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 setting
Games 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)
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 points
CherryWhen 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.