A type that increases payouts with the world domination rush (AT) (Accelerated AT machine)
Number of games in a set: 40 games + α. Net increase of 3 cards per game. Average number of cards won: 668 (*Setting 1, including pull-backs)
Onigashima Challenge,” a zone that increases the number of Core points, is equipped. During normal operation, the player earns Kore points by digesting the number of games and taking the Onigashima Challenge, and when the player earns the specified number of Kore points, the game enters the AT.
AT is controlled by the scenario selected at the time of entry, which determines the continuation rate of each set. A rewrite lottery is also held when a rare role is drawn during the continuation battle.
Three types of add-on special zones are equipped.
Basic Specs
AT probability
Setting
AT probability
Setting 1
1/278.9
Setting 2
1/274.6
Setting 3
1/254.1
Setting 4
1/244.8
Setting 5
1/224.3
Setting 6
1/219.6
Liners probability
Ordinary mode
Normal-time small role probability
Flag
Same on each of setting
Replay
1/4.20
Push-Push-Place Bell
1/1.37
Common bell
1/256.00
Watermelon
1/128.00
Weak Cherry
1/99.90
Strong Cherry
1/564.97
Weak Chance Yakuwari
1/174.76
Strong Chance Role
1/256.00
Legend role
1/65536
steam locomotive Cherry
Level of setting
probability
Setting 1
1/65536
Setting 2
1/65536
Setting 3
1/65536
Setting 4
1/65536
Setting 5
1/32768
Setting 6
1/32768
When * is established, a triple 7 stops on the right reel.
SR Chance Role
Level of setting
probability
Setting 1
1/21845
Setting 2
1/16384
Setting 3
1/21845
Setting 4
1/13107
Setting 5
1/16384
Setting 6
1/10923
When * is established, a triple 7 stops on the right reel.
AT
AT small and medium role probability
Flag
Same on each of setting
Single 7 Match
1/680.89
Double 7s
1/4096.00
Probability of 7-aligned composite
1/583.84
7 in the shape of “4” (replay)
Level of setting
probability
Setting 1
Not applicable
Level of setting 2
Level of setting 3
Setting 4
1/32768
Level of setting 5
Level of setting 6
7 in the shape of “7” (Replay)
Level of setting
probability
Setting 1
Not applicable
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Setting 6
1/32768
Robonyan drive, two in collection
RoboNyan drive, two collections small and medium role probability
Flag
Same on each of setting
Single 7 Match
1/10.85
Double 7s
1/128.00
Probability of 7-aligned composite
1/10.00
Level of setting
Games per 50 medals
Setting 1
Approx. 34.2 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
97.0
Setting 2
98.5
Setting 3
100.1
Setting 4
103.5
Setting 5
108.1
Setting 6
110.9
*Unit: %.
List of liners
design
dividend
Tenma Replay
Legend role
12 sheets
Cherry(Re-play)
seven (used in legal documents)
Replay
Reel layout
How to play
Aim for BAR on the left reel from the top of the frame to the upper line.
When watermelon stops on the upper left reel
Aim for a watermelon on the middle and right reels. (Watermelon on the middle and right reels with BAR as a guide)
When a watermelon stops in the upper or middle of the left reel
Aim for a watermelon on the middle and right reels. (Aim for a BAR for watermelon on the middle reel and a double watermelon on the right reel.)
*Suica Hazure = Strong Chance Role *2-line watermelon line = SR Chance Role
Strong Chance Role
SR Chance Role
When triple watermelon stops on the left reel
Aim for a watermelon on the middle and right reels. (Watermelon on middle and right reels with BAR as a guide)
Legend role
▼ When Cherrystops on the lower line of the left reel
Aim for a red 7 on the middle reel and the right reel.
Weak Cherry
strong Cherry
steam locomotive Cherry
▼ When Cherrystops in the middle of the left reel
Aim for BAR on the middle and right reels.
Legend role
▼When BAR stops on the lower line of the left reel
Hit the middle and right reels as appropriate.
*Rip, rip, bell = weak chance role
weak chance role
▼ When push order navigation occurs Follow the push order to stop the reels.
Aim for the “Fat! When is activated, follow the push order navigation and aim at the designated pattern on all the reels.
▼ Other than the above Digest the data in the normal way of hitting.
AT-related
Internal mode related
Internal Mode Overview
During normal operation, the number of collets required to win an AT depends on the internal mode (Normal A, B, Special, Heaven, Super Heaven) in which the player is staying.
Even-numbered settings are less likely to be a big hit, while odd-numbered settings are more likely to be won within 128G.
In all settings, about 50 %は128ゲームまでに当選する。512ゲーム以内のAT当選率は約80%after the AT is completed.
Special mode is a mode to which only setting 4 or higher is transferred.
Super Heaven is entered only after the ending is reached and after a direct AT hit during the main AT precursor.
Number of ceiling games by mode
Mode
Ceiling game number
Normal A mode
Maximum ceiling 992 Kore
Normal B mode
Maximum ceiling 640 Kore
Special
Maximum ceiling 999 collections
Heaven
Maximum ceiling 128 collections
Super Heaven
Maximum ceiling 32 collections
Distribution of Regulation Corepoints according to Mode
Heaven Mode
1-32
3.13
33~64
25.00
65~96
12.50
97~128
59.37
*Unit: %.
Total (including heaven mode)
Number of Games
Odd setting
even number
1 to 128
High
High
129~256
Medium
Medium
257~384
Low
Medium
385~512
middle
medium
513~640
Low
Medium
641~768
middle
Medium
769~896
Middle
Middle
897~992
middle
Middle
Normal mode A
Number of Games
Setting 1-5
Setting 6
1 to 128
N/A
N/A
129~256
Medium
Medium
257~384
Low
Medium
385~512
middle
medium
513~640
Low
Medium
641~768
middle
Medium
769~896
Middle
Middle
897~992
middle
Middle
Normal mode B
Number of Games
Common to all settings
1 to 128
N/A
129~256
High
257~384
High
385~512
high
513~640
High
641~768
N/A
769~896
N/A
897~992
N/A
Distribution of the number of games in which ATs appear
Number of Games
Setting 1
Setting 2
Setting 3
1-128
47.9
42.6
51.2
129~256
10.2
13.2
11.0
257~384
8.9
12.4
9.1
385~512
10.0
11.8
9.3
513~640
9.5
10.0
8.2
641~768
8.1
6.7
6.6
769~896
4.3
2.8
3.6
897~992
1.1
0.5
1.0
*Unit: %.
Number of Games
Setting 4
Setting 5
Setting 6
1 to 128
45.1
53.0
46.4
129~256
15.7
12.4
16.6
257~384
13.3
9.5
14.0
385~512
11.1
9.1
10.6
513~640
7.8
7.1
7.0
641~768
4.7
5.5
3.7
769~896
1.9
2.9
1.4
897~992
0.4
0.7
0.2
Simulated values that take into account all modes, collections won, and direct AT hits by rare plays, etc. *Unit: %.
Mode shift rate
Mode shift lottery is held at the end of AT and at the time of setting change.
After reaching the ending or after an AT won by a direct AT hit during the main AT precursor
Transition to
Common to all settings
To the superheaven
100
*Unit: %.
At the end of AT other than above
Setting
To Normal A
To Normal B
To Special
To Heaven
Setting 1
49.50
12.50
N/A
38.0
Setting 2
45.00
25.00
N/A
30.0
Setting 3
47.50
12.50
N/A
40.0
Setting 4
39.75
30.00
0.25
30.0
Setting 5
46.50
12.50
0.50
40.5
Setting 6
34.50
34.50
1.00
30.0
*Unit: %.
At the time of setting change
Setting
To Normal A
To Normal B
To Special
To Heaven
Setting 1
25.00
50.00
N/A
25.00
Setting 2
25.00
50.00
N/A
Setting 3
37.50
37.50
N/A
Setting 4
37.50
37.11
0.39
Setting 5
50.00
24.22
0.78
Setting 6
62.50
10.94
1.56
*Unit: %.
