Million God

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Type 4 machine Mizuho C June 2002
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What is Million Gog?

  • C-type without BIG or REG. A machine that increases medals by following the push sequence (AT). If three odd patterns are aligned on the LCD, the game enters the GOD GAME (GG). If three even patterns are aligned, 15 coins are paid out. The number of valid lines is 3, and the number of games for each 50 coins is about 20 games.
  • During normal operation, if you play with a button other than forward push, the AT draw will not take place (scissors play is also a no-no). Always play in the forward direction (left→middle→right).
  • During GG, follow the push-order.
  • Note that a penalty will be incurred if you play irregularly. During the 5-game period after the irregular rotation, the AT draw will not take place, and the game will not be counted toward the ceiling.
  • The control is such that the replay cannot be aligned by pressing the forward button. The “Unlocked” line appears.
  • Even if a GG is won, it is stocked internally and may not be released immediately. However, the stock is not easily accumulated, so basically there is almost no stock.
  • Backgrounds on the LCD screen are “NGG = flower garden,” “SGG = submarine palace,” and “PGG = hanging garden.
Probability of role
Flag Common to all settings
PGG
(Premium God Games)
1/8192
SGG
(Super God Game)
1/4096
Replay 1/7.3
failure (e.g. plans, business)
Setting 1 1/18.9849
Setting 2 1/19.0290
Setting 3 1/19.0733
Setting 4 1/19.1179
Setting 5 1/19.1626
Setting 6 1/19.2075
15-tablet role
Setting 1 1/1.2347
Setting 2 1/1.2345
Setting 3 1/1.2343
Setting 4 1/1.2341
Setting 5 1/1.2339
Setting 6 1/1.2337
Ratio of 15-card role push order
Left Center Right 11/256
*GGG draw takes place
left/right center 49/256
center/left/right 49/256
Middle Right Left 49/256
Right Left Center 49/256
Right Middle Left 49/256
*GGG draw takes place

Pay out

SettingPAYOUT (%)
Setting 1 95.0
Setting 2 98.3
Setting 3 103.3
Setting 4 109.2
Setting 5 119.0
Setting 6 159.0
*Some simulator values

GG (God Game)

  • Three types of GGs with different expected values.

Normal God Game [NGG].

  • Basically, the game is triggered when the three odd numbers other than 7 are lined up on the LCD screen. (Depending on the activation latency, the game can also be triggered by a random number or an even number.)
  • Each set lasts for 50 games, and navigations are triggered when a 15-card hand and a replay are hit.
  • The net increase per game is approximately 10 cards. The average number of cards won is approximately 480.
  • When NGG is won, it is triggered after 0-4 games of latency.

GG won by 4 consecutive replays

  • When 3 consecutive replays are made during normal operation, a fanfare may sound and a flash may occur. GG is won by 4 consecutive replay (1/2837). The number of GG times is 1 to 3.
Replay Unplayable (middle reel, middle red 7 possible)
Replay or 15-unselected (red 7 at the bottom of the right reel)
Pure Hazure or Red 7 (without yellow 7in the lower line of the left reel)
  • If GG is entered after 4 consecutive replays, GG is won when a replay is made in the last play of the chance game after GG ends. The number of GGs is added at the same rate as when 4 consecutive replays are made. Note that even one irregular play after the end of GG will result in the loss of the right to play GG.
Number of GGs for 4 consecutive replays
GG timesDistribution (%)
1 time 86.0
2 times 1.50
3 times 12.5
Average 1.27 times

GG lottery when reverse-pushing yellow 7 is established

  • The GG lottery is drawn when a reverse yellow 7 (approx. 1/6.5) is hit except when the player is in Mode A (hell mode). In Mode D (Heaven Mode), the probability of winning is about 10 times higher.
GG lottery when reverse-pushing yellow 7 is established
Mode B (stock mode)
Mode C (Normal mode)
Mode D
(Heaven Mode)
When yellow 7 is established Composite When Yellow 7 is established Composite
Setting 1 1/256 1/1651.2 1/25 1/165.1
Setting 2 1/229 1/1478.0 1/23 1/147.8
Setting 3 1/198 1/1280.9 1/19 1/128.1
Setting 4 1/172 1/1112.4 1/17 1/111.2
Setting 5 1/140 1/903.2 1/14 1/90.3
Setting 6 1/73 1/476.0 1/7.3 1/47.6

Reverse push yellow 7GG count swing when winning

  • When GG is won, the number of GG is selected, and if the game is in Mode C (normal mode) or Mode D (heaven mode), it is activated after 0 to 4 games of latency. When in Mode B (stock mode), all winning GGs are stocked.
Reverse yellow 7GG count swing when winning (%)
FrequencySetting 1Level of setting 2Level of setting 3Level of setting 4Level of setting 5Level of setting 6
139.0637.7636.9835.7936.7538.74
212.5012.5912.7312.6311.9714.42
322.6620.9819.3917.8915.389.01
43.914.906.066.846.835.40
55.476.297.278.428.557.21
63.123.503.644.214.705.40
75.475.595.455.795.567.21
82.342.803.033.164.705.40
95.475.595.455.275.567.21
Average (times)3.003.103.153.233.323.43

Super God Game [SGG].

