Pachislot Hokuto no Ken

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Type 4.5 machine SammyC Oct. 2003
TOC

Beginner’s guide

Basic Spec

  • C type without BIG.
  • Equipped with Battle Bonus; each Battle Bonus is 10 plays. The first 9 plays are navigated for small roles, and the 10th play is navigated for the Bonus In (if a small role is drawn on the 10th play, it is carried over to the next play).
  • The number of cards won in a single battle bonus is approximately 112.
  • After the 8-play JAC game, if the battle between Kenshiro and Raoh continues on the LCD, the small role navigation occurs again and the JAC game starts. Rin OR Yuria may appear on the next play’s BET to reverse the situation and revive the game.
  • HokutoThe fist alignment of the two is likely to be selected for a high continuation.
Battle Bonus Sorting
Flag Sorting rate (%)
Red 7s
96.88
HokutoFist alignment of
3.13

One Point Advice

  • Mode shift takes place when a small role is played.
    Middle Cherry > Strong Watermelon > Chance > Weak Watermelon > Square Cherry
  • Equipped with a bonus stock function. Bonuses (JAC games) are drawn at high probability, and all of them are stocked once (even if a series of consecutive games are played, the stock is almost never reduced to zero).
  • Whether or not to continue the next time is drawn for each set of Battle Bonus, and the number of times it continues is not determined; the decision is made at the moment the 3rd stop button is released on the JAC IN.

reset

  • When the setting is changed (or after the Battle Bonus ends), the mode shift is distributed.
  • The higher the setting, the more likely it is to shift to heaven.
When the setting is changed and the Battle Bonus ends
Mode shift rate (%)
Setting To mode 1
(Hell)
To mode 2
(Normal)
Go to mode 3
(Heaven)
Setting 1 58.49 17.08 24.4
Setting 2 56.05 19.53 24.4
Setting 3 48.73 21.97 29.3
Setting 4 43.84 24.41 31.7
Setting 5 38.96 24.41 36.6
Setting 6 29.19 24.41 46.3

Basic Specs

Bonus type

Battle Bonus
Average number of cards won 112

Bonus probability

Setting Battle Bonus
Setting 1 1/389.1
Setting 2 1/365.3
Setting 3 1/343.5
Setting 4 1/320.8
Setting 5 1/291.7
Setting 6 1/251.7

Liners probability

Flag Same on each of setting
Bell
(probability of aligning)
1/11.0
Net Hazure 1/65536

Cherry

  • CherryWhen it is activated, it is divided into two types (A or B). CherryWhen A, it stops in the upper or lower row. CherryWhen B, it stops in the middle row.
CherryDistribution (%)
Flag probability
CherryA
(top or bottom Cherry)
64.6
CherryB
(middle Cherry)
35.3
Substantial middle CherryAppearance rate
Level of setting probability
Setting 1 1/246.68
Setting 2 1/238.74
Setting 3 1/229.01
Setting 4 1/218.23
Setting 5 1/218.23
Setting 6 1/206.11
Substantial upper or lower Cherryappearance rate
Level of setting probability
Setting 1 1/134.75
Setting 2 1/130.42
Setting 3 1/125.10
Setting 4 1/119.22
Setting 5 1/119.22
Setting 6 1/112.59
Cherrytotalling
Level of setting probability
Setting 1 1/87.14
Setting 2 1/84.34
Setting 3 1/80.90
Setting 4 1/77.10
Setting 5 1/77.10
Setting 6 1/72.81

watermelon

  • When watermelon is activated, there are two types (A or B). When watermelon B (strong watermelon) is selected, the maximum slip occurs.
Watermelon sorting (%)
Flag probability
Watermelon A
(weak watermelon)
71.1
Watermelon B
(strong watermelon)
28.8
Actual watermelon A occurrence rate
Level of setting probability
Setting 1 1/167.38
Setting 2 1/161.50
Setting 3 1/154.72
Setting 4 1/144.97
Setting 5 1/140.54
Setting 6 1/140.54
Actual occurrence rate of watermelon B (strong watermelon)
Level of setting probability
Setting 1 1/413.61
Setting 2 1/399.10
Setting 3 1/382.33
Setting 4 1/358.24
Setting 5 1/347.30
Setting 6 1/347.30
watermelon total
Level of setting probability
Setting 1 1/119.15
Setting 2 1/114.97
Setting 3 1/110.14
Setting 4 1/103.20
Setting 5 1/100.05
Setting 6 1/100.05