Onigashima Challenge (CZ) related
突入契機
Part of a rare small role that is established during normal operation. When a pull-back is won during the high probability period after the Onigashima Challenge ends
Chance zone that lasts for 10 games. The player earns “Kore” points every game depending on the winning role, and can expect to gain the prescribed number of games (Kore) until the AT is won. When the number of “Kore” is reached, the game enters the AT.
If no small role is played for 10 games, the game continues until the AT is entered.
The number of Korepoints added is indicated by the friends who attack. If it is a small demon king (Oda Nobunaga), a large number of Korepoints are added. Bishamonten < Fuurin Kazan < Monkey Emperor < Raccoon Shogun < Little Devil
The appearance of the big button confirms victory (reaching the ceiling).
During the Onigashima Challenge (and Shura Mode), no lottery is drawn for the Onigashima Challenge stock (nor is the lottery for the fall of the high state).
After the Onigashima Challenge ends, the game enters the high probability state, and the Onigashima Challenge lottery is held until the game falls out of the high probability state, so players can expect a pull-back. During the high probability state, the Onigashima Challenge lottery is drawn every game at 1/16.
The evening background indicates a high probability. Even if the background returns to the daytime background, there is still a possibility of a high probability state inside.
If the opponent is a “Blue Demon”, the next AT will end with a definite ending (8 sets of AT + Super Heaven). It is recommended to keep playing until the AT is won.
Any remaining CZ games not used or excess collectibles carried over to the end of the AT.
When a bump appears on the demon, less than 300 collections are likely. When the demon becomes weak, it is likely to be less than 100 colle. When the giant demon is defeated, the player is notified that the specified number of games (collections) has been reached.
Ankle (ankle + sweat)
Weakness (ankle + sweat)
Occurrence rate of change in the expression of the demon
When the Onigashima Challenge is entered
Kore at the time of entry
hump (hump + sweat)
Weakness (hump + sweat)
Less than 100 Kore remaining
1/40
1/40
Between 100 and 300 collections remaining
1/20
Not applicable
*First time for Onigashima Challenge or when there was no bump last time.
During the Onigashima Challenge, when an ally attacks
State of the demon
Kore after attack
Bump (bumps + sweat)
Weakness (bump + sweat)
when there are no tanks
Less than 100 collections remaining
1/10
1/10
Between 100 and 300 collections remaining
1/5
Not applicable
when there is less than 100 collections remaining
Less than 100 collections remaining
Not applicable
1/5
CZ win rate and pull-back expectation
CZ is drawn when a rare minor role is played during normal operation. If the player wins, CZ is entered via an omen.
After the CZ ends, the game enters a CZ pull-back state, and a pull-back lottery is held every game until the state falls.
CZ win rate
watermelon
Level of setting
Winning rate
Setting 1
0.78
Level of setting 2
Level of setting 3
Setting 4
1.56
Level of setting 5
Setting 6
2.50
*Unit: %.
Weak cherry
Level of setting
Winning rate
Setting 1
2.50
Setting 2
5.00
Setting 3
2.50
Setting 4
5.00
Setting 5
2.50
Setting 6
5.00
*Unit: %.
Chance Cherry
Level of setting
Winning rate
Common to all settings
50.00
*Unit: %.
weak chance role
Level of setting
Winning rate
Setting 1
18.75
Setting 2
20.00
Setting 3
18.75
Setting 4
22.50
Setting 5
18.75
Setting 6
25.00
*Unit: %.
Strong Chance Role, SR Cherry・ SR Chance Role
Level of setting
Winning rate
Setting 1
30.00
Setting 2
30.00
Setting 3
31.25
Setting 4
33.33
Setting 5
31.25
Setting 6
33.33
*Unit: %.
Legend role
Level of setting
Winning rate
Common to all settings
100
*Unit: %.
CZ pullback expectation
Setting
expectation level
Setting 1
25.98
Setting 2
22.35
Setting 3
29.37
Setting 4
23.08
Setting 5
34.50
Setting 6
21.59
*Unit: %.
Lottery for obtaining Kore during CZ
During CZ, any other type of hands except Hazurare (Hazurae) will earn Kore. 999 or 1000 Kore are determined for SR and Legendary roles.
The appearance of 22 Kore confirms an even number of settings.
The appearance of 44 Kore is confirmed as setting 4 or higher.
The appearance of 55 Kore determines the setting of 5 or more.
The appearance of 66 or 999 Kore determines setting 6.
Normal replay
20 Collection
Setting
gradient (e.g. in math, logic)
Setting 1
68.40
Setting 2
68.21
Setting 3
68.40
Setting 4
68.16
Setting 5
68.33
Setting 6
68.12
*Unit: %.
50, 100, 200, 300, and 1,000 collet
Setting
gradient (e.g. in math, logic)
Setting 1
0.01 each
Setting 2
0.02 each
Setting 3
0.02 each
Setting 4
0.03 each
Setting 5
0.04 each
Setting 6
0.05 each
*Unit: %.
22 Kore
Setting
gradient (e.g. in math, logic)
Setting 1
Not applicable
Setting 2
0.20
Setting 3
Not applicable
Setting 4
0.20
Setting 5
Not applicable
Setting 6
0.20
*Unit: %.
44 Kore
Setting
gradient (e.g. in math, logic)
Setting 1
Not applicable
Level of setting 2
Level of setting 3
Setting 4
0.05
Level of setting 5
Level of setting 6
*Unit: %.
55 Kore
Setting
gradient (e.g. in math, logic)
Setting 1
Not applicable
Level of setting 2
Level of setting 3
Level of setting 4
Setting 5
0.02
Level of setting 6
*Unit: %.
66/999 Kore
Setting
gradient (e.g. in math, logic)
Setting 1
Not applicable
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Setting 6
0.01
*Unit: %.
Pushing order bell (on winning), common bell
30 Collection
Setting
gradient (e.g. in math, logic)
Setting 1
99.94
Setting 2
99.71
Setting 3
99.88
Setting 4
99.60
Setting 5
99.74
Setting 6
99.47
*Unit: %.
50, 100, 200, 300, and 1,000 collet
Setting
gradient (e.g. in math, logic)
Setting 1
0.01 each
Setting 2
0.02 each
Setting 3
0.02 each
Setting 4
0.03 each
Setting 5
0.04 each
Setting 6
0.05 each
*Unit: %.
22 Kore
Setting
gradient (e.g. in math, logic)
Setting 1
Not applicable
Setting 2
0.20
Setting 3
Not applicable
Setting 4
0.20
Setting 5
Not applicable
Setting 6
0.20
*Unit: %.
44 Kore
Setting
gradient (e.g. in math, logic)
Setting 1
Not applicable
Level of setting 2
Level of setting 3
Setting 4
0.05
Level of setting 5
Level of setting 6
*Unit: %.
55 Kore
Setting
gradient (e.g. in math, logic)
Setting 1
Not applicable
Level of setting 2
Level of setting 3
Level of setting 4
Setting 5
0.02
Level of setting 6
*Unit: %.
66/999 Kore
Setting
gradient (e.g. in math, logic)
Setting 1
Not applicable
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Setting 6
0.01
*Unit: %.
watermelon
50 Kore
Setting
gradient (e.g. in math, logic)
Setting 1
87.50
Level of setting 2
Level of setting 3
Setting 4
87.45
Setting 5
87.43
Setting 6
87.40
*Unit: %.
100 Collection
Setting
gradient (e.g. in math, logic)
Common to all settings
12.20
*Unit: %.
200, 300, and 1,000 collet
Setting
gradient (e.g. in math, logic)
Common to all settings
0.10 each
*Unit: %.
44 Kore
Setting
gradient (e.g. in math, logic)
Setting 1
Not applicable
Level of setting 2
Level of setting 3
Setting 4
0.05
Level of setting 5
Level of setting 6
*Unit: %.
