Pachislot Psalms of Planets Eureka seveN 2

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Type 5 machine Sammy AT Nov. 2013
TOC

Beginner’s guide

Basic Spec

  • The payout is increased by a pseudo-bonus and AT “Corallian Mode”.
  • Equipped with “Aeriel Rush,” “Aeriel Burst,” and “Seventh Well,” zones that specialize in multiplier increases.

Normal gameplay

  • There are several stages during normal operation, and if the game moves to the “Bridge Stage,” the player has a chance to stay in a higher stage. Expect to win a bonus or AT when a rare role is played.
  • The “Nirvash Mode” is an omen that indicates the beginning of the game, and a chance is given if a sequence of events develops in the last 7 games of the Compact Drive count. The “Dewey Mode” is a 20-game super high probability state that is triggered when a certain number of games have been played. The bonus or AT expectation is approximately 50% when the mode is shifted to “Dewey Mode.

Basic Specs

Bonus/AT probability

Setting Hyper BIG probability BIG probability
Setting 1 1/2228.76 1/346.76
Setting 2 1/2170.31 1/339.58
Setting 3 1/2223.02 1/341.89
Setting 4 1/2179.60 1/331.64
Setting 5 1/2199.78 1/326.18
Setting 6 1/2194.50 1/325.76
Setting Bonus Combination Probability AT first hit probability
Setting 1 1/300.07 1/443.95
Setting 2 1/293.64 1/406.11
Setting 3 1/296.32 1/403.05
Setting 4 1/287.84 1/308.65
Setting 5 1/284.06 1/302.43
Setting 6 1/283.65 1/230.31
Setting Bonus + AT first hit probability
Setting 1 1/179.0
Setting 2 1/170.4
Setting 3 1/170.8
Setting 4 1/148.9
Setting 5 1/146.5
Setting 6 1/127.1

Liners probability

Small role probability in normal operation

Small role probability with no difference in setting
Flag Same on each of setting
Hazle 1/1.81
Strong Cherry 1/399.61
Middle Cherry+ Watermelon alignment 1/3276.80
Middle row Cherry+ BAR alignment 1/16384.00
Strong watermelon 1/512.00
Chance 1/128.00
Special role 1/65536.00
Freeze occurs when a special role is established.
Small role probability with setting difference
Setting Normal replay Bell replay
Setting 1 1/5.95 1/4.04
Setting 2 1/5.96 1/4.05
Setting 3 1/5.96 1/4.06
Setting 4 1/5.97 1/4.07
Setting 5 1/5.98 1/4.08
Setting 6 1/5.98 1/4.09
Setting Weak Cherry Weak Swimmer
Setting 1 1/133.20 1/85.33
Setting 2 1/127.50 1/82.13
Setting 3 1/122.27 1/79.15
Setting 4 1/117.45 1/76.38
Setting 5 1/112.99 1/73.80
Setting 6 1/109.23 1/71.86

Probability of small role during bonus

Small role probability with no difference in setting
Flag Same on each of setting
Red 7 aligned replay 1/1024.00
Red 7s on Replay
(Fake)
1/257.00
Push sequence
[Replay Replay Cherry]
1/32.00
Push-Push-Place Bell 1/1.81
Small role probability with setting difference
Setting replay
Setting 1 1/2.63
Setting 2 1/2.64
Setting 3 1/2.65
Setting 4 1/2.65
Setting 5 1/2.66
Setting 6 1/2.66

Probability of small roles during monsuno battle

Small role probability with no difference in setting
Flag Same on each of setting
2-choice replay 1/35.31
Red 7 aligned replay 1/1024.00
Red 7s on Replay
(Fake)
1/257.00
Push sequence
[Replay Replay Cherry]
1/32.00
Push-Push-Place Bell 1/1.81
Small role probability with setting difference
Setting four-choice replay
Setting 1 1/2.85
Setting 2 1/2.85
Setting 3 1/2.86
Setting 4 1/2.87
Setting 5 1/2.87
Setting 6 1/2.88

Probability of small roles during Airiel Rush

Small role probability with no difference in setting
Flag Same on each of setting
Bell Replay 1/17.87
Push sequence
[Replay Replay Cherry]
1/32.00
Push-Push-Place Bell 1/1.81
Small role probability with setting difference
Setting replay
Setting 1 1/3.04
Setting 2 1/3.05
Setting 3 1/3.06
Setting 4 1/3.07
Setting 5 1/3.07
Setting 6 1/3.08

Number of games per 50

Level of settingGames per 50 medals
Level of setting 1 Roughly 31 games
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6

Pay out

Level of setting probability
Setting 1 97.63
Setting 2 98.32
Setting 3 100.80
Setting 4 104.92
Setting 5 108.55
Setting 6 112.91
*Unit: %.

List of liners

Reel Symbols Amount of medals paid
Hyper Big (ends after 40 bell counts)
Normal Big (ends after 20 bell counts)
four flat objects (e.g. tickets, pieces of cloth, etc.)
two sheets (pieces) (of paper)
8 cards or replay
Replay

Reel layout

How to play

How to play in ordinary mode

Aim for BAR on the top or upper left reel.

▶ Angle Cherrywhen it appears

When Cherryappears in the corner, its strength or weakness is determined according to the stop pattern.
When 3-strand Cherryappears, or when the bonus pattern stops in the middle row of the right reel, it becomes strong Cherry(the stop sound changes as well). When a BAR pattern appears in the middle Cherryreel, aim at the BAR pattern on the middle and right reels, and if a watermelon or BAR pattern appears, the role of the pattern changes.

When watermelon stops on the upper left reel

Aim for watermelon on the middle & right reels as well.
A diagonal line of watermelons is a weak watermelon, and a parallel or middle line of watermelons is a strong watermelon.

▶When BAR stops on the lower line of the left reel

Both the middle and right reels can be played as desired.
A bonus pattern line up to the right from a BAR in the lower row of the left reel, or a small character has been missed by slipping to a watermelon are chance eyes. In both cases, a flash occurs.

How to play while on the Bonus/AT

▶Without navigation system

Follow small roles in the same way as in normal operation.

▶When push order navigation occurs

Follow the push order navigation

▶When the push-order challenge occurs

?” Stop one of the reels. If the push order is correct, the replay, replay, Cherrystops.