Replay

  • There are three types of replays: replays that line up (A) and replays that do not line up (B and C).
  • Only Replay A and Replay C are subject to the transition draw.
  • Replay C appears with a chance.
Replay distribution (%)
Flag probability
Replay A 32.7
Replay B 64.8
Replay C (chance) 2.36
Replay
Level of setting probability
Setting 1 1/7.23
Setting 2 1/7.24
Setting 3 1/7.25
Setting 4 1/7.27
Setting 5 1/7.28
Setting 6 1/7.29

Chance (Replay C)

Chance Blank
Level of setting probability
Common to all settings Approx. 1/100

JAC(REG)

  • All REGs (JACs) that are formed are temporarily stocked inside.
JAC(REG) probability
Level of setting probability
Setting 1 1/31.75
Setting 2 1/31.73
Setting 3 1/31.72
Setting 4 1/31.70
Setting 5 1/31.69
Setting 6 1/31.67

Watermelon & Cherry Combined

Watermelon & Cherry Combined
Level of setting probability
Setting 1 1/50.33
Setting 2 1/48.65
Setting 3 1/46.64
Setting 4 1/44.13
Setting 5 1/43.55
Setting 6 1/42.15

pure concealed winning (mahjong)

Net Hazure probability
Level of setting probability
Common to all settings 1/16384

Pay out

Setting PAYOUT(%)
Setting 1 96.5
Setting 2 99.4
Setting 3 102.3
Setting 4 105.9
Setting 5 110.0
Setting 6 119.7

Reel layout

How to play

How to play in ordinary mode

It is easier to determine which role is in play if the middle reel, right reel, and left reel are played in this order.
Note, however, that there is a possibility of missing a replay.

(1) First, aim at a red 7 with a watermelon near the top of the middle reel frame.
There are only the following three stop patterns.

▶When a bell stops in the middle row of the middle reel

The possible roles are Hazure, Bell, or Chance.
The right and left reels can be free-hit.

▶Red 7 stops in the middle of the middle reel.

A possible role is a replay, Cherry, or a chance.
Free roll on the right reel.

If a replay does not appear in the upper row
Aim one of the Cherrynear the upper line of the left reel. CherryIf a replay does not appear on the left reel, it is a chance shot.

When a replay lands on the upper line
A replay is confirmed. There are two places on the left reel where the replay will be missed: avoid the red 7 on the left reel (No. 17) and the watermelon on the left reel (No. 16). (Aim at the fist pattern of Hokutowith Cherry, etc.)

▶When a watermelon stops in the middle row of the middle reel

The applicable role is a watermelon.
(1) Aim for a watermelon on the right reel from the top of the frame to the middle.
(2) On the left reel, aim at the watermelon without Cherry(e.g., aim at the fist pattern of Hokutonear the top of the frame).
* If you aim at the one with Cherry(No. 2), the watermelon will not line up.

In this way, the watermelon can only be placed in the middle line, so it is impossible to determine the strength of the watermelon.

During Battle Bonus

  • Follow the push-order navigation. When a small role is navigated, follow the same procedure as in normal operation to arrange small roles.
  • Whenever a bell with a push order is formed on the final play of the Battle Bonus, a push order different from the correct one is navigated. If the player disobeys the push order, the bell may land. There is no penalty for disobeying the push order navigation. The effect is 0.76.
  • Rarely, a hazard occurs during battle bonuses and JACs, but there is no benefit.