55 Kore
Setting
gradient (e.g. in math, logic)
Setting 1
Not applicable
Level of setting 2
Level of setting 3
Level of setting 4
Setting 5
0.02
Level of setting 6
*Unit: %.
66/999 Kore
Setting
gradient (e.g. in math, logic)
Setting 1
Not applicable
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Setting 6
0.01
*Unit: %.
Weak cherry
50 Kore
Setting
gradient (e.g. in math, logic)
Setting 1
93.75
Level of setting 2
Level of setting 3
Setting 4
93.70
Setting 5
93.68
Setting 6
93.65
*Unit: %.
100 Collection
Setting
gradient (e.g. in math, logic)
Common to all settings
6.10
*Unit: %.
200, 300, and 1,000 collet
Setting
gradient (e.g. in math, logic)
Common to all settings
0.05 each
*Unit: %.
44 Kore
Setting
gradient (e.g. in math, logic)
Setting 1
Not applicable
Level of setting 2
Level of setting 3
Setting 4
0.05
Level of setting 5
Level of setting 6
*Unit: %.
55 Kore
Setting
gradient (e.g. in math, logic)
Setting 1
Not applicable
Level of setting 2
Level of setting 3
Level of setting 4
Setting 5
0.02
Level of setting 6
*Unit: %.
66/999 Kore
Setting
gradient (e.g. in math, logic)
Setting 1
Not applicable
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Setting 6
0.01 each
*Unit: %.
Chance Cherry
300 Collection
Setting
gradient (e.g. in math, logic)
Setting 1
75.00
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Setting 6
71.88
*Unit: %.
66/999 Kore
Setting
gradient (e.g. in math, logic)
Setting 1
Not applicable
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Setting 6
0.01 each
*Unit: %.
1000 Collection
Setting
gradient (e.g. in math, logic)
Common to all settings
25.00
*Unit: %.
weak chance role
50 Kore
Setting
gradient (e.g. in math, logic)
Setting 1
75.00
Level of setting 2
Level of setting 3
Setting 4
74.95
Setting 5
74.93
Setting 6
74.90
*Unit: %.
100 Collection
Setting
gradient (e.g. in math, logic)
Common to all settings
24.40
*Unit: %.
200, 300, and 1,000 collet
Setting
gradient (e.g. in math, logic)
Common to all settings
0.20 each
*Unit: %.
44 Kore
Setting
gradient (e.g. in math, logic)
Setting 1
Not applicable
Level of setting 2
Level of setting 3
Setting 4
0.05
Level of setting 5
Level of setting 6
*Unit: %.
55 Kore
Setting
gradient (e.g. in math, logic)
Setting 1
Not applicable
Level of setting 2
Level of setting 3
Level of setting 4
Setting 5
0.02
Level of setting 6
*Unit: %.
66/999 Kore
Setting
gradient (e.g. in math, logic)
Setting 1
Not applicable
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Setting 6
0.01
*Unit: %.
SR Cherry・SR Chance role and Legend role
999 collection
Setting
gradient (e.g. in math, logic)
Setting 1
Not applicable
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Setting 6
25.00
*Unit: %.
1000 Collection
Setting
gradient (e.g. in math, logic)
Setting 1
100
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Setting 6
75.00
*Unit: %.
Onigashima Challenge High
The Onigashima Challenge has four high probability states (High Probability A, High Probability B, High Probability C, and High Probability D) with different fall probabilities.
When the Onigashima Challenge is won, the game is always shifted to High Probability A or higher. The lottery for shifting from the normal state to the high state is held only when the Onigashima Challenge is won.
When in a high state, a lottery is held to select a transition to a higher state and a lottery to select a fall to the normal state.
When the game is in the “high” state, Onigashima Challenge is drawn at 1/16 of each game. When the game is in the high state with low probability of falling down, you can expect the Onigashima Challenge to be drawn repeatedly.
A portion of internal push bells (occurrence rate 1/1.37) draws a lottery for transition to a lower level.
During Shura Mode and Onigashima Challenge, no lottery is held to determine whether or not the player will fall. Rare roles during this mode provide a chance to advance to the next higher state. The high state is resumed after the Onigashima Challenge or Shura Mode ends.
Onigashima high/low fall rate
Flag
High A
High Probability B
High Probability C
High Probability D
Pushing order bell drop
50.00
16.67
4.17
2.08
*Unit: %.
Lottery for transition to Onigashima high phase (when Onigashima Challenge is won)
Weak Cherry/Weak chance to win
When staying in low
Setting
To High A
To High B
To High C
To High D
Setting 1
96.88
3.10
0.01
0.01
Setting 2 and 4
98.44
1.54
Setting 3
93.75
5.47
0.39
0.39
Setting 5
87.50
11.72
Setting 6
99.97
0.01
0.01
0.01
*Unit: %.
When staying in High A
Configuration
No transition
To High B
To High C
To High D
Setting 1
96.88
3.10
0.01
0.01
Setting 2 and 4
98.44
1.54
Setting 3
87.50
10.55
1.56
0.39
Setting 5
9.38
1.56
Setting 6
98.44
1.54
0.01
0.01
*Unit: %.
When staying in High B
Configuration
No transition
To High C
To High D
Setting 1
93.43
93.43
0.01
Setting 2 and 4
99.21
99.21
Setting 3
96.88
96.88
1.56
Setting 5
87.50
87.50
6.25
Setting 6
99.98
99.98
0.01
*Unit: %.
When staying in High C
Configuration
No transition
To High D
Setting 1
99.22
0.78
Setting 2 and 4
99.61
0.39
Setting 3
96.88
3.13
Setting 5
87.50
12.50
Setting 6
99.99
0.01
*Unit: %.
Strong Cherry/ won with a strong chance
When staying in low
Setting
To High A
To High B
To High C
To High D
Setting 1
75.00
24.60
0.20
0.20
Setting 2 and 4
87.50
12.48
0.01
0.01
Setting 3
75.00
22.66
1.56
0.78
Setting 5
62.50
34.38
1.56
Setting 6
99.97
0.01
0.01
0.01
*Unit: %.
When staying in High A
Configuration
No transition
To High B
To High C
To High D
Setting 1
75.00
23.24
1.56
0.20
Setting 2 and 4
87.50
12.30
0.10
0.01
Setting 3
75.00
21.09
3.13
0.78
Setting 5
62.50
31.24
3.13
Setting 6
87.50
12.48
0.01
0.01
*Unit: %.
When staying in High B
Configuration
No transition
To High C
To High D
Setting 1
87.50
11.72
0.78
Setting 2 and 4
93.75
5.47
0.78
Setting 3
87.50
9.38
3.13
Setting 5
75.00
12.50
12.50
Setting 6
99.98
0.01
0.01
*Unit: %.
When staying in High C
Configuration
No transition
To High D
Setting 1
96.88
3.13
Setting 2 and 4
99.22
0.78
Setting 3
87.50
12.50
Setting 5
75.00
25.00
Setting 6
99.99
0.01
*Unit: %.
Won by watermelon
When staying in low
Setting
To High A
To High B
To High C
To High D
Setting 1
N/A
62.50
25.00
12.50
Setting 2 and 4
50.00
37.50
9.37
3.13
Setting 3
N/A
50.00
25.00
25.00
Setting 5
N/A
75.00
Setting 6
99.98
0.01
0.01
*Unit: %.
When staying in High A
Configuration
No transition
To High B
To High C
To High D
Setting 1
N/A
62.50
25.00
12.50
Setting 2 and 4
37.50
43.75
12.50
6.25
Setting 3
N/A
62.50
25.00
12.50
Setting 5
N/A
75.00
25.00
Setting 6
99.98
0.01
0.01
*Unit: %.
When staying in High B
Configuration
No transition
To High C
To High D
Setting 1
50.00
25.00
25.00
Setting 2 and 4
75.00
12.50
12.50
Setting 3
N/A
75.00
25.00
Setting 5
50.00
50.00
Setting 6
99.98
0.01
0.01
*Unit: %.