▶When cut-in occurs

Aiming for red 7 on all reels by pushing backward

AT/ART related

Internal state-related

Internal state transition lottery

  • During normal operation, there are multiple internal states that affect the winning rate of bonuses and ATs.
  • There are two internal states: High Probability A and B. The state-up draw is performed mainly when a rare small role is passed or when a bonus ends, while the state-down draw is performed when a push-bell is missed in High Probability A and when a rare small role is passed in High Probability B.
  • During High B, the state down draw is not performed until a rare small role is passed, and during Dewey Mode (CZ), the state transition draw itself is not performed.
  • When the setting is changed, the internal state is redrawn.
Internal state transition rate
(at the end of the bonus, common to all states)
at the time of BIG
Setting To High A To High B
Setting 1 90.0 10.0
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6
At the time of Hyper BIG
Setting To High A To High B
Setting 1 -100 100
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6
*Unit: %.
Internal state transition rate
(when staying low)
Weak cherry
Setting To high
Setting 1 10.0
Setting 2 12.5
Setting 3 10.0
Setting 4 12.5
Setting 5 10.0
Setting 6 12.5
weak suited tiles numbered 1 or 9
Setting To high
Setting 1 33.3
Setting 2 40.0
Setting 3 33.3
Setting 4 40.0
Setting 5 33.3
Setting 6 40.0
*Unit: %.
Internal state transition rate
(when staying in high A)
When push-button bells are missed
Setting To Low To High B
Setting 1 7.2 -1
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6
weak suited tiles numbered 1 or 9
Setting To Low To High B
Setting 1 -3.1 3.1
Setting 2 6.3
Setting 3 3.1
Setting 4 6.3
Setting 5 3.1
Setting 6 6.3
*Unit: %.
Strong Cherry・Strong watermelon and chance
Setting To High A
Common to all settings 100
*Unit: %.

Internal mode related

Internal Mode Overview

  • During normal operation, there is an internal mode that affects the number of games entering the CZ and the number of ceiling games.
  • The internal mode is drawn for state up with a bonus when AT is not selected, and the state down drawing is not performed until AT is selected.
  • If the AT is not latent at the time of the push bell spillover after the AT ends, a lottery is held to shift to the pull-back mode.
  • If Dewey mode is selected during the fake precursor, the LCD screen is normal, but the game is internally shifted to CZ.
  • When the setting is changed, the internal mode is redrawn.
Transition rate while on the mode A
Status To Mode B To Mode C To mode D
After BIG 18.6 5.9 0.4
After Hyper BIG 87.5 11.7 0.8
*Common to all settings
*Unit is %.
Transition rate while on the mode B
Status To Mode C To Mode D
After BIG 24.6 0.4
After Hyper BIG 99.2 0.8
*Common to all settings
*Unit is %.
Transition rate while on the mode C
Status To Mode D
After BIG 25.0
After Hyper BIG ends 100
*Common to all settings
*Unit is %.
Transition rate after AT
At the time of the first AT
setting (of a computer or file, etc.)Go to pull-back modeGo to Mode ATo Mode BGo to Mode CGo to Mode D
Setting 118.862.515.62.30.8
Setting 2 26.6 54.7
Setting 3 21.9 59.4
Setting 4 33.3 47.9
Setting 5 25.0 56.3
Setting 6 40.0 41.3
*Unit: %.
Transition rate after AT
At the time of AT with pull-back
setting (of a computer or file, etc.)Go to pull-back modeGo to Mode ATo Mode BGo to Mode CGo to Mode D
Setting 118.862.515.62.30.8
Setting 2 6.3 75.0
Setting 3 21.9 59.4
Setting 4 9.4 71.9
Setting 5 25.0 56.3
Setting 6 12.5 68.8
*Unit: %.
Transition rate after setting change
Setting To Mode A To Mode B To mode C To mode D
Setting 1 50.0 12.5 25.0 12.5
Level of setting 2
Level of setting 3
Setting 4 25.0 25.0 25.0
Level of setting 5
Level of setting 6
*Unit: %.

CZ related

Dewey Mode (CZ) Overview

  • A 20-game self-initiated chance zone that is entered after the specified number of games have been played.
  • Bonus or ART is expected to be about 50%.
  • All roles except replay are a chance, especially strong rare roles such as strong Cherry.
  • When the logo of the state army appears, the color of the band under the LCD changes, indicating the level of expectation.
  • If the sequence of events that eventually develops is successful, the player is awarded a bonus or ART.

CZ lottery during normal operation

  • The CZ winning rate varies depending on the stay map managed by the internal mode.
  • The lottery is drawn when a bell is spilled (Hazare), and if selected, Dewey mode is entered after 1 to 4 g.
  • No CZ draw is performed during Dewey mode.
CZ winning rate when staying in each map
Configuration Map 1 Map 2 MAP3 Map 4
Setting 1 1/16384.0 1/123.2 1/54.3 1/40.1
Setting 2 1/5461.3
Setting 3 1/8192.0
Setting 4 1/2730.7
Setting 5 1/5461.3
Setting 6 1/2048.0
Map distribution by number of games in each mode
Number of Games Mode A Mode B
0 to 100 Map 1 Map 1
101-150 Map 2
151-200 Map 1
201-250 Map 3
251-300 Map 1
301-350 Map 3
351-400 Map 1
401-450 Map 4
451-500 Map 1
501-550 Map 4
551-600 Map 1
601-650 Map 4
651-700 Map 1
701-750 Map 2
After 751 games Map 1
Number of Games Mode C Mode D
0 to 100 Map 1 Map 1
101-150 Map 2 Map 2
151-200 Map 1 Map 1
201-250 Map 3 Map 3
251-300 Map 1 Map 2
301-350 Map 3 Map 3
351-400 Map 1 Map 2
401-450 Map 3 Map 4
451-500 Map 1 Map 2
501-550 Map 4 Map 4
551-600 Map 1 Map 2
601-650 Map 3 Map 4
651-700 Map 1 Map 2
701-750 Map 2 Map 1
After 751 games Map 1
Number of games Pullback Mode
every game Map 1
Common to all settings

Bonus related

Bonus Summary

突入契機

When the specified number of games is completed. When a rare minor role is played.