AT/ART related

About the mode

  • There are 11 different Internal Modes.
  • When the mode is shifted to Bonus Release Mode, the bonus is released. When the Battle Bonus ends, the mode is shifted to Mode 0 (fall) and the next mode destination is determined.
Falling Mode Normal Mode Bonus Release Mode Battle Bonus Mode
Mode 0
(Fall)
Mode 1
(Hell)
Mode 4
(Omen)
Mode 7
(66% continuation)
Mode 2
(Normal)
Mode 5
(Red 7)
Mode 8
(79% continuation)
Mode 3
(Heaven)
Mode 6
( Hokuto)
Mode 9
(85% continuation)
Mode 10
(89% continuation)

Bonus Type Sorting

  • The bonus is assigned when the precursor mode is shifted.
  • When the machine enters the red 7 mode and the Hokutomode, the bonus pattern corresponding to the mode can be aligned immediately.
Bonus distribution at the time of shift to the precursor mode (%)
Setting Red 7Hokutoa complete set of
Common to all settings 96.9 3.1

Battle Bonus Continuation Percentage Distribution

Battle Bonus Continuation Ratio (%)
Continuation rate Red 7Hokutoa line of red 7’s
66%58.93 0.04
79%37.93 0.04
85%1.95 61.96
89%1.17 37.93
Common to all settings

Battle Bonus average duration and expected number of tickets

Battle Bonus average duration and expected number of tickets
Continuity rate Average Number of Continuance Expected Number of Pieces
66% of the time 2.94 times 414.3 pieces
79% of the time 4.81 times 677.8 cards
85% (6.52 times) 6.52 times 918.8 pieces
89% of the time 9.06 times 1276.8 pieces
Common to all settings

Aura selection rate by continuation rate when the battle bonus is awarded

When Battle Bonus is awarded
Aura selection rate by continuation rate (%)
Color of aura 66% Continuation 79% continue 85% continue 89% continue
White 58.20 33.59 17.18 8.33
Blue 25.00 25.00 17.18 8.33
Yellow 12.50 25.00 25.00 8.33
Green 3.12 12.50 25.00 25.00
Red 0.78 3.12 12.50 25.00
Rainbow 0.39 0.78 3.12 25.00
Common to all settings

Expected selection of each continuation rate by aura color

Expected selection rate of each continuation rate according to the color of the aura
(when red 7s are aligned)(%)
Color of aura 66% Continuation 79% continue 85% continue 89% continue
White 72.24 26.84 0.70 0.20
Blue 59.76 38.47 1.36 0.39
Yellow 42.24 54.39 2.80 0.56
Green 25.00 64.38 6.62 3.97
Red 21.09 54.30 11.18 13.41
Rainbow 26.14 33.65 6.93 33.26
Common to all settings
Expected selection rate of each continuation rate by aura color
(When Hokutois aligned)(%)
Color of aura 66% Continuation 79% continue 85% continue 89% continue
White 0.20 0.11 76.85 22.81
Blue 0.08 0.08 76.97 22.84
Yellow 0.03 0.06 82.96 16.93
Green 0.006 0.02 62.00 37.96
Red 0.002 0.008 44.94 55.04
Rainbow 0.001 0.003 16.95 83.04
Common to all settings

Mode Transition in Normal Mode

  • During normal operation, the player stays in (Mode 1, Mode 2, or Mode 3). A lottery for mode shift is held when a specific small role is played.

When staying in Mode 1 (Hell)