  • The lottery is always drawn every game.
  • The game enters when a red 7 stops within the frame of the right reel (an odd number of 3 on the LCD screen).
  • Three or more GGs are determined. The average number of cards won is approximately 1,440.
  • A minimum of three times is guaranteed in any current mode, whether normal or GG.
  • When SGG is won during GG, 50 games are added to the remaining game count. The remaining GG is released during G-ZONE (in rare cases, it may be after G-ZONE).
  • If 4 or more times are selected while in Mode A (hell mode) or Mode B (stock mode), 3 times are released and all the rest are stocked.
Number of GGs during SGG
GG timesDistribution (%)
3 times 93.04
4 times 0.78
5 times 3.13
6 times 0.39
7 times 1.56
8 times 0.32
9 times 0.78
Average 3.21 times

Premium God Games [PGG].

  • 1/8192 for all settings, always drawn every game.
  • The game is entered when three 7’s are aligned on the LCD screen (three GOD patterns in the middle row on the reels).
  • Regardless of which mode the machine is in, whether normal or GG, the game continues for 500 games, with an average payout of approximately 4,800 pieces. When GOD is selected during GG, 500 games are added to the number of remaining games.

God game by stock release

  • Normally, GG is mainly triggered when the GG lottery is won at yellow 7, but GG may be triggered under certain conditions only when there is an internal GG stock.
  • During GG, only the stock release draw is performed and the initial hit draw is not performed.
  • If the LCD chance eye appears and the GG is not triggered, the stock is determined.

When the stock release lottery is won when a forward-pressed yellow 7 is selected during normal operation.

  • If there is an internal stock, the release draw (1/28.7) is performed when yellow 7is aligned when pressing forward.
  • Mode B (stock mode) and Mode C (normal mode) have the same release probability. In Mode D (Heaven Mode), the release probability is 10 times higher.
Normal Forward yellow 7When it is successful
GG release lottery probability
Mode A (hell mode)
Mode B (stock mode)
Mode C (Normal mode)
Mode D(Heaven Mode)
When yellow 7 is established Composite When Yellow 7 is established Composite
Setting 1 1/104 1/2989 1/10 1/298
Setting 2 1/91 1/2622 1/9 1/262
Setting 3 1/81 1/2347 1/8 1/234
Setting 4 1/70 1/2037 1/7 1/203
Setting 5 1/61 1/1765 1/6 1/176
Setting 6 1/42 1/1225 1/4 1/125
  • When the release lottery is won, 1 to 3 GGs are released. The higher the setting, the more GGs are released.
Normal Forward yellow 7When it is established
When the stock release lottery is won
Percentage of GG releases (%)
number of dischargesSetting 1Level of setting 2Level of setting 3Level of setting 4Level of setting 5Level of setting 6
10.850.971.071.231.401.56
20.020.030.040.050.080.39
30.090.100.110.130.150.39
*Tables are for Mode A (hell mode) through Mode C (normal mode). Mode D (Heaven Mode) is 10 times higher.

When 3 consecutive replays during GG

  • When three consecutive replays are made during GG (1/388.7), one stock is released. Thereafter, one stock is added for each consecutive replay. After all reels stop, a sound effect like a horse’s neighing occurs.

in case of failure

  • Stock release drawings are also performed on the four types of internal hazzle (??????” during GG). appears during GG, there is a possibility of Hazurare.)
Hazle Sorting
TypePercentage (%) Direction
Hazle A 89.1
Hazle B 6.3
Hazle C 3.1 Flash & sound effect after all stops on left & middle reels with red 7 or decamilli
Hazle D 1.6 Delay + all lights out on middle left GOD → all lights on 2nd stop → sound effect of north wind after all stops
  • When Hazure C or Hazure D during GG, release is confirmed.
  • One GG stock is released in 1/24th of the time when a pure Hazure (Hazure A or B) is executed.
  • When a strong Hazure (Hazure CorD) is established, one stock is released.
Drawing of GG release lottery on Hazurare during GG
(common to all settings)
Type GG lottery
Hazle A GG release lottery in 1/24
Hazle B GG release lottery in 1/24
Hazle C Release one GG
Hazle D Release one GG