  • Pseudo-bonus with bell navigation count management.
  • A Hyper BIG game ends after 40 bell navigation (about 200 coins won), while a BIG game ends after 20 bell navigation (about 100 coins won).
  • During the digestion, the AT lottery is drawn when a small role is played, and a red 7 when the cut-in occurs confirms the AT win.
  • During digestion, a four-choice push-order guessing sequence may occur. If the player succeeds in guessing the correct push order when the navigation system appears, the player will enter the AT’s chance zone, “Monsoon Battle”. (When the push-order guess is successful, a replay, replay, or Cherryis lined up.) The AT draw is performed according to the number of correct push-orders.
  • In total, the player can expect to enter the AT at a rate of about 26% from BIG and 51% from Hyper BIG.
  • If a bonus is won during AT, a lottery to increase the number of AT games is held during digestion.

Drawing of lots during bonus digestion in normal operation

Lottery for occurrence of 4-choice special replay navigation
  • During the high push order navigation system, 100% navigation occurs when a special replay with 4 choices is established.
  • In the case of a low push order navigation, if the player has not won the right to a monsuno battle, the navigation occurrence drawing is performed with reference to the bonuses that are in effect.
  • When the bell count ends at 7, 100% navigation occurs.
Navi Occurrence Rate
State Low High
During BIG 12.5 100
During Hyper BIG 50.0 100
*Common to all settings
*Unit is %.
Lottery for state transition
  • During the normal bonus game, a state transition lottery is held depending on the smallest role.
  • There are two types of states: low and high. If a special replay with four choices is made during the high state, 100% navigation is triggered.
  • Whenever the bonus starts, it always starts low and sure.
High transition rate
Flag Transition Rate
Weak Cherry 33.3
Weak Swingers 50.0
Chance 100
*Common to all settings
*Unit is %.
Low transition rate
Flag Transition Rate
Push-Push-Place Bell 50.0
*Common to all settings
*Unit is %.
AT lottery
  • During the normal bonus period, AT is drawn when a rare minor role is played, and the number of AT sets will be stocked when multiple roles are played.
  • The AT draw changes depending on whether the bell count is “trailing 7” or “other than trailing 7”.
  • When the middle Cherry+BAR line is aligned, the AT will be 2 sets or more + the END mode.
AT win rate
winning hand (mahjong) When the last 7 is not selected When the last 7 are in play
Weak Cherry
Weak Watermelon
0.4 1.6
Strong Cherry
Strong Watermelon
15.6 31.3
Chances 6.3 12.5
Middle Cherry
Red 7s
100
Middle row Cherry+ BAR alignment 100
*Common to all settings
*Unit is %.
  • Red 7 alignment, middle Cherry・Middle Cherry+BAR alignment triggers the AT immediately, and if the AT is won by any other rare role, 75% of the time it will go through latency.
Number of games of precursor for AT latency
Number of precursor games Selection rate
6 0.2
7 0.2
8 0.2
9 0.2
10 4.7
11 4.7
12 0.2
13 0.2
14 0.2
15 12.5
16 12.5
17 12.5
18 0.4
19 10.9
20 18.8
21 10.9
22 3.1
23 0.4
24 0.2
25 0.2
26 0.2
27 0.2
28 0.2
29 3.1
30 1.6
31 0.8
32 0.8
*Common to all settings
*Unit is %.

Drawing of lots during AT bonus digestion

  • During the AT, the number of AT games is always increased by a rare small role during the digestion of a bonus.
  • When a rare minor role is played, a draw is made for a post-announcement add-on (Spearhead Stock), and if the draw is not successful, the AT game count is added directly.
  • Therefore, if a post-announcement add-on is obtained, the direct add-on draw is not performed.
  • The bonus link system is also triggered when a post-announcement add-on is made.
Lottery for post-announcement add-on
Hyper BIG during BIG/Seventh Well
When the bell count is other than the last 7
winning hand (mahjong) Table C Table D
Weak Cherry
Weak Watermelon
0.04 0.01
Strong Cherry
Strong Watermelon
1.46 0.10
Chance 0.73 0.05
Middle Cherry 93.75 6.25
Middle row Cherry+BAR alignment -100 100
*Common to all settings
*Unit is %.
Bell count end at 7:00
winning hand (mahjong) Table C Table D
Weak Cherry
Weak Watermelon
0.73 0.05
Strong Cherry
Strong Watermelon
23.44 1.56
Chances 5.86 0.39
middle row Cherry -100 100
Middle row Cherry+BAR alignment -100 100
*Common to all settings
*Unit is %.
hyper BIG
When the bell count is other than the last 7
winning hand (mahjong) Table C Table D
Push-Push-Place Bell 0.10 0.10
Weak Cherry
Weak Watermelon
0.78 0.78
Strong Cherry
Strong Watermelon
12.50 12.50
Chances 3.13 3.13
middle row Cherry -100 100
Middle row Cherry+BAR alignment -100 100
*Common to all settings
*Unit is %.
Bell count end at 7:00
winning hand (mahjong) Table C Table D
Push-Push-Place Bell 0.78 0.78
Weak Cherry
Weak Watermelon
1.56 1.56
Strong Cherry
Strong Watermelon
25.00 25.00
Chances 6.25 6.25
middle row Cherry -100 100
Middle row Cherry+BAR alignment -100 100
*Common to all settings
*Unit is %.
direct load drawing
Hyper BIG during BIG/Seventh Well
When the bell count is other than the last 7
Number of games Weak Cherry/Weak Watermelon Strong Cherry/Strong watermelon Chance
5 80.0 -0.5 – – – – – – – – – – – – – – – – – – – – – – –
10 17.9 -10 17.9 80.0
20 1.6 -18.8 18.8
30 0.4 87.5 0.8
40 0.2 12.5 0.4
*Common to all settings
*Unit is %.
Bell count end at 7:00
Number of games Weak Cherry/Weak Watermelon Strong Cherry/Strong watermelon Chance
10 80.0 -10 – – – – – – – – – – – – – – – – – – – – – – –
20 17.9 -20 17.9 80.0
30 1.6 -16.9 16.9
40 0.4 100 3.1
*Common to all settings
*Unit is %.
hyper BIG
When the bell count is other than the last 7
Number of games Weak Cherry/Weak Watermelon Strong Cherry/Strong watermelon Chance
5 20.0 -20.0 – – – – – – – – – – – – – – – – – – – – – – –
10 20.0 -25.0 25.0
20 20.0 -25.0 25.0
30 20.0 50.0 25.0
40 20.0 50.0 25.0
*Common to all settings
*Unit is %.
Bell count end at 7:00
Number of games Weak Cherry/Weak Watermelon Strong Cherry/Strong watermelon Chance
10 25.0 -25.0 – – – – – – – – – – – – – – – – – – – – – – –
20 25.0 -33.3 33.3
30 25.0 -33.3 33.3
40 25.0 100 33.3
*Common to all settings
*Unit is %.