When a cherry is hit
  • CherryWhen A, it stops at the upper or lower row; when B, it stops at the middle row.
CherryDistribution (%)
Flag probability
CherryA
(top or bottom Cherry)
64.6
CherryB
(middle Cherry)
35.3
Common to all settings
When staying in Mode 1 (Hell)
CherryWhen A ( upper or lower Cherry ) is established (%)
setting (of a computer or file, etc.)Go to Mode 1.Go to Mode 2.Go to Mode 3.Go to Mode 4.Go to Mode 5.Go to Mode 6.
Setting 191.796.251.560.39No transitionNo transition
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6
When staying in Mode 1 (Hell)
CherryWhen B (middle row Cherry) is established (%)
setting (of a computer or file, etc.)Go to Mode 1.Go to Mode 2.Go to Mode 3.Go to Mode 4.Go to Mode 5.Go to Mode 6.
Setting 123.0450.001.5625.000.190.19
Level of setting 2
Setting 3 21.48 3.12
Level of setting 4
Level of setting 5
Level of setting 6
When watermelon is in play
  • When a watermelon is activated, there are two types (A or B); when B (strong watermelon) is selected, the maximum number of slips occurs.
Watermelon sorting (%)
Flag probability
Watermelon A
(weak watermelon)
71.1
Watermelon B
(strong watermelon)
28.8
Common to all settings
  • When watermelon is established, 100% of the transition is drawn.
When staying in Mode 1 (Hell)
When Watermelon A (Weak Watermelon) is hit (%)
setting (of a computer or file, etc.)Go to Mode 1.Go to Mode 2.Go to Mode 3.Go to Mode 4.Go to Mode 5.Go to Mode 6.
Setting 169.9225.001.563.120.190.19
Setting 2 68.35 3.12
Level of setting 3
Level of setting 4
Setting 5 66.79 4.68
Setting 6 62.10 6.25 6.25
When staying in Mode 1 (Hell)
When watermelon B (strong watermelon) is hit (%)
setting (of a computer or file, etc.)Go to Mode 1.Go to Mode 2.Go to Mode 3.Go to Mode 4.Go to Mode 5.Go to Mode 6.
Setting 115.2375.003.126.250.190.19
Setting 2 12.10 9.37
Level of setting 3
Setting 4 8.98 6.25
Setting 5 5.85 12.50
Setting 6 3.12 74.60 9.37
when the replay is complete
  • There are three types of replays: A, B, and C. Only in the case of A & C, a transition lottery is held. Replay C = Chance
Replay distribution (%)
Flag probability
Replay A 32.7
Replay B 64.8
Replay C
(chance)
2.36
Common to all settings
When a chance (Replay C) is established
  • When a chance event is established, 25% of the time, the mode is upgraded.
When staying in Mode 1 (Hell)
When a chance eye is hit
(%)
setting (of a computer or file, etc.)Go to Mode 1.Go to Mode 2.Go to Mode 3.Go to Mode 4.Go to Mode 5.Go to Mode 6.
Setting 170.1125.003.121.560.19No transition
Level of setting 2
Level of setting 3
Level of setting 4
Setting 5 66.99 4.68 3.12
Setting 6 62.30 6.25 6.25

When staying in mode 2 (normal)

When a cherry is hit
When staying in Mode 2 (normal)
CherryWhen A (upper or lower Cherry) is established (%)
setting (of a computer or file, etc.)Go to Mode 1.Go to Mode 2.Go to Mode 3.Go to Mode 4.Go to Mode 5.Go to Mode 6.
Setting 11.5697.460.780.19No transitionNo transition
Level of setting 2
Setting 3 97.26 0.39
Setting 4 96.87 0.78
Level of setting 5
Level of setting 6
  • The middle cherry at high probability is a confirmed bonus.
When staying in Mode 2 (normal)
CherryWhen B (middle row Cherry) is established (%)
setting (of a computer or file, etc.)Go to Mode 1.Go to Mode 2.Go to Mode 3.Go to Mode 4.Go to Mode 5.Go to Mode 6.
Setting 1No transition62.1012.5025.000.190.19
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6
When watermelon is in play
When staying in Mode 2 (normal)
When Watermelon A (Weak Watermelon) is in effect (%)
setting (of a computer or file, etc.)Go to Mode 1.Go to Mode 2.Go to Mode 3.Go to Mode 4.Go to Mode 5.Go to Mode 6.
Setting 1No transition73.0425.001.560.190.19
Setting 2 71.48 3.12
Level of setting 3
Level of setting 4
Setting 5 68.35 6.25
Level of setting 6
When staying in mode 2 (normal)
When watermelon B (strong watermelon) is hit (%)
setting (of a computer or file, etc.)Go to Mode 1.Go to Mode 2.Go to Mode 3.Go to Mode 4.Go to Mode 5.Go to Mode 6.
Setting 1No transition12.1075.0012.500.190.19
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6
when the replay is complete
When staying in Mode 2 (Normal)
When the replay is successful (%)
setting (of a computer or file, etc.)Go to Mode 1.Go to Mode 2.Go to Mode 3.Go to Mode 4.Go to Mode 5.Go to Mode 6.
Setting 16.2593.75No transitionNo transitionNo transitionNo transition
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6
When a chance (Replay C) is established
  • When a chance event is established, 25% of the time, the mode is upgraded.
When staying in Mode 2 (Normal)
When a chance eye is hit
(%)
setting (of a computer or file, etc.)Go to Mode 1.Go to Mode 2.Go to Mode 3.Go to Mode 4.Go to Mode 5.Go to Mode 6.
Setting 1No transition73.2425.001.560.19No transition
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Setting 6 71.67 3.12