When staying in High C
Configuration
No transition
To High D
Setting 1
50.00
50.00
Setting 2 and 4
75.00
25.50
Setting 3
25.00
75.00
Setting 5
Not applicable
100
Setting 6
99.99
0.01
*Unit: %.
Elected by SR role/legend role
When staying in low
Setting
To High A
To High B
To High C
To High D
Setting 1
N/A
75.00
12.50
12.50
Setting 2 and 4
50.00
37.50
6.25
6.25
Setting 3
N/A
50.00
25.00
25.00
Setting 5
N/A
75.00
Setting 6
99.98
0.01
0.01
*Unit: %.
When staying in High A
Configuration
No transition
To High B
To High C
To High D
Setting 1
N/A
50.00
25.00
25.00
Setting 2 and 4
25.00
12.50
12.50
Setting 3
N/A
25.00
50.00
25.00
Setting 5
N/A
75.00
Setting 6
99.98
0.01
0.01
*Unit: %.
When staying in High B
Setting
To High C
To High D
Setting 1, 3, 5
Not applicable
100
Setting 2 and 4
50.00
50.00
Setting 6
99.99
0.01
*Unit: %.
When staying in High C
Setting
To high D
Common to all settings
100
*Unit: %.
Lottery for transition to the Onigashima high phase (when each role is executed)
When staying in High A
Flag
No transition
To High B
To High C
To High D
Replay
99.90
0.10
N/A
N/A
Weak Cherry・ Watermelon
99.97
0.01
0.01
0.01
Weak Chance eye
99.20
0.78
Strong Chance
93.75
6.23
Strength Cherry
87.50
11.71
0.78
SR role / Legend role
N/A
100
N/A
N/A
*Unit: %.
When staying in High B
Flag
No transition
To High C
To High D
Replay
99.90
0.10
N/A
Weak Cherry・ Watermelon
99.98
0.01
0.01
Weak Chance eye
99.21
0.78
Strong Chance
96.88
3.11
Strength Cherry
93.75
6.05
0.20
SR role
N/A
91.67
8.33
Legendary role
N/A
75.00
25.00
*Unit: %.
When staying in High C
Flag
No transition
To High D
Replay
99.90
0.10
Weak Cherry・Suica and Weak Chance
99.99
0.01
Strong Chance
96.80
0.20
Strength Cherry
99.22
0.78
SR role / Legend role
N/A
100
*Unit: %.
When staying in High D
Flag
No transition
To Low
Push-Push-Place Bell
97.92
2.08
*Unit: %.
scene of carnage
突入契機
Acquisition of specified collection points
The precursor stage in which the expectation of reaching the specified collector is high.
If the battle is won, the AT is entered.
If the “next warning” or “continuation” is in a clover pattern, there are high expectations for the next warning or continuation.
The color of the background indicates the degree of expectation of the main precursor. Black <blue <yellow <green <red <rainbow
AT entry is confirmed with “red” background. Rainbow (flower garden) background confirms the ending (8 sets of AT + Super Heaven).
If a rare actor wins the Onigashima Challenge during the Shura Mode precursor, a sequence of events will develop after the Shura Mode ends and the player will enter the Onigashima Challenge. If the consecutive direction is performed immediately after the Shura Mode ends, the Onigashima Challenge is confirmed.
Shura mode, expectations by background
Background color
Chance up direction
Expectation level
Black
Weapon Appearance bow and arrow < spear < Japanese sword
19.3
Blue
Torch Fire Small <Medium <Large
17.0
Yellow
Splash Small <Medium <Large
23.2
Green
Animal Appearance Horse < Bear < Penguin
70.7
Red, rainbow
Eruption smoke small<large<rainbow
100
*Unit: %.
If the number of games from the start of Shura Mode to the start of a battle is 8 games or less, 11 games, 13 games, 16 games or more, and a battle develops, the AT is confirmed.
Shura mode, expected level depending on the number of games
Number of games
Expected degree of
Less than 8 games
100
9 games
48.6
10 games
17.9
11 games
100
12 games
6.5
13 games
100
14 games
33.5
15 games
63.4
16 games or more
100
*Unit: %.
Expectations vary depending on the opponent.
Expectation level by opponent
Characters
King of the Heavenly Demons
Vengeance Fang
opponent
No next notice
14.2
53.8
With next notice
88.9
98.1
*Unit: %.
World domination rush (AT) related
World Domination Rush Overview
突入契機
When the specified Kore point is reached during normal operation.
Part of a rare small role that is established during normal operation.
Each set consists of 40 games + α (α = number of games to be played), and the game continues until the player does not win the continuation lottery (8 sets are required to reach the ending). The average number of cards won at the ending is 2251 (*Setting 1).
The net increase per game is 3.0 cards. Average number of cards won: 668 (*Setting 1, including pull-backs)
Rare roles are used to draw for additional games. The maximum number of games per add-on is 300.
The set continuation rate varies depending on the scenario. (The appearance of a red 7 in a set determines the continuation of the set.)
When 8 sets are completed, the ending occurs and the next mode becomes the Super Heaven mode, which determines the AT win within 32 games (Kore).
The game continues into the next set with a victory in the continuation battle. A big win determines the entry into the RoboNyan Drive.
AT direct hit lottery
When a rare minor role is played during normal operation, a lottery is held to select a direct AT hit.
SR Cherry・When SR Chance Yaku or Legend Eye is established, it is confirmed that the AT is directly hit.
AT direct hit winning rate
watermelon
Setting
Winning rate
Probability
Setting 1
0.01
1/1280000
Setting 2
0.10
1/128000
Setting 3
0.20
1/64000
Setting 4
0.39
1/32820
Level of setting 5
Setting 6
0.78
1/16410
*Unit: %.
Weak cherry
Setting
Winning rate
Probability
Setting 1
0.01
1/999000
Setting 2
0.05
1/199800
Setting 3
0.10
1/99900
Setting 4
0.20
1/49950
Level of setting 5
Setting 6
0.39
1/25615
*Unit: %.
weak chance role
Setting
Winning rate
Probability
Setting 1
0.01
1/1747600
Setting 2
0.05
1/349520
Setting 3
0.10
1/174760
Setting 4
0.20
1/87380
Level of setting 5
Setting 6
0.39
1/44810
*Unit: %.
Chance Cherry
Setting
Winning rate
Probability
Setting 1
1.56
1/36216
Level of setting 2
Setting 3
2.00
1/28248
Level of setting 4
Setting 5
3.13
1/18050
Level of setting 6
*Unit: %.
strong chances role
Setting
Winning rate
Probability
Setting 1
0.39
1/65641
Level of setting 2
Level of setting 3
Setting 4
0.78
1/32820
Setting 5
1.56
1/16410
Level of setting 6
*Unit: %.
Actual AT direct hit winning rate
Level of setting
Winning rate
Setting 1
1/8230.8
Setting 2
1/6663.2
Setting 3
1/5762.2
Setting 4
1/4262.3
Setting 5
1/3507.7
Setting 6
1/2659.9
Total from all minor roles including SR and Legend roles
AT set continuation lottery scenario
ATs can last up to 8 sets, and the set continuation rate is controlled by 8 different scenarios. The continuation rate for each set is fixed depending on the scenario.
The continuation rate scenario and the continuation rate of the set in question are suggested by the door picture at the start of the AT, character dialogue, and the stage in which the player is staying.
Continuation rate for each scenario and each set
Number of Sets
Scenario 1
Scenario 2
Scenario 3
Scenario 4
1
10
80
10
50
2
80
10
50
80
3
10
80
80
4
80
10
5
10
80
6
80
10
7
50
50
*Unit: %.
Number of Sets
Scenario 5
Scenario 6
Scenario 7
Scenario 8
1
1
50
80
100
2
100
3
4
5
6
7
*Unit: %.