When SGG is won

  • If one or more stocks exist at the time of the SGG win, the stocks are released according to the state.
  • If the number of releases is greater than the number stocked, it is rounded down.
Number of stock released when SGG is won
State Number of discharges
Normal None
During GG 3
During G-ZONE 5

When PGG is won

  • If one or more stocks exist at the time of a PGG win, the stocks are released according to the state.
  • If the number of releases is greater than the number stocked, it is rounded down.
Number of stock released when PGG is won
State Number of discharges
Normal time 3
During GG 5
During G-ZONE All

Mode

  • Four types of modes exist. The probability of winning or entering NGG varies greatly depending on the mode.
  • Mode A (hell mode) is without GG draw.
  • In Mode D (Heaven Mode), the GG winning rate is 10 times higher than in other modes.
Probability of actual mode shift GG lottery when reverse-pushing yellow 7 is established
Mode A
(Hell Mode)
1/3066 No GG lottery at all. GG is won only at the ceiling and on 4 consecutive replays.
Mode B
(stock mode)
1/2044 There is a GG lottery. If selected, it is stocked without being released.
Mode C
(Normal mode)
1/1363 There is a GG draw. Winning NGGs are immediately released.
Mode D
(Heaven Mode)
1/341 There is a GG lottery. Winning NGGs are immediately released.
  • During normal operation, a mode shift lottery is drawn every game. The probability of the mode shift lottery differs depending on the mode in which the player is staying.
Mode shift lottery
Mode of stay Probability
Mode A
(Hell Mode)
1/910.22
Mode B
(stock mode)
1/606.82
Mode C
(Normal mode)
1/404.54
Mode D
(Heaven Mode)
1/101.14
  • If the mode shift lottery is won, the destination mode is determined.
Mode shift classification (%)
Mode A
(Hell)
Mode B
(Stock)
Mode C
(Normal)
Mode D
(Heaven)
Mode A
(Hell)
70.3 7.8 2.3 19.5
Mode B
(stock)
7.8 70.3 19.5 2.3
Mode C
(Normal)
2.3 19.5 70.3 7.8
Mode D
(Heaven)
19.5 2.3 7.8 70.3
  • Mode shift also occurs when the setting is changed.
Mode shift classification when setting is changed (%)
Setting 1 & 2 Setting 3 and 4 Setting 5 and 6
Mode A
(Hell)
44.99 39.99 29.99
Mode B
(stock)
30.01 30.01 30.01
Mode C
(Normal)
20 20 20
Mode D
(Heaven)
5 5 5

G-ZONE

  • A 5-game high probability zone that is triggered after the end of GG. (About 85% of the time, it is triggered during G-ZONE.)
  • When the GG series is in G-ZONE, the lottery for the latent number of GG games is held when G-ZONE is entered.
GG latent game number distribution
Number of latent GsDistribution (%)
1 game 37.5
2 games 9.36
3 games 7.80
4 games 6.24
5 games 25.0
50 games 14.1
*Excludes the first hit.

Chance Zone

  • The 45-game period after G-ZONE ends is a chance zone with a high GG appearance rate.
  • When the number of GG latent games is 50 games, the lottery is drawn every game (1/16) after G-ZONE ends; if the lottery is not drawn by game 49, the lottery is drawn in game 50. However, if the continuous direction is selected, GG is released at a very high probability from the 51st game onwards, although the number of games may exceed 50 games.

Max number of game after bonus

  • GG is triggered by the next BET in which a forward-pressed 15-card role is aligned after 1500 games between GGs. Note that the number of games to the ceiling will not be counted for a certain period of time if you press other than forward during normal operation.
  • The GG frequency swing differs depending on whether or not the stock is stocked by the time the ceiling is reached.
NGG count swing at ceiling
(if GGs are stocked until the ceiling is reached)
GG timesDistribution (%)
1 time 41.02
2 times 39.06
3 times 19.53
Total emission 0.39
NGG count swing at ceiling
(if no GGs are stocked until the ceiling is reached)
GG timesDistribution (%)
1 time 70.31
2 times 19.53
3 times 9.77
Total emission 0.39