Monsuno Battle Related

Overview of Monsuno Battle

  • If a “Replay, Replay, Cherry” is landed during the bonus, the player enters “Mon Snow Battle” after the bonus ends, a 5-game push-order challenge in which AT is drawn according to the number of correct push-orders for the 4 bell choices.
  • If the correct answer is given three times or more, the AT is confirmed. If Renton’s cut-in occurs in the middle of the game, the push order navigation will occur thereafter. In rare cases, a “◎” will be displayed to indicate that the correct answer has been made twice.
  • In addition, a “BREAK CHANCE” occurs, and if the player correctly answers the push order for the game in question, he or she has a chance to make all incorrect answers up to that point into correct answers.

Navi frequency lottery

  • Depending on the number of times a special replay is won during BIG, a lottery is held to determine the occurrence of push order navigation during Monsoon Battle.
Navi Sorting by Number of Awards
Navi Count Number of times special replay wins
1 time2 times3 times4 times5 times6 times or more
090.00
19.0090.00
20.859.0090.0
30.100.909.8187.50
40.020.050.106.2575.0
50.020.050.106.2525.0100
*Common to all settings
*Unit is %.

Lottery to win points

  • Initial points are set at the start depending on the number of special replay wins during BIG, but 5 points are always earned if the player has won 7 or more times, and 5 points are earned in about 0.1% of cases when the player has won 1 to 6 times.
Percentage of points earned:
(correct answers are required for the push-push roles)
Points winning hand (mahjong)
1 pointPressed Bell
Pressed Bell Replay
Weak Cherry
Weak Watermelon
Fake Red 7
2 pointsStrong Cherry
Strong watermelon
Chance eye
Special replay
3 points Middle Cherry
Red 7s
5 points Middle row Cherry+BAR alignment
Special replays (replay, replay, Cherry) earn 2 or more points depending on the situation.

Break chance lottery

  • In the third to fifth games, “Break Chance” may occur, and if the player can correctly guess the push order, he or she can earn 3 or more points.
  • The lottery for the occurrence of the event is drawn when a four-choice special replay is established, referring to the points that have been earned up to that point.
Break chance lottery
Number of games At 0 points At 1 point At 2 points At 3 points
Game 3 50.0 12.5 -1.5 – – – – – – – – – – – – – – – – – – – – – – –
Game 4 12.5 6.3 3.1 -3.1
Game 5 6.3 3.1 1.6 1.6
*If 4 or more points are earned, break chance does not occur.
*Unit: %.

AT win rate by points earned

  • The AT draw is performed by referring to the points that had been earned at the end of the monsuno battle.
  • If a cumulative total of 3 or more points are earned, the AT is won for immediate release; if 2 or fewer points are earned, the AT is won via an omen.
AT winning rate by point
Setting At 0 points At 1 point At 2 points At 3 points or more
Setting 1 12.5 25.0 37.5 100
Level of setting 2
Level of setting 3
Setting 4 18.8 37.5 56.3
Setting 5 17.2 34.4 51.6
Setting 6 20.0 40.0 60.0
*Unit: %.
Number of games of precursor for AT latency
Number of precursor games Selection rate
6 0.2
7 0.2
8 0.2
9 0.2
10 4.7
11 4.7
12 0.2
13 0.2
14 0.2
15 12.5
16 12.5
17 12.5
18 0.4
19 10.9
20 18.8
21 10.9
22 3.1
23 0.4
24 0.2
25 0.2
26 0.2
27 0.2
28 0.2
29 3.1
30 1.6
31 0.8
32 0.8
*Common to all settings
*Unit is %.

AT-related

Corallian Mode (AT) Overview

  • AT lasting 50G+α per set, with a net increase of approximately 2.8 cards per G.
  • When a rare minor role is played during digestion, three drawings are held: a draw for adding to the number of games, an aerial rush draw, and a draw for shifting modes.
  • When the number of games is added to the game count, the number of games added to the game count is the expected winning level of the pseudo-bonus, according to the Bonus Link System.
  • Depending on the mode in which the player is staying, the expected level of entry into Aerial Rush changes.
突入契機

When AT lottery is won during CZ
When AT lottery is won during pseudo-bonus, etc.

AT Stock Sorting

  • The number of stocks when an AT is won depends on the winning opportunity.
  • Stock up to 5 at one time winning.
When AT is selected as normal
Configuration 1 piece 2 pcs. 3 5 pcs.
Setting 1 95.0 4.4 0.4 0.2
Setting 2 98.0 1.9 0.1 0.1
Setting 3 92.5 6.6 0.6 0.3
Setting 4 97.0 2.7 0.2 0.1
Setting 5 92.5 6.6 0.6 0.3
Setting 6 97.0 2.7 0.2 0.1
*Unit: %.
  • The distribution is different for special winners such as a middle Cherry+BAR line during the main precursor.
When AT special winners are selected
2 pcs. 3 pcs. 5 pcs.
87.5 9.4 3.1
*Common to all settings
*Unit is %.
Bonus + AT win
Configuration 1 piece 2 pcs.
Setting 1 95.0 4.4
Setting 2 98.0 1.9
Setting 3 92.5 6.6
Setting 4 97.0 2.7
Setting 5 92.5 6.6
Setting 6 97.0 2.7
Configuration 3 pieces
Setting 1 0.6
Setting 2 0.2
Setting 3 0.9
Setting 4 0.3
Setting 5 0.9
Setting 6 0.3
*Unit: %.
Monsterno Battle
When winning with 0 to 2 points
Configuration 1 piece 2 pcs.
Setting 1 93.8 5.7
Setting 2 96.9 2.8
Setting 3 90.6 8.5
Setting 4 97.9 1.9
Setting 5 93.2 6.2
Setting 6 98.1 1.8
Configuration 3 pcs. 5 pcs.
Setting 1 0.4 0.2
Setting 2 0.2 0.1
Setting 3 0.6 0.3
Setting 4 0.1 0.1
Setting 5 0.4 0.2
Setting 6 0.1 0.1
*Unit: %.
Monsterno Battle
3 points for a win
Configuration 1 piece 2 pcs. 3 5 pcs.
Setting 1 95.0 4.4 0.4 0.2
Setting 2 98.0 1.9 0.1 0.1
Setting 3 92.5 6.6 0.6 0.3
Setting 4 97.0 2.7 0.2 0.1
Setting 5 92.5 6.6 0.6 0.3
Setting 6 97.0 2.7 0.2 0.1
*Unit: %.
When winning at 4 points of monsuno battle
Configuration 2 pcs. 3 pcs. 5 pcs.
Common to all settings 93.8 4.7 1.6
*Unit: %.
When winning at 5 points of Monsuno Battle
Configuration 3 pcs. 5 pcs.
Common to all settings 87.5 12.5
*Unit: %.
When winning at 6 points of Monsuno Battle
Configuration 4 pcs. 5 pcs.
Common to all settings 50.0 50.0
*Unit: %.
When Monstuno Battle is won with 7 or more points
Configuration 5 pieces
Common to all settings 100
*Unit: %.