Suggestion of continuation rate by stage of stay
During AT, the continuation rate of the set is mainly indicated by the stage in which the player stays. The continuation rate of 80% or more is determined when the player stays in the America stage.
Continuation rate of the set in question by stage
LCD Stage
Continuity rate
Asia Stage
1 to 100
Africa Stage
10% or more
European Stage
50% or more
American Stage
80% or more
Continuation rate distribution by stage
Continuity Ratio
Asia
Africa
Europe
America
1% (%)
13.77
N/A
N/A
N/A
10%
52.66
61.07
50%
9.74
11.29
44.97
80%
14.89
17.28
34.40
83.34
100%
8.93
10.36
20.63
16.66
*Unit: %.
Scenario suggestion by door picture at the start of AT
Door picture at the start of AT suggests the scenario.
Male character (enemy)
King Tenma
Ushiwaka-kun
dragonfly
pit viper (esp. the mamushi, Gloydius blomhoffi)
non-Japanese male virgin
Male character (ally)
Bishamonten
Fu-Rin-Kazan
Monkey Emperor
Raccoon General
Female character (ally/enemy)
Little Evil Demon King
Vengeance Fang
Holy Maiden
single horse queen
daughter of the father of the Imperial adviser (advisor)
woman who served in the Toyotomi Hideyoshi’s council of elders
sorceress
lovely
Princess Marshal
Friendship Gacha, Warlord Gacha,Gozarnyan
Friendship Gacha
Warlord Gacha
Gozaru nyan (variety of small Japanese toy)
Specials
Special 1
Special 1
Special 1
Scenario selection rate by AT start screen
Start Screen
Scenario
1
2
3
4
5
6
7
8
Male character (enemy)
32.5
36.1
14.4
1.9
7.9
6.0
0.6
Male character (ally)
na
45.8
6.0
25.1
19.1
2.0
Female character (ally/enemy)
na
20.7
na
65.6
6.9
Friendship Gacha, Warlord Gacha, Gozarnyan
N/A
100
N/A
Special 1
na
78.3
na
13.0
8.7
Special 2
N/A
60.0
40.0
Special 3
N/A
100
*Unit: %.
Red 7s during AT
If the red 7 is aligned in the shape of 4, the setting is 4 or higher, and if the red 7 is aligned in the shape of 7, the setting is confirmed to be 6.
When a set of 7 is selected, the continuation rate of the set in which the player is staying will be carried over to the next set with a continuation rate other than 100% if it is 100 %に書き換えられる。滞在セットの継続率が既に100%. Otherwise, it is released “before the continuation draw at the start of the battle” regardless of the selected continuation rate.
7″ shape
4″ shape
Setting 6 confirmed
Setting 4 or higher confirmed
Probability of getting a 7 of 7 or 4 of 7
Probability of matching 7s
Flag
During Normal AT
During RoboNyan Drive
During Collection of 2
Single 7 Match
1/608.8
1/10.8
1/10.8
Double 7s
1/4096
1/128.0
1/128.0
Probability of 7-aligned composite
1/583.8
1/10.0
1/10.0
7 in the shape of “4” (replay)
Level of setting
probability
Setting 1
Not applicable
Level of setting 2
Level of setting 3
Setting 4
1/32768
Level of setting 5
Level of setting 6
7 in the shape of “7” (Replay)
Level of setting
probability
Setting 1
Not applicable
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Setting 6
1/32768
Aim for 7 cut-in expectation
Blue background (1 person)
Yellow background (3 people)
5.5
48.5
Red background (5 people)
86.5
*Unit: %.
Lottery for increasing the number of games during AT
During AT, when a rare small role is passed, the game count is increased and a special zone is drawn (during the continuation battle, the set continues and only the special zone is drawn).
If the upper limit is reached with a watermelon, the upper limit is determined to be 30 games or more.
When a SR role, Legend role, or a double 7 is landed, a 3-digit or higher multiplier is guaranteed.
There is no setting difference in the number of games to be played.
Winning rate of game add-on during AT
Flag
Winning rate
Weak Cherry
25.00
Watermelon
10.00
Weak Chance Role
35.68
Strong Chance Role
50.34
strong Cherry
100
steam locomotive Cherry
SR Chance Role
Legend role
*Unit is 100%.
Number of games to be played by flag
Number of games
Cherry
Strong Cherry
Watermelon
Weak Chance Yaku
10
75.09
N/A
N/A
59.37
20
16.65
47.02
N/A
19.07
30
6.90
31.48
46.41
18.61
50
0.76
13.18
24.69
1.73
100
0.46
6.71
19.92
1.03
200
0.07
0.80
4.49
0.09
300
*Unit: %.
Number of games
Strong Chance Role
SR role
Legend role
Double 7
10
N/A
N/A
N/A
N/A
20
72.83
30
18.23
50
6.25
100
1.91
85.00
85.00
200
0.39
10.00
50.00
10.00
300
5.00
5.00
*Unit: %.
Ride-Up Specialization Zone
During AT, when a rare minor role is passed, a draw is made to add to the number of games and a draw is made for a special zone (during a continuous battle, only the set continues and the special zone is drawn).
Specialized zones are not drawn in duplicate. The drawing for Dream Slash or Collection of Two is performed, and if not selected, the drawing for RoboNyan Drive is performed.
Strong Cherryis likely to be won on Dream Slash, and Chance is likely to be won on RoboNyan Drive. If it is won with a watermelon, the collection of two is confirmed.
Specialized Zone Expectation by Flag
Flag
Robonian drive
Dream Slash
Two collection
Specialized Zone Combined
Weak Cherry
0.24
0.40
N/A
0.64
Strength Cherry
0.66
19.58
0.49
20.70
SR Cherry
25.00
25.00
25.00
75.00
watermelon
N/A
N/A
0.39
0.39
Weak Chance Role
6.95
0.57
N/A
7.52
Strong Chance Role
12.15
3.69
N/A
15.84
SR Chance Role
25.00
43.75
6.25
6.25
Legend role
50.00
N/A
N/A
50.00
*Unit: %.
Probability of winning each add-on special zone
Setup
RoboNyan Drive
Dream Slash
Collection of two
1
1/740.2
1/1493.7
1/21825.7
2
1/738.9
1/1466.4
1/21380.7
3
1/743.5
1/1493.9
1/20148.2
4
1/743.6
1/1461.7
1/20953.4
5
1/753.2
1/1505.0
1/19768.4
6
1/750.0
1/1472.2
1/19050.1
Robonian Drive
突入契機
A part of the rare small role that is established during AT.
When the continuation battle is a major victory.
10-game zone with high probability of red 7s (1/10 chance of red 7s)
During the stay, the game count stops decreasing.
The appearance of a single red 7 confirms the continuation of the set.
When a double lineup of red 7s appears, the number of games is increased and the set is determined to continue.
Each set lasts up to 3 sets of 10 games, and the number of sets varies depending on the winning opportunity.
A single winning trigger can stock up to 6 sets.
RoboNyan Drive Appearance Rate
Setting
appearance rate (of an advertising campaign, etc.)
Setting 1
1/740.2
Setting 2
1/738.9
Setting 3
1/743.5
Setting 4
1/743.6
Setting 5
1/753.2
Setting 6
1/750.0
Percentage of red 7s during RoboNyan drive
Flag
probability
Red 7s
1/10.85
Double Red 7s
1/128.00
Red 7s total
1/10.00
RoboNyan Drive by Flag Sets Distribution
Flag
1 set (10 games)
2 sets (20 games)
3 sets (30 games)
Weak. Cherry
N/A
100
N/A
Strong Cherry
N/A
Weak Chance Role
87.50
12.50
Strong Chance Role
81.25
18.75
SR Cherry
50.00
37.50
12.50
SR Chance Role
Legendary role
N/A
N/A
100
*Unit: %.
phantasmagoric slash
突入契機
A part of the rare small role that is established during AT.