on-screen mode

  • There are three types of modes in addition to the internal mode. The mode is selected at different rates depending on the internal mode in which the player is staying, which is useful for guessing the mode.
  • Basically, it is likely to stay in the “stakes mode B”, but when it stays in mode D (heaven mode), stakes mode A is likely to be selected, and when it stays in the hell mode, stakes mode C is likely to be selected.
  • During Mode D (Heaven Mode), it is easy to stay in Appearance Mode A, which inevitably makes it easier to get an odd-numbered tenpai.
Characteristics Odd number of tenpai Odd number of assorted hands
(311, 377, 711, etc.)
Even-numbered ass-tenpai
(266, 422, 644, etc.)
Appearance Mode A Mode in which an odd-numbered pie with a high probability of occurring. 1/5 1/16 1/110
Appearance Mode B A mode in which odd-numbered pies appear but do not occur as frequently as in Appearance Mode A. 1/25 1/56~1/77
(There is a setting difference.)
1/30
Appearance Mode C No odd-numbered pies except when GG is established. No odd-numbered pies
  • The lottery for shifting to the “Degeme” mode is held when a 15-piece or a replay is established, excluding forward, scissors, and reverse pushers.
Probability of transition to Degeme mode
stay mode
Mode A
(Hell Mode)
Mode B
(Stock mode)
Mode B
(Normal mode)
Mode D
(Heaven Mode)
Appearance Mode A 1/33.40 1/25.00 1/16.67 1/130.79
Appearance Mode B 1/100.02 1/121.45 130.79 1/25.00
Appearance Mode C 1/33.34 1/16.67 1/16.67 1/8.29
Distribution of the shift to the mode of appearance (%)
stay mode
Mode A
(Hell Mode)
Mode B
(Stock mode)
Mode B
(Normal mode)
Mode D
(Heaven Mode)
Go to output mode A 9.96 20.02 20.02 70.02
Go to output mode B 70.02 70.02 70.02 20.02
Go to output mode C 20.02 9.96 9.96 9.96
*Unit: %.

Performance

Chance Blank

Chance Blank
131 151 161 171
313 353 373
484
515 525 523 575
Limited to when pressing forward

liquid crystal (display) receiver

  • GG confirmed stakes
Reaching for the LCD
123 135 184
223
315 324 365
514 543 564
664
717 737 753 757
Limited to when pressing forward

special number

special number
Odd scissors eyes
(131, 353, 535, etc.)
Appears in 0.4% of the time when a replay is hit.
161
525
Appears when a replay is established, appearance mode B confirmed.
484
848
Appears when a replay is established, appearance mode C confirmed.
Odd ass-ten eyes (e.g., 311, 377, 711)
(311, 377, 711, etc.)
Appears when a replay is completed, or when a replay is not completed.
Even Ketten eyes
(266, 422, 644, etc.)
Deny GG latency (except 50G latency)

Delay

  • Delayed start sound. The flags that are formed are strong Hazure, SGG, or PGG.

premonitory premonitory performance (e.g. in a play or production)

  • Chance when it occurs frequently. Ice<Flame<Lightning

switching off the light

  • The longer the reel lights go out, the better the chance. The more the reels go off, the better the chances.

Blackout

  • All back lights of main reels turn off when lever is turned on. common to NGG, SGG, and PGG.

Heartbeat Direction

  • If the lever sound is silent and a heartbeat is heard, the GG is confirmed. The higher the speed of the heartbeat, the higher the expectation.

Important point

  • During normal operation, the AT is not drawn by any other push sequence than forward (left→middle→right), so always push the button in order.

penalty

  • If an irregular strike is made during normal operation, the AT is not drawn for 5 games and is not counted toward the ceiling.
  • Even if SGG or PGG is established during penalty, it will be extinguished (only 1 or 15 cards are paid out).
  • Three consecutive penalties during GG latency will cause all GGs awaiting release to disappear.
  • No penalty is incurred for push order errors during GG.

Information

  • Stock is not extinguished when setting is changed; all stock is extinguished when RAM is cleared.
  • The “324” payout is the state in which the GG information is cleared. Stock is 0 and the number of games to the ceiling is set to 1500 games. There is a possibility that the mode has been changed.
  • If PGG is a single shot, three consecutive replays during GG, or a single shot with a Hazure flash, no stock is confirmed.
  • Delay occurs on PGG or SGG or Hazure C or Hazure D (LCD left 7 & lights out) and rarely on Hazure A. Total expectation is about 12%.

GG information clear (mode for hall)

  • There is a management mode that checks the number of GG internal stocks and intentionally changes the stay mode. However, the player cannot operate it.
  • When the setting key is turned, press the 0 button for “Yes” or “No” on the “Clear GG Information” screen that appears on the LCD, and at the moment the button is released, the stay mode appears momentarily in the upper right corner of the screen in small size. When exiting the screen, the mode can be selected with the cross key.
Button Operation Stay mode
↑up key + 0 button A mode (Hell mode)
→ key + 0 button B mode (stock mode)
↓ key + 0 button Mode C (mode C)
← key + 0 button D mode (Heaven mode)

(C)UNIVERSAL ENTERTAINMENT

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