When staying in Mode 3 (high probability)

When a cherry is hit
When staying in Mode 3 (high probability)
CherryWhen A (upper or lower Cherry) is established (%)
setting (of a computer or file, etc.)Go to Mode 1.Go to Mode 2.Go to Mode 3.Go to Mode 4.Go to Mode 5.Go to Mode 6.
Setting 10.781.5697.460.19No transitionNo transition
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6
  • The middle cherry at high probability is a confirmed bonus regardless of the setting.
When staying in Mode 3 (high probability)
CherryWhen B (middle row Cherry) is executed (%)
setting (of a computer or file, etc.)Go to Mode 1.Go to Mode 2.Go to Mode 3.Go to Mode 4.Go to Mode 5.Go to Mode 6.
Setting 1No transitionNo transitionNo transition99.600.190.19
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6
When watermelon is in play
When staying in Mode 3 (high probability)
When Watermelon A (weak watermelon) is in effect (%)
setting (of a computer or file, etc.)Go to Mode 1.Go to Mode 2.Go to Mode 3.Go to Mode 4.Go to Mode 5.Go to Mode 6.
Setting 1No transitionNo transition93.356.250.190.19
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6
When staying in Mode 3 (high probability)
When watermelonB (strong watermelon) is in effect (%)
setting (of a computer or file, etc.)Go to Mode 1.Go to Mode 2.Go to Mode 3.Go to Mode 4.Go to Mode 5.Go to Mode 6.
Setting 1No transitionNo transition49.6050.000.190.19
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6
when the replay is complete
When staying in Mode 3 (high probability)
When a replay is executed (%)
setting (of a computer or file, etc.)Go to Mode 1.Go to Mode 2.Go to Mode 3.Go to Mode 4.Go to Mode 5.Go to Mode 6.
Setting 14.683.1292.18No transitionNo transitionNo transition
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6
When a chance (Replay C) is established
  • When a chance event is established, 25% of the time, the mode is upgraded.
When staying in Mode 3 (high probability)
When a chance eye is hit
(%)
setting (of a computer or file, etc.)Go to Mode 1.Go to Mode 2.Go to Mode 3.Go to Mode 4.Go to Mode 5.Go to Mode 6.
Setting 1No transitionNo transition74.8025.000.19No transition
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6

Mode Transition during Battle Bonus

  • The moment the third stop button is released during JAC IN, the mode shift lottery is held.
  • If the game transitions to Mode 4 (precursor), Mode 5 (red 7), or Mode 6 ( Hokuto), the Battle Bonus will end, but a streak of 32 plays or less will occur. When red 7 and Hokutomode is shifted, 1-play streak will occur.
Mode shift classification at the time of JACIN (%)
Stay mode Continuation Rate Destination
To Mode 0
(BB end)
To Mode 4
(To the omen)
To Mode 5
(Red 7)
To Mode 6
( Hokutomatching)
Mode 766.0133.200.190.390.19
Mode 8 79.98 20.01
Mode 984.6613.960.390.780.39
Mode 10 88.96 9.66
Common to all settings

Mode Shift at the End of Battle Bonus

  • After the Battle Bonus ends (or when the setting is changed), the mode is shifted.
  • The higher the setting, the more likely it is to shift to heaven.
At the end of Battle Bonus and when the setting is changed
Mode shift rate (%)
Setting To mode 1
(Hell)
To mode 2
(Normal)
Go to mode 3
(Heaven)
Setting 1 58.49 17.08 24.4
Setting 2 56.05 19.53 24.4
Setting 3 48.73 21.97 29.3
Setting 4 43.84 24.41 31.7
Setting 5 38.96 24.41 36.6
Setting 6 29.19 24.41 46.3

Setting speculation

Difference in cherry and watermelon probability

Watermelon & Cherry Combined
Level of setting probability
Setting 1 1/50.33
Setting 2 1/48.65
Setting 3 1/46.64
Setting 4 1/44.13
Setting 5 1/43.55
Setting 6 1/42.15