Drawing for mode shift during AT (on first hit and when a small role is played)

  • During AT, there are a total of seven types of modes: standard mode (long distance, medium distance, and short distance) and loop mode (seven-color cloud sea, 303, theEND-A, theEND-B).
  • The mode up draw is performed mainly by failing the bonus link when the number of games is directly added or by a rare small role when Aerial Rush is not selected.
  • When the Seven Counter is activated (the number of games in the lower right corner glows red), there is a possibility of mode up even with non-rare minor roles.
  • When in “theEND-B,” the highest mode, there is no mode shift by minor roles.
Mode shift on first AT hit
(when staying low)
Setup To long distance Medium Distance
Setting 1 37.50 50.00
Setting 2 50.00 43.75
Setting 3 37.50 50.00
Setting 4 50.00 43.75
Setting 5 37.50 50.00
Setting 6 43.75 46.88
Setup To short distance To the Sea of Seven Clouds
Setting 1 12.38 0.05
Setting 2 6.13
Setting 3 12.38
Setting 4 6.13
Setting 5 12.38
Setting 6 9.25
Setup To 303 Go to theEND-B
Common to all settings 0.05 0.02
*Unit: %.
When the Seven Counter is not activated
When staying long distance
Weak cherry
Transition Destination Transition Rate
No transition 90.00
To the Middle Range 9.11
To short range 0.78
To the Sea of Seven Clouds 0.05
To 303 0.05
To theEND-B 0.01
weak suited tiles numbered 1 or 9
Transition Destination Transition Rate
No transition 66.67
To middle distance 32.44
To short range 0.78
To the Sea of Seven Clouds 0.05
To 303 0.05
To theEND-B 0.01
Strong Cherry・Strong watermelon and chance
Transition Destination Transition Rate
No transition 99.22
To the middle distance -Mr.
Short distance -David
To the Sea of Seven Clouds 0.38
To 303 0.38
To theEND-B 0.01%
center of three (horizontal) columns (of print) Cherry
Setting Transition Ratio
No transition 50.00
To the middle distance -Mr.
To short distance 43.55
To the Sea of Seven Clouds 3.13
Go to 303 3.13
To theEND-B 0.20
*Common to all settings
*Unit is %.
When staying in the middle distance
Weak cherry
Transition Destination Transition Rate
No migration 95.00
To short range 4.89
To the Sea of Seven Clouds 0.05
To 303 0.05
To theEND-B 0.01
weak suited tiles numbered 1 or 9
Transition Destination Transition Rate
No transition 75.00
To short distance 24.89
To the Sea of Seven Clouds 0.05
To 303 0.05
To theEND-B 0.01
Strong Cherry・Strong watermelon and chance
Transition Destination Transition Rate
No transition 99.22
Short distance -John
To the Sea of Seven Clouds 0.38
To 303 0.38
To theEND-B 0.01
center of three (horizontal) columns (of print) Cherry
Setting Transition Ratio
No transition 50.00
To short distance 43.55
To the Sea of Seven Clouds 3.13
Go to 303 3.13
To theEND-B 0.20
*Common to all settings
*Unit is %.
When staying in close proximity
Weak cherry
Transition Destination Transition Rate
No transition 99.22
To the Sea of Seven Clouds 0.38
To 303 0.38
To theEND-B 0.01
weak suited tiles numbered 1 or 9
Transition Destination Transition Rate
No transition 96.88
To the Sea of Seven Clouds 1.56
To 303 1.56
To theEND-B 0.01
Strong Cherry・ Strong watermelon
Transition Destination Transition Rate
No migration 87.50
To the Sea of Seven Clouds 6.15
Go to 303 6.15
To theEND-B 0.20
center of three (horizontal) columns (of print) Cherry
Setting Transition Ratio
No transition 50.00
To the Sea of Seven Clouds 23.44
To 303 23.44
To theEND-B 3.13
*Common to all settings
*Unit is %.
When staying in the seven-color cloud sea
Weak cherry
Transition Destination Transition Rate
No transition 99.22
To 303 0.77
To theEND-B 0.01
weak suited tiles numbered 1 or 9
Transition Destination Transition Rate
No transition 99.00
To 303 0.99
To theEND-B 0.01
Strong Cherry・ Strong watermelon
Transition Destination Transition Rate
No migration 87.50
Go to 303 12.11
To theEND-B 0.39
center of three (horizontal) columns (of print) Cherry
Setting Transition Ratio
No transition 50.00
Go to 303. 37.50
To theEND-B 12.50
*Common to all settings
*Unit is %.
When staying at 303 and theEND-A
Weak Cherry・Weak watermelon
Transition Destination Transition Rate
No transition 99.22
To theEND-B 0.78
Strong Cherry・ Strong watermelon
Transition Destination Transition Rate
No migration 87.50
To theEND-B 12.50
center of three (horizontal) columns (of print) Cherry
Setting Transition Ratio
No transition 50.00
To theEND-B 50.00
*Common to all settings
*Unit is %.
When Seven Counter is activated
When staying far away
Winning rate 33.33
Normal replay, push bell
Destination Sorting at the time of winning
To middle distance 97.33
To short distance 2.34
To the Sea of Seven Clouds 0.15
To 303 0.15
To theEND-B 0.04
Weak Cherry・Weak watermelon
Destination Sorting at the time of winning
To mid-range 99.11
To short range 0.78
To the Sea of Seven Clouds 0.05
To 303 0.05
To theEND-B 0.01
Strong Cherry・Strong watermelon and chance
Destination Sorting at the time of winning
To the middle distance -A
To short distance 50.00
To the Sea of Seven Clouds 25.00
Go to 303. 24.99
To theEND-B 0.01
center of three (horizontal) columns (of print) Cherry
Setting of the Sorting at the time of winning
To the middle distance -A
Short distance -John
To the Sea of Seven Clouds 50.00
Go to 303. 49.80
To theEND-B 0.20
*Common to all settings
*Unit is %.
When staying in the mid-range
winning rate 25.00
Normal replay, push bell
Destination Sorting at the time of winning
To short range 99.17
To the Sea of Seven Clouds 0.39
To 303 0.39
To theEND-B 0.05
Weak Cherry・Weak watermelon
Destination Sorting at the time of winning
To short range 99.89
To the Sea of Seven Clouds 0.05
To 303 0.05
To theEND-B 0.01
Strong Cherry・Strong watermelon and chance
Destination Sorting at the time of winning
To short distance 50.00
To the Sea of Seven Clouds 25.00
Go to 303. 24.99
To theEND-B 0.01
center of three (horizontal) columns (of print) Cherry
Setting Sorting at the time of winning
Short distance -John
To the Sea of Seven Clouds 50.00
Go to 303. 49.80
To theEND-B 0.20
*Common to all settings
*Unit is %.
When staying in close proximity
100% chance of winning
Normal replay, push bell
Transition Destination classification
To the Sea of Seven Clouds 98.44
To 303 1.37
To theEND-B 0.20
Weak Cherry・Weak watermelon
Transition Destination classification
To the Sea of Seven Clouds -John
To 303. 96.88
To theEND-B 3.13
Strong Cherry・ Strong watermelon
Transition Destination classification
To the Sea of Seven Clouds -John
Go to 303. 87.50
To theEND-B 12.50
center of three (horizontal) columns (of print) Cherry
Setting gradient (e.g. in math, logic)
To the Sea of Seven Clouds -John
Go to 303.
To theEND-B 100
*Common to all settings
*Unit is %.
When staying in the seven-color sea of clouds
100% chance of winning
Normal replay, push bell
Transition Destination classification
To 303. 98.44
To theEND-B 1.56
Weak Cherry・Weak watermelon
Transition Destination classification
To 303. 93.75
To theEND-B 6.25
Strong Cherry・ Strong watermelon
Transition Destination classification
To 303. 75.00
To theEND-B 25.00
center of three (horizontal) columns (of print) Cherry
Setting gradient (e.g. in math, logic)
Go to 303.
To theEND-B 100
*Common to all settings
*Unit is %.
When staying at 303 and theEND-A
winning hand containing all the minor roles
Transition Destination classification
To theEND-B 100
*Common to all settings
*Unit is %.