A special zone for multiplying the number of games by all 5 triggers (BET/lever/each stop button) until the game is not continued. The loop rate is 80-95%, and 10 times of increase is guaranteed. Average number of games won: 155.1 games (setting 1)
During the stay, the game count stops decreasing.
If the continuation lottery held for each trigger is not drawn, the dream slash ends after 10 times from that game.
If Hideyoshi appears during the Dream Slash, the remaining trigger is determined to be 5 or more times, and if Ieyasu appears, the remaining trigger is determined to be 10 or more times.
Hideyoshi
Ieyasu
When the “Dream Slash” is selected, the continuation rate is set to either 80% or 95%. A rainbow-colored background confirms a 95% continuation rate.
If a rare minor role is played during the Dream Slash, a draw for an increase by the minor role occurs, and furthermore, the five triggers when played do not draw a fall (and are not counted in the guaranteed games).
Dream Slash Appearance Rate
Setting
appearance rate (of an advertising campaign, etc.)
Setting 1
1/1493.7
Setting 2
1/1466.4
Setting 3
1/1493.9
Setting 4
1/1461.7
Setting 5
1/1505.0
Setting 6
1/1472.2
Dream Slash Continuation Ratio
Continuity rate
Percentage of Continuance
Average number of continuation triggers
80%
93.75
15.0 times
95%
6.25
30.0 times
*Unit: %.
Percentage of upsets won during dream slashing
Flag
Winning rate
weak-willed Cherry
25
watermelon
10
role of a weak chance (e.g. in a game of chance)
35
Strong Chance Role
50
Strong Cherry SR Cherry SR Chance role Legend role
100
*Unit: %.
Sorting of the number of games to be added by flag (during Yumeyasiri)
Number of games
Cherry
Strong Cherry
Watermelon
Weak Chance Role
10
79.39
N/A
N/A
60.06
20
12.50
56.72
N/A
18.75
30
6.25
25.00
50.00
50
1.56
12.50
25.00
1.56
100
0.20
5.00
0.78
200
0.10
0.78
5.00
0.10
*Unit: %.
Number of games
Strong Chance Role
SR role
Legendary role
20
71.80
N/A
N/A
30
20.00
50
6.25
100
1.56
80.00
200
0.39
20.00
100
*Unit: %.
Collection of two
突入契機
A part of the rare small role that is established during AT.
The most powerful add-on special zone that lasts for 10 games. Both the number of games and the number of sets can be expected to be multiplied. Average number of games won: 305.3 games (setting 1)
During the stay, the game count stops decreasing.
When a small role other than a replay is played, the reels will re-move (pseudo-variation) and change to a rare role, and the game count will be added to the game count. If the first one is a rare role, the number of games is added twice.
The appearance rate of red 7s increases to 1/10.
A single red 7 is a guaranteed continuation of the set. When a double line of red 7s appears, the number of games will be increased and the set will be continued.
If the game count is less than 100 games when 10 games are digested, the game always continues.
Collection appearance rate of two
Setting
appearance rate (of an advertising campaign, etc.)
Setting 1
1/21825.7
Setting 2
1/21380.7
Setting 3
1/20148.2
Setting 4
1/20953.4
Setting 5
1/19768.4
Setting 6
1/19050.1
Sorting of the number of games to be added by flags (during the collection of two)
Number of games
Cherry
Strong Cherry
Watermelon
30
37.50
N/A
N/A
50
25.00
5.00
33.33
100
45.00
200
12.50
50.00
*Unit: %.
Number of Games
Weak Chance Role
Strong Chance Yaku
SR role Legendary role
30
25.00
N/A
N/A
50
25.00
100
200.00
50.00
100
*Unit: %.
Reel Vibration
The lottery is held to determine whether or not the reel oscillation effect will be performed when a rare role is played during AT.
Reel vibration patterns are “left reel only vibration,” “left and middle reel vibration,” and “all reels vibration. The more reels vibrate, the higher the chance for the reels to enter the multiplier and special zones.
When 3-reel oscillation occurs, there is a chance to gain 50 games or more and enter the special zone.
When the reel vibrates, the expected value to enter the add-on & special zone (Total for all rare roles)
Left reel vibrates only
Left & Middle Reels Vibrate
All reels vibrate
Increase in number of games
61.27
87.63
100
RoboNyan Drive
8.53
14.74
42.89
Dream Slash
5.92
6.17
22.22
Collection of 2
0.30
0.22
5.80
*Unit: %.
Reel Vibration Classification according to the Role
Vibration
Weak Cherry
Watermelon
Weak Chance
None
96.88
92.19
95.31
Left only
3.13
6.25
1.56
Left & Middle
N/A
1.56
3.13
*Unit: %.
Vibration
Chance
Watermelon Tempai Hazure
Middle Bell Hazure
Left Reel Watermelon 2 in a row
None
86.72
96.09
96.09
Left only
3.13
3.13
3.13
Left & Middle
9.38
N/A
N/A
Total vibration
0.39
0.39
0.39
full anomalous vibration
*Anomalous all vibration…All reels vibrate after left (left & middle) reel vibration *Unit is %.
Vibration
Strong Cherry
SR role
Legend role
None
86.72
25.0
37.50
Left only
9.38
12.50
Left & Middle
3.13
12.50
Total vibration
0.39
Anomalous Total Vibration
25.0
25.0
*Anomalous all vibration…All reels vibrate after left (left & middle) reel vibration *Unit is %.
Drawing of drawings for add-ons and special zones
Left vibration only
Flag
Add on
RoboNyan Drive
Dream Slash
Collection of two
Watermelon
37.50
N/A
N/A
0.39
Weak Cherry
50.00
1.55
0.78
N/A
strong Cherry
100
2.34
25.00
Weak Chance
23.44
6.25
Strong chance
43.75
12.50
SR Chance
25.00
43.75
6.25
SR Cherry
25.00
25.00
Legend role
50.00
N/A
N/A
*Unit: %.
Left & middle reel vibration
Flag
Add on
RoboNyan Drive
Dream Slash
Collection of two
watermelon
100
N/A
N/A
0.39
Strength Cherry
2.34
25.0
N/A
Weak Chance
75.00
12.11
3.13
Strong Chance
87.50
23.44
6.25
SR Chance
100
25.00
43.75
6.25
SR Cherry
25.00
25.00
Legend role
50.00
N/A
N/A
*Unit: %.
All reel vibration
Flag
Add on top of
RoboNyan Drive
Dream Slash
Collection of two
strong Cherry
100
7.81
25.00
6.25
Strong chance
43.75
12.50
N/A
SR Chance
25.00
43.75
6.25
SR Cherry
25.00
25.00
Legend role
50.00
N/A
N/A
*Unit: %.
Distribution of the number of games to be played on top of the game
Only the left reel vibrates
Number of games
Weak Cherry
Strong Cherry
Watermelon
20
78.91
39.06
N/A
30
12.50
37.50
55.00
50
6.25
12.50
20.00
100
1.56
9.38
16.67
200
0.39
0.78
4.17
300
*Unit: %.
Number of games
Weak Chance
Strong Chance
SR role
Legendary Role
30
93.75
87.50
N/A
N/A
50
3.13
6.25
100
3.03
5.47
85.00
200
N/A
0.39
10.00
50.00
300
0.05
5.00
*Unit: %.
Left & middle reel vibration
Number of games
Strong Cherry
Weak Chance
Strong Chance
30
62.50
93.75
87.50
50
25.00
3.13
6.25
100
10.94
5.47
200
0.78
N/A
0.39
300
0.05
*Unit: %.
Number of games
Watermelon
SR role
Legend role
50
50.00
N/A
N/A
100
37.50
85.00
200
6.25
10.00
50.00
300
5.00
*Unit: %.
All reel vibration and irregular total vibration
Number of games
Strong Cherry
Strong Chance
SR role
Legendary role
50
50.00
81.25
N/A
N/A
100
43.75
12.50
85.00
N/A
200
3.13
3.13
10.00
50.00
300
5.00
50.00
*Unit: %.