Max number of game after bonus

  • 1999 play between Battle Bonus shifts to Bonus Release Mode.
Mode shift when the ceiling is reached (%)
Setting To Mode 4 (omen) To Mode 5 (red 7)
Common to all settings 50.0 50.0
Bonus distribution at the time of shift to the precursor mode (%)
Setting Red 7Hokutoa complete set of
Common to all settings 96.9 3.1

When to go / When to stop

one’s chance

  • When the setting is changed (or after the Battle Bonus ends), the mode shift is distributed.
  • Chance to move to Mode 3 (Heaven). The higher the setting, the more likely it is to be shifted.
When the setting is changed and the Battle Bonus ends
Mode shift rate (%)
Setting To mode 1
(Hell)
To mode 2
(Normal)
Go to mode 3
(Heaven)
Setting 1 58.49 17.08 24.4
Setting 2 56.05 19.53 24.4
Setting 3 48.73 21.97 29.3
Setting 4 43.84 24.41 31.7
Setting 5 38.96 24.41 36.6
Setting 6 29.19 24.41 46.3

Time to stop

  • When the game enters the precursor mode (Mode 4), it is better to play 32 plays after the triggering event ( Cherry, Watermelon, Chance) because it is not possible to get a bonus for a maximum of 32 plays.
  • It is better to watch the situation when staying in stages with a high possibility of heaven mode or higher, such as the Raoh and Jagi stages.

Performance

During Battle Bonus, high continuation rate is determined

85% or 89%

  • HokutoHundred Split Fist HITs Raoh (not to be guarded)
  • Toki dodges Raoh’s punches (but not kicks or Gousyouha).
  • Punched and resurrected in Yulia.

79% or more

  • Ray appears in the play eye of JAC game
  • Rising up in the 8th play after a rigid Gousyouha.

During normal operation, the direction to stay in Heaven mode or higher is expected.

Bat

  • Drop the white can at the third stop.
  • Drop 3 yellow cans and 3 blue cans
  • Drop three green apples.
  • Drop three red apples.

Rin

  • Crouch at 2nd stop or 3rd stop (middle row Cherry)
  • Stumble at the third stop.
  • Lightly rolls at lever ON or 2nd stop or 3rd stop

Kenshiro

  • Large blue aura (Heaven mode or higher confirmed)
  • Look over on 3rd stop or replay on turn around (heaven mode or higher confirmed)
  • Great White Aura
  • tear (up) clothes
  • pop one’s fingers

Fellowship, etc.

  • Ray & Mamiya addition.
  • When a passerby appears, replay on 3rd stop
  • Yellow and blue zako with Ganzan ryouzanha.
  • Red and Green Zako HokutoHundred Split Fist
  • The light on the table frame blinks in a different color from the color of the winning hand.

Stage

  • Go to Lao Jagi stage
  • Kenshiro clockwise stage shift in Nanto’s last general direction.

Stage Features

  • Four types of stages exist. The expectation level of staying in Heaven Mode or higher varies depending on the stage.

Shin stage

  • Most likely to be selected while on the current mode 1 (hell).

Souther stage

  • Most likely to be selected while on the current mode 2 (ordinary mode).

Jagi stage

  • Most likely to be selected when staying in Mode 3 (heaven) or Mode 4 (omen).

Raoh Stage

  • It is most likely to be selected when staying in Mode 4 (precursor).
Stage classification (%)
Stay Mode Sin SOUTHERN Jagi Raoh
Mode 1
(Hell)
59.9 29.1 8.2 3.0
Mode 2
(Normal)
31.2 55.6 8.7 3.8
Mode 3
(Heaven)
26.7 13.0 41.8 18.5
Mode 4 or higher
(Bonus confirmed state)
3.7 3.8 33.0 59.5
Common to all settings

Stage at the end of the bonus

  • The stage immediately after the end of the battle bonus is assigned according to the stage in which the player was staying when the battle bonus was announced. Therefore, even if the game starts at the Sin or Souther stage after the end of the streak, there is a possibility that the player is staying in the Heaven mode internally.

Crush freeze on reel

  • Not equipped

Information

  • If the battle bonus ends without going through the ending after 20 or more consecutive runs, the stock is out of stock.

(C) Takeru Takemono, Tetsuo Hara/NSP 1983
(C)Sammy

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