Drawing for mode shift during AT (at the end of Bonus/AT, etc.)

Specialized zone, AT latency activation, and AT pull-back
  • After Aerial Rush, regardless of whether the player won or did not win the bonus, the mode shift is made with reference to the mode of stay.
  • If the bonus is not won in the Aerial Rush during the loop mode (Nanashiki Unkai, 303, theNED-A/B), it is the only opportunity for the mode to go down.
  • When AT latency is activated (25% of the time when there is a stock) and when the AT pull-back lottery is won, the mode at the end of the previous AT is used as a reference for the transition lottery.
Seven-colored sea of clouds, 303 when staying at theEND-A/B
Transition Destination Transition Rate
Not migrated 100
*Common to all settings
*Unit is %.
Seven-colored sea of clouds, 303 when staying at theEND-A/B
Transition Destination Transition Rate
Not migrated 100
*Common to all settings
*Unit is %.
When theEND-B stays
Transition Destination Transition Rate
To theEND-A 98.4
Not migrated 1.6
*Common to all settings
*Unit is %.
When BAR is aligned during aerial burst
No matter what mode you stay in
Transition Destination Transition Rate
No transition 99.8
To theEND-B 0.2
*Common to all settings
*Unit is %.
Ended last time at close range
Transition Destination Transition Rate
To the Sea of Seven Clouds 75.00
To 303 23.44
To theEND-B 1.56
*Common to all settings
*Unit is %.
Ended last time at close range
Transition Destination Transition Rate
To short range 98.24
To the Sea of Seven Clouds 0.78
To 303 0.78
To theEND-B 0.20
*Common to all settings
*Unit is %.
At the end of AT
  • If there is no stock after the AT ends, a draw for mode shift is made at the time of the first bell spill.
  • When the stock is latent, the AT is triggered within 20G, and when pulled back, the AT is triggered via 22G-28G + omen.
At the end of the initial AT
setting (of a computer or file, etc.)Go to Mode ATo Mode BGo to Mode CGo to Mode DGo to pull-back mode
Setting 162.515.62.30.818.6
Setting 2 54.7 26.6
Setting 3 59.4 21.9
Setting 4 47.9 33.3
Setting 5 56.3 25.0
Setting 6 41.3 40.0
*Unit: %.
At the end of a pull-back AT
setting (of a computer or file, etc.)Go to Mode ATo Mode BGo to Mode CGo to Mode DGo to pull-back mode
Setting 162.515.62.30.818.6
Setting 2 75.0 6.3
Setting 3 59.4 21.9
Setting 4 71.9 9.4
Setting 5 56.3 25.0
Setting 6 68.6 12.5
*Unit: %.

seven-counter sorting

  • If the mode is shifted by a rare minor role before the Seven Counter is activated, the number of games before activation is not reset.
  • Whenever the Seven Counter emits a red light at close range, it moves to the seven-color cloud sea or higher.
Red light distribution by stay mode
Number of games Long distance Middle distance Short distance Nanashiki-unkai-303-theEND-A/B
17 12.5 12.5 0.2 0.1
27 12.5 12.5 0.2 0.1
37 37.5 37.5 0.2 6.3
47 6.3 6.3 0.2 43.6
57 12.5 12.5 2.34 50.0
67 18.8 18.8 9.4 -18.8 18.8 9.4
77 -77 87.5 – – – 87.5
*Common to all settings
*Unit is %.