Continuation Battle and Continuation Point Lottery
The last five games of the AT are used for the continuation battle, and if the player wins the battle, the next set continues.
If a clover appears next to the continuation letter, the expectation is over 95%.
If a rare role is played during a battle (including the end screen), a battle win draw is performed. If victory is already confirmed, the RoboNyan Drive is drawn, and one RoboNyan Drive is stocked for each internal point earned. The maximum number of points earned is 6.
Rare roles accompanied by reel vibration are guaranteed to earn points.
If it was a defeat, it is rewritten as a victory.
During the ending, a point lottery is also held, and if the points are stocked, they are released in the AT via the super heaven.
A point drawing is also performed when a 7 is aligned.
The continuation drawing is performed at the moment the lever is tapped when there is 0 G remaining in the AT, referring to the continuation rate for that set.
Continuation point acquisition rate without reel vibration
Flag
Percentage of points earned
Watermelon
6.25
Weak Cherry
22.50
strong Cherry
100
Weak Chance
31.25
Strong chance
37.50
SR Chance
100
Legend role
*Points are fixed when reel vibrates *Unit is %.
Continuation point distribution
Without reel vibration
Points earned
Weak Cherry
Strong Cherry
Watermelon
Weak Chance
1
100
99.22
100
99.22
2
N/A
0.78
N/A
0.78
3
N/A
N/A
4
5
6
Points Earned
Strong Chance
SR role
Legendary role
1
96.88
N/A
N/A
2
3.13
50.00
3
N/A
31.25
4
12.50
50.00
5
3.13
N/A
6
50.00
*Unit: %.
Left reel vibrates only
Points earned
Weak Cherry
Strong Cherry
Watermelon
Weak Chance
1
100
99.22
100
N/A
2
N/A
0.78
N/A
96.88
3
N/A
0.78
4
5
6
Points Earned
Strong Chance
SR role
Legendary role
1
N/A
N/A
N/A
2
75.00
50.00
3
15.63
31.25
4
6.25
12.50
50.00
5
1.56
3.13
N/A
6
50.00
*Unit: %.
Left & middle reel vibration
Points earned
Weak Cherry
Strong Cherry
Watermelon
Weak Chance
1
N/A
N/A
N/A
99.22
2
75.00
75.00
0.78
3
15.63
15.63
N/A
4
6.25
6.25
5
1.56
1.56
6
Points Earned
Strong Chance
SR role
Legendary role
1
96.88
N/A
N/A
2
3.13
50.00
3
N/A
31.25
4
12.50
50.00
5
3.13
N/A
6
50.00
*Unit: %.
All reel vibration
Points earned
Weak Cherry
Strong Cherry
Watermelon
Weak Chance
1
N/A
N/A
N/A
N/A
2
75.00
3
15.63
4
6.25
5
1.56
6
Points Earned
Strong Chance
SR role
Legendary role
1
N/A
N/A
N/A
2
75.00
50.00
3
15.63
31.25
4
6.25
12.50
50.00
5
3.13
3.13
N/A
6
50.00
*Unit: %.
when all seven are present
Points earned
Single Match
Double Match
1
100
N/A
2
Not applicable
3
97.66
4
0.78
5
6
*Unit: %.
Expected Victory Rate in Continuing Battles by Opponent
opponent
When the next warning does not occur
When the next warning occurs
Liu Bei
33.3
95.4
Rikuzentakata
63.3
98.6
Napoleon
37.1
95.8
Cleopatra
67.5
99.0
Caesar
68.9
99.3
Josephine
88.1
99.7
Perry
80.8
99.5
Saigo Takamori
93.7
99.8
*Unit: %.
Enemy lines indicate the degree of expected revival.
Enemy lines that can be expected to be resurrected when the continuation battle is lost
Liu Bei
That was terrible… it seems that the name “Little Devil King” is not a true one.
Rikugou
I know all your attacks!
Napoleon.
Too bad we had so many more traps for you.
Cleopatra.
Any enemy can be a one-trick pony!
Caesar.
I’ve been entertained.
Josephine.
You’re always welcome here.
Perry.
Lion is mee is chowdisimaas!
Saigo Takamori
I have witnessed the strength that lives up to its name!
Performance
Normal direction
There are four basic stages in normal operation: spring, summer, fall, and winter.
Spring
summer
Autumn
Winter
Basically, the stage shifts in the order of spring, summer, fall, and winter after every 40 games are played. 30 or 50 games are a good chance for the stage to shift. If there is a discrepancy between the four seasons, the main omen is confirmed.
The black background is a good chance, with an AT win rate of approximately 72% within 64 collections.
If the background changes to evening, the “Onigashima Challenge” can be expected to be in a high state.
Noon
Evening
Background with glitter/clover pattern
A sparkle on the AT end screen (which can also be seen on the menu screen) is likely to indicate a stay in Normal B.
The appearance of a clover pattern confirms revival or heaven or higher.
Seasonal changes among 30 colle
If the season change, which usually takes 40 collections to change, occurs in 30 collections, it denies staying in Normal A. If it occurs in 641 collections or more, the special mode is confirmed = setting 6 is confirmed.
Percentage of current mode by timing of seasonal change
Stay Mode
Number of Games
30 Kore
40 Kore
50 Kore
Normal A
N/A
87.5
12.50
Normal B
6.25
68.75
25.00
special
Heaven
25.00
50.00
superheaven
*Unit: %.
Cut-in at lever-on
Characters
King of the Heavenly Demons
Vengeance Fang
cut-in (esp. for movie cut-in)
CZ Expectation Level
43.8
17.0
AT main precursor expectation
60.6
23.9
*Unit: %.
serial production
If the game continues for three games, the chance is increased.
The average expected rate is about 32% when two consecutive events develop in one omen.
Expected degree of entry into Onigashima Challenge
Consecutive productions
Total Expected Degree of Victory
Expected victory rate when 3 games are entered
Find the Koremaru!
12.5
48.7
Let them roar with the Bushin tea!
16.5
54.7
Master the art of the flame!
22.9
63.7
One Hundred and One? Win by!
65.0
92.6
*Numerical values for setting 1 *Unit is %.
Find out Koremaru! Chance UP Pattern
1st game
1st stop red folding screen
3rd stop female warlord
66.1
62.6
2nd or 3rd game
Lever ON shoji with family crest
1st stop red text
79.2
79.1
Game 2
Third Stop Nobunaga Surprise
97.0
*Unit: %.
Let it roar with Bujincha! Chance UP Pattern
1st game
1st stop fresh sweets
3rd stop red text
70.9
68.1
2nd or 3rd game
Lever ON red text
Picture on 1st stop tea
83.2
83.3
Game 2
Three-stop red effect
97.8
*Unit: %.
Master the art of the flame! Chance UP Pattern
First game
First stop two red scrolls
Third stop red scroll selection
78.7
76.4
2nd or 3rd game
Lever ON Special Moves
1st stop strong flame
88.2
88.1
Game 2
Cracks in third stop ice
98.6
*Unit: %.
Win the 100th puzzle! Win by Chance UP Pattern
1st game
1st stop Nobunaga up
3rd stop red effect
96.1
95.8
2nd or 3rd game
Lever ON red text
1st stop Nobunaga up
98.2
98.3
Game 2
Third stop Nobunaga first
99.8
*Unit: %.
Direction during AT
Total of expected multipliers and special zones
Warlord Gacha
Gozarnyan Support
34.7
39.8
Fire Dragon Claw
treasure chest
44.6
57.2
*Unit: %.
Continuation rate suggestion
Enemy characters plus the line of the Little Evil Demon King after the push order navigation suggest the AT continuation rate.
words
1%
10%
50%
80%
100%
Bon appétit!
4.2
32.9
12.2
36.3
14.3
Good!
5.3
40.9
15.0
27.7
11.1
Get out of my way!
5.5
42.0
15.0
27.1
10.4
Get out of the way!
27.8
na
na
na
72.2
I’m not going to stop!
