entered during normal operation
When self-initiated ART is entered during normal operation
When a weak suika or a chance signal is hit
Configuration 1 piece 2 pcs. 3 5 pcs.
Common to all settings 92.07 4.88 2.44 0.61
*Unit: %.

When SIN is not taken out

During RT
When SIN is not taken out
During RT
Configuration 1 piece 2 pcs. 3 5 pcs.
Common to all settings 98.05 0.98 0.49 0.49
*Unit: %.
During non-RT
When SIN is not taken out
During non-RT
Configuration 1 piece 2 pcs. 3 5 pcs.
Common to all settings 92.68 2.44 2.44 2.44
*Unit: %.

RT-related

  • During normal play, the game enters RT on a “replay, replay, or bell” hit. The game ends when a “bell, Cherry, or bell” hits. The game enters ART on a “Replay/Replay/ Cherry” hit.
  • There is a setting difference in the probability of hazle during RT.
Hazure probability during RT
Level of setting probability
Setting 1 1/697.19
Setting 2 1/697.19
Setting 3 1/489.07
Setting 4 1/372.36
Setting 5 1/306.24
Setting 6 1/221.41

Setting speculation

  • The higher the setting, the more likely it is to enter ART.
Bonus/ART probability
Configuration BIG REG
Setting 1 1/409.60 1/655.36
Setting 2 1/404.54 1/636.27
Setting 3 1/399.61 1/618.26
Setting 4 1/390.10 1/595.78
Setting 5 1/376.64 1/564.97
Setting 6 1/364.09 1/512.00
Setting Bonus Combination Probability ART Appearance Rate
Setting 1 1/252.06 1/212.9
Setting 2 1/247.31 1/201.1
Setting 3 1/242.73 1/185.7
Setting 4 1/235.74 1/171.4
Setting 5 1/225.99 1/160.8
Setting 6 1/212.78 1/144.0
Setting Bonus + ART probability
Setting 1 1/115.4
Setting 2 1/110.9
Setting 3 1/105.2
Setting 4 1/99.2
Setting 5 1/94.0
Setting 6 1/85.9
  • There is a setting difference in the probability of hazle during ART.
Hazure probability during ART
Set probability
Setting 1 1/114.17
Setting 2 1/111.08
Setting 3 1/101.45
Setting 4 1/93.09
Setting 5 1/86.46
Setting 6 1/76.56

Max number of game after bonus

  • After a bonus or ART (replay, replay, Cherrywinning), 909G of ART will trigger the ceiling ART. The ceiling ART is common to all settings and 50 %が3連、50%are divided into 5 series.

When to go / When to stop

Performance

Omen and Fake Omen

  • CherryWhen the “Fake State” or “Watermelon” is selected, a lottery is held to determine the transition to the “Fake State”. If the internal mode is low probability mode, the game will return to normal in 6 games. 16 games or more of frequent staging will increase the possibility of winning high probability mode or ART.
  • ART can be latent for up to 32 games (average 7 games).

Crush freeze on reel

  • Occurs when a Red 7 BIG + “REPLAY, REPLAY, Cherry” is won at the same time. When the Freeze occurs, the final episode “When You Wish Upon a Star” will be played, and 5 or more ART stocks will be acquired.

Information

When setting is changed (reset) information

At the time of setting change
Number of Gees to Ceiling Cleared
ART lottery state Mode shift lottery is held.
LCD Stage take over
When power is OFF/ON
Number of games to ceiling take over
ART lottery state take over
LCD Stage take over
  • When the setting is changed, a lottery for mode shift is held.
At the time of setting change
Setting To low probability mode To high probability mode To ultra-high probability mode
Setting 1 66.2 33.3 0.5
Level of setting 2
Setting 3 59.5 40.0
Level of setting 4
Setting 5 49.5 50.0
Level of setting 6
*Unit: %.

(C)2005 BONES/Project EUREKA・MBS (C)Sammy (C)2009 NBGI

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