Drawing of add-on during AT

  • During AT, when a rare minor role is played, a draw is made to add to the number of games.
  • Only the weak SUIKA and the CHANCE eye have a different win rate and table during the main precursor of the Aerial Rush or Bonus.
  • If the player wins the add-on lottery, a table is first selected, and then the number of add-on games is determined by referring to the table.
  • If the player wins an add-on during an omen that includes a fake, the player wins a Spearhead Stock, which is released during the last 5G of the AT.
Winning rate of add-on & table sorting
Winning rate of add-on & table sorting
Flag Winning Percentage Table B Table C Table D
Weak Cherry 10.0 99.5 -0.5 0.5
Strong Cherry・ Strong watermelon 100 99.9 -0.1 0.1
center of three (horizontal) columns (of print) Cherry 100 98.4 -1.6 1.6
Middle row Cherry+ BAR alignment 100 -100 – – – – – – – – – – – – – – – – – – – – – – – 100
Weak Suika (non omen type), Chance eye (during non omen) 1.0 97.6 -2.4 2.4
Weak watermelon (during the main precursor) 3.1 99.2 -0.8% (during the main omen) 0.8
Chance (during the main precursor) 25.0 96.0 3.9 0.1
*Common to all settings
*Unit is %.
Distribution of the number of games to be played by table
Table A
setting (of a computer or file, etc.)10305070100
Setting 166.720.811.51.0
Level of setting 2
Level of setting 3
Level of setting 4
Setting 5 19.9 1.0
Level of setting 6
*Unit: %.
Table B
setting (of a computer or file, etc.)20406080100
Setting 187.59.33.10.1
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Setting 6 87.1 0.4
*Unit: %.
Table C
Setting (in seconds) 50 60 70 100
Setting 1 90.0 -1 – – – – – – – – – – – – – – – – – – – – – – – 10.0
Level of setting 2
Level of setting 3
Level of setting 4
Setting 5 86.7 3.1
Setting 6 83.8 3.1
*Unit: %.
Table D
Setting 100
Common to all settings 100
*Unit: %.

Bonus Link System

bonus swing
Distribution of Bonus Link Success
Normal BIG Hyper BIG
96.9 3.1
*Common to all settings
*Unit is %.
Mode shift after bonus link
Seven-colored sea of clouds, 303 when staying at theEND-A/B
Transition Destination Transition Rate
Not migrated 100
*Common to all settings
*Unit is %.
When theEND-B stays
Transition Destination Transition Rate
To theEND-A 98.4
Not migrated 1.6
*Common to all settings
*Unit is %.
Seven-colored sea of clouds, 303 when staying at theEND-A/B
Transition Destination Transition Rate
Not migrated 100
*Common to all settings
*Unit is %.

Number of precursor games during AT

Number of bonus-linked precursor games
  • When 100% is reached, the screen shifts to the bonus confirmation screen immediately.
  • If less than 95%, the number of precursor games is assigned.
5%
Number of games Fake omen Fake omen
3 100 50.0
4 -50.0 50.0
*Common to all settings
*Unit is %.
10% to 35%
Number of games Fake omen Fake omen
3 0.4 1.6
4 1.6 3.1
5 37.5 20.0
6 40.4 25.0
7 19.3 30.5
8 0.8 14.8
9 -5.0 5.0
*Common to all settings
*Unit is %.
40% to 65%
Number of games Fake omen Fake omen
3G -1.6 1.6
4G 3.1
5G 25.0 25.0
6G 58.6 32.8
7G 12.5 18.8
8G 3.1 12.5
9G 0.8 6.3
*Common to all settings
*Unit is %.
70% to 95%
Number of games Fake omen Fake omen
3G -1.6 1.6
4G 3.1
5G 45.3 20.3
6G 25.0 25.0
7G 25.0 25.0
8G 3.1 12.5
9G 1.6 12.5
*Common to all settings
*Unit is %.

■Number of games in the aeraerial rush precursor

Long distance to short distance
Number of games Fake omen Fake omen
5 12.5 6.3
6 31.3 25.0
7 50.0 50.0
8 6.3 12.5
9 -6.3 6.3
*Common to all settings
*Unit is %.
Seven-color sea of clouds, 303 theEND-A/B
Number of games Fake omen Fake omen
5 100 75.0
6 -25.0 25.0
*Common to all settings
*Unit is %.

Setting speculation

There is a setting difference in bonus and AT probability

Setting Hyper BIG probability BIG probability
Setting 1 1/2228.76 1/346.76
Setting 2 1/2170.31 1/339.58
Setting 3 1/2223.02 1/341.89
Setting 4 1/2179.60 1/331.64
Setting 5 1/2199.78 1/326.18
Setting 6 1/2194.50 1/325.76
Setting Bonus Composite Probability
Setting 1 1/300.07
Setting 2 1/293.64
Setting 3 1/296.32
Setting 4 1/287.84
Setting 5 1/284.06
Setting 6 1/283.65
Setting AT first hit probability
Setting 1 1/443.95
Setting 2 1/406.11
Setting 3 1/403.05
Setting 4 1/308.65
Setting 5 1/302.43
Setting 6 1/230.31

There is a setting difference in the probability of minor roles.

Setting Weak Cherry Weak Swimmer
Setting 1 1/133.20 1/85.33
Setting 2 1/127.50 1/82.13
Setting 3 1/122.27 1/79.15
Setting 4 1/117.45 1/76.38
Setting 5 1/112.99 1/73.80
Setting 6 1/109.23 1/71.86

There is a setting difference in the selection rate of the temporary ceiling (77G) for each mode.

Temporary ceiling selection rate for each mode
Setting Mode A・C Mode B
Setting 1 3.13 10.00
Setting 2 3.13 10.00
Setting 3 3.13 10.00
Setting 4 4.69 12.50
Setting 5 6.25 15.63
Setting 6 6.25 15.63
*Unit: %.

There is a difference in the number of games added during AT.

  • The appearance of “+60” confirms setting 6 (appears when the middle row of a BAR line Cherryis placed on the top of a line other than a strong watermelon)
  • Setting 5 or 6 is confirmed when “+70” appears (in the middle row Cherry・Weak watermelon, strong watermelon, and chance mark appear on the top)

There is a setting difference in the display of the number of cards won during AT.

Display of number of cards won during AT
Setting 456 cards OVER 666 cards OVER 4560 cards OVER 6666 cards OVER
Setting 1 -1 – – –
Level of setting 2
Level of setting 3
Setting 4 1.0 15.0
Setting 5 1.0 20.0
Setting 6 2.0 1.0 25.0 25.0
*Unit: %.