N/A
23.7
54.5
21.8
I’ll keep going!
N/A
71.4
28.6
*Unit: %.
Suggests a stay in heaven
Entering Shura mode on BET after AT
Entering Shura mode twice within 128 collections
Setting speculation
Difference in AT first hit probability
Setting
AT probability
Setting 1
1/278.9
Setting 2
1/274.6
Setting 3
1/254.0
Setting 4
1/244.8
Setting 5
1/224.3
Setting 6
1/219.6
There is a difference in the AT direct hit winning rate.
AT direct hit winning rate
AT direct hit winning rate
watermelon
Level of setting
Winning rate
Setting 1
0.01
Setting 2
0.10
Setting 3
0.20
Setting 4
0.39
Level of setting 5
Setting 6
0.78
*Unit: %.
Weak Cherry・Weak chance role
Level of setting
Winning rate
Setting 1
0.01
Setting 2
0.05
Setting 3
0.10
Setting 4
0.20
Level of setting 5
Setting 6
0.39
*Unit: %.
Chance Cherry
Level of setting
Winning rate
Setting 1
1.56
Level of setting 2
Setting 3
2.00
Level of setting 4
Setting 5
3.13
Level of setting 6
*Unit: %.
strong chances role
Level of setting
Winning rate
Setting 1
0.39
Level of setting 2
Level of setting 3
Setting 4
0.78
Setting 5
1.56
Level of setting 6
*Unit: %.
Actual AT direct hit winning rate
Level of setting
Winning rate
Setting 1
1/9413.0
Setting 2
1/7417.4
Setting 3
1/6317.7
Setting 4
1/4558.8
Setting 5
1/3706.1
Setting 6
1/2772.4
There is a setting difference in the CZ winning rate and CZ pull-back expectation when a rare minor role is played.
CZ win rate
CZ win rate
watermelon
Level of setting
Winning rate
Setting 1
0.78
Level of setting 2
Level of setting 3
Setting 4
1.56
Level of setting 5
Setting 6
2.50
*Unit: %.
Weak cherry
Level of setting
Winning rate
Setting 1
2.50
Setting 2
5.00
Setting 3
2.50
Setting 4
5.00
Setting 5
2.50
Setting 6
5.00
*Unit: %.
weak chance role
Level of setting
Winning rate
Setting 1
18.75
Setting 2
20.00
Setting 3
18.75
Setting 4
22.50
Setting 5
18.75
Setting 6
25.00
*Unit: %.
CZ pullback expectation
Setting
expectation level
Setting 1
25.98
Setting 2
22.35
Setting 3
29.37
Setting 4
23.08
Setting 5
34.50
Setting 6
21.59
*Unit: %.
There is a setting difference in the mode shift rate.
Setting 6 has a high transition rate to Normal A after a setting change.
Low settings have a high transition rate to Normal B after a setting change.
At the end of AT
Setting
To Normal A
To Normal B
To Special
To Heaven
Setting 1
49.50
12.50
N/A
38.0
Setting 2
45.00
25.00
30.0
Setting 3
47.50
12.50
40.0
Setting 4
39.75
30.00
0.25
30.0
Setting 5
46.50
12.50
0.50
40.5
Setting 6
34.50
34.50
1.00
30.0
After the ending is reached, if the AT is won by a direct hit during the main AT precursor, the game will shift to the Super Heaven mode. *Unit: %.
At the time of setting change
Setting
To Normal A
To Normal B
To Special
To Heaven
Setting 1
25.00
50.00
N/A
25.00
Setting 2
25.00
50.00
Setting 3
37.50
37.50
Setting 4
37.50
37.11
0.39
Setting 5
50.00
24.22
0.78
Setting 6
62.50
10.94
1.56
*Unit: %.
There are several patterns that confirm high setting.
Prescribed number of Kore
444 Collection
Set 4 or higher is determined.
456 Collection
Set 4 or higher is determined.
555 Collection
Setting 5 or higher is determined.
666 Kore
Setting 6 confirmed
777 Kore
Setting 6 confirmed
999 Collection
Setting 6 confirmed
When an AT is won by the above number of Kore (except for a direct AT hit), a high setting is confirmed.
Specific number of Kore won during CZ
22 Collections
Even setting confirmed
44 Collections
Set 4 or more is determined.
55 Collection
Setting 5 or higher is determined.
66Collections
Setting 6 confirmed
The above number of Kores during CZ will confirm a high setting.
Double 7s in a specific shape
7 in the form of a “4”.
Level of setting
probability
Setting 1
Not applicable
Level of setting 2
Level of setting 3
Setting 4
1/32768
Level of setting 5
Level of setting 6
7 in the form of a “7”.
Level of setting
probability
Setting 1
Not applicable
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Setting 6
1/32768
When the 7 is aligned in the shape of “4”, it is confirmed to be the 4th level or higher. When the 7 is aligned in the shape of “7”, it is confirmed as setting 6.
Discrimination of special current mode
The special mode only transfers to setting 4 or higher.
The current mode of the special mode can be determined by the stage change and the number of Hamari Kore.
When to go / When to stop
The AT pullback rate within 128 games after the AT ends is more than 40%.
The ceiling is reached when the maximum of 999 collections between ATs is reached.
Expected AT pull-back within 128G after AT
Setting 1
47.88
Setting 2
42.57
Setting 3
51.20
Setting 4
45.14
Setting 5
52.95
Setting 6
46.44
*Unit: %.
Crush freeze on reel
Temma Freeze
Occurs in 50% of cases when a Legendary role (middle Cherry) is established.
Occurrence timing is when the lever is turned on.
When Tenma Freeze occurs during normal time, it is guaranteed to complete World Domination Rush (8 sets) x 2 times. 200 or 300 games + 8 sets of AT are guaranteed when it occurs during AT.
Setting
Probability of Tenma Freeze occurring
Common to all settings
1/131072
Max number of game after bonus
During the World Domination Rush (AT), the game enters the World Domination Rush when it reaches a maximum of 999 collections.
The number of ceiling collections varies depending on the mode of stay.
Number of ceiling games by mode
Mode
Ceiling game number
Normal A mode
Maximum ceiling 992 Kore
Normal B mode
Maximum ceiling 640 Kore
Special
Maximum ceiling 999 collections
Heaven
Maximum ceiling 128 collections
Super Heaven
Maximum ceiling 32 collections
Information
Penalty
If the middle and right reels are stopped first during normal operation, a penalty occurs and no internal Kore is added for 7 games. Also, the AT lottery is not drawn except for a definite role (nor is the fall of the Onigashima High Probability.) During normal operation, the left reel stops first.
Change setting / Reset Setting
Contents
At reset
When power is turned off/on
Korepoint to the ceiling
Clear
Take over (0 colle on LCD)
Internal Mode
Redraw
take over
LCD Stage
Spring Stage
Spring Stage
*Precursor production occurs even when the power is turned off and then on, referring to the internal collector.
A lottery is held to determine the mode shift, and 25% of all settings shift to Heaven mode.
At the time of setting change
Setting
To Normal A
To Normal B
To Special
To Heaven
Setting 1
25.00
50.00
N/A
25.00
Setting 2
25.00
50.00
Setting 3
37.50
37.50
Setting 4
37.50
37.11
0.39
Setting 5
50.00
24.22
0.78
Setting 6
62.50
10.94
1.56
*Unit: %.
Next mode & next specified number of collections & timing of next AT scenario drawing
The next mode is selected by lottery at the AT end screen. The number of collections and the next scenario are determined when the bell spills after the AT ends.
Timing of AT continuation draw
The AT continuation lottery is held at the moment the lever is tapped when there is 0 G remaining in the AT, referring to the continuation rate for that set.
Information
Second pachislot machine tied up with mobile social game “Sengoku Collection
Effective line is 1 line in the middle
Axel AT machine
(C)Konami Digital Entertainment,NAS/”Sengoku Collection” Production Committee (C)KPE