There is a setting difference in the rate of SP voice occurrence.

  • When the first stop is pressed when a bonus is awarded, a lottery for SP voice is held when a specific spot is pressed. There is a setting difference in the occurrence rate.
SP Voice Occurrence Rate
Setting Occurrence rate
Setting 1 20.0
Setting 2 22.0
Setting 3 24.0
Setting 4 26.0
Setting 5 27.0
Setting 6 28.0
*Unit: %.

BITA PUSHING LOCATION
*First stop can be any reel

Left reel as first stop
BITA PUSH either “Watermelon, Bell, and Replay under White 7” or “Replay, White 7, and White 7”.

When the middle reel is the first stop
“Bell, white 7, Cherry” is pressed bita

When the right reel is the first stop
“White 7, Cherry- Bell” is pressed bitwise

SP voice for successful bita-press (on 1st stop)
Renton “Let’s be one, Eureka”
・Eureka “I’ve changed!
Holland “Success or failure depends on you”
・Tarjo “You are hope!
Dominic: “You’ve never shown me a face like that before.”
Anemone: “I can’t hear you!”
Charles, “Don’t beg, win!”
Ray: “Not bad.”
– Moondoggie: “Boom!”
Hildi, ready to go!
Sakuya: “Let’s get started, for their sake.”
・Dewey: “Fight if you want to!”

*Moondoggie, Hilda, Sakuya, and Dewey must have certain Mythro customization to occur.

SP voice for successful biter press (at 2nd stop)
Renton “I won’t let you be alone!
Eureka “I’ve changed, haven’t I?
Holland “Let’s go, boys!
Tulloch: “Off you go, you two!”
Kengor: “Fire the main gun!”
Gidget “Oh, my God!”
Dominic, “You’re so sweet!”
Dominic, “I said I love it!”
Charles, “Give and it shall be given to you!”
Charles “Oh, not bad.”
Dewey “This is the beginning of a new Earth!”
Norb “And for us.”

*Kengo, Gidget, Norbu, and Dewey do not occur unless certain Mythro Custom
*The second stop occurs when the SP voice generation lottery is won on the first stop
*When the BITA press fails or the SP voice lottery is not won, “1 sure! and so on are generated when the player fails to press the bita button or is not selected in the SP voice lottery.

There is a setting difference in the character during the bonus.

  • There is a setting difference in the character introduction screen that appears during the last three bell navigations during BIG (except for Episode BIG).
  • The character introduction screen is classified into seven categories, and the categories play a role in suggesting settings. Category F and G are confirmed for setting 456 or setting 6.
Category Character Setting Suggestion
A Male: Gekko State Likely to appear in odd-numbered settings
B Male: State Army Likely to appear in even settings.
C Female: Gekko State Odd numbers, more likely to appear in higher settings
D Female: State forces More likely to appear on even numbers and higher settings
E Heroine, LFO, and other mechanical systems More likely to appear at higher settings
F Specific 6 characters Setting 456 confirmed
G Specific 3 characters Setting 6 confirmed
Category A
(Man: Gekko State)
Renton Holland Watermelon Toner
Matthew Hap Moondoggie
Kengou JOPS Woz
Gonzii Maurice Maeterlinck
Category B
(Male: State Military)
Dominique Charles
Jurgens Ageha Boys
Category C
(Female: Gekko State)
TALHO GIGENT
Hilda Misha.
Category D
(Women: State Military)
Ray Maria
Category E
(Heroine, LFO and other mechanical systems)
eureka Anemone DJ GREEN
Nirvash spec1 Nirvash spec2 303 devilfish
606 Matthew machine 808 Hilda aircraft 909 Holland aircraft
Gekko-go Acceleration Board the END
Spearhead Javelin Head Monsterno
Monsuno Canon VC10 IZMO ship
Ginga-go Shiratori AFX
Category F
(6 characters specified)
Gulliver Greg Deckard
Will Axel theEND spec2
Category G
(3 special characters)
Sakuya Diane Nirvash spec3
Category Selection Rate
categorySetting 1Level of setting 2Level of setting 3Level of setting 4Level of setting 5Level of setting 6
A54.040.053.240.051.940.0
B40.054.040.052.440.051.5
C2.52.02.752.03.252.0
D2.52.52.03.02.03.25
E1.51.52.02.52.753.0
f0.10.10.1
g0.1
*Unit: %.

Max number of game after bonus

  • The number of ceiling Gs and ceiling benefits vary depending on the mode.
  • A temporary ceiling may be set depending on the mode, and even a temporary ceiling may result in an AT win.
Number of ceiling games per mode
Mode Ceiling game number of games Temporary ceiling game number
A 909 77
B 909 77
C 909 77
D 777 -D 777
Ceiling benefit for each mode
Mode Benefit
A to C AT win
D Hyper BIG + Seventh Well win confirmed
Temporary ceiling selection rate for each mode
Setting Mode A・C Mode B
Setting 1 3.13 10.00
Setting 2 3.13 10.00
Setting 3 3.13 10.00
Setting 4 4.69 12.50
Setting 5 6.25 15.63
Setting 6 6.25 15.63
*Unit: %.

When to go / When to stop

  • After the bonus, the player is guaranteed to stay in a higher level, and after the AT ends, a draw is made for a pull-back, so it is safer to wait a while to see what happens.

Performance

Normal Stage

  • There are two normal stages: the Gekko-go Landing Stage and the Hangar Stage.
  • If the game moves to the “Bridge Stage” where the background changes to evening, the expectation of a high probability of staying in the game is increased.

Crush freeze on reel

  • Freeze occurs when a special “replay, replay, Cherry” sequence is formed.
  • When a freeze occurs, the player wins AT + enters the “Seventh Well” special zone.

Information

Penalty

[Notes on Normal]
Note that during normal operation, stopping the middle and right reels first may result in a penalty.
Stop the left reel first.

Notes on AT]
When push order navigation occurs during AT, follow the navigation and digest the game.
If you do not follow the navigation, you may be penalized.

Information

The second pachislot machine tied up with the “Psalms of Planets Eureka seveN” anime.
The effective line is one line in the Middle.

(C)2005 BONES/Project EUREKA
(C)2009 BONES/Project EUREKA MOVIE
(C)NAMCO BANDAI Games Inc.
(C)Sammy

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