Pachislot Hokutofist of Tenseichapter

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Type 5 machine Sammy AT June 2013
TOC

Beginner’s guide

Basic Spec

Equipped with the industry’s first “Abeshi Stem” (AT is triggered when a player wins a specified number of Abeshi). (AT is triggered when the specified number of Abeshi are acquired.)
Equipped with “Hyakusai Ranbu,” a special zone for multiplying the soul of victory.
Equipped with “SP Battle” that completely reproduces the continuation battle of the first HokutoFist. (Continuation rate: 77.7% to 90.0%)

Abeshi stem (AT lottery system)

When the prescribed Abeshi count is reached, the game will enter the AT.
One Abeshi count is gained every game, and a portion of the time when a rare minor role is played, the player enters the “TENBAN NO KIKKI” (Abeshi count multiplier zone).
When the “Tenmei no Kikan” (the stage where the player expects to see an omen) is entered, the player can expect to reach the prescribed Abeshi count (to enter the fight scene).

TENBAN NO KOKI (Abeshi Count Upgrade Zone)

TENBAN NO KOKI is an Abeshi Count Upgrade Zone that is entered by some of the rare small roles that are normally formed.
The number of continuous games is 7G, 14G, 21G, or until the AT is won.

During the TENBAN no KOKI, a lottery is held every game to increase the Abeshi count.
After the specified number of games have been played, the Abeshi Challenge occurs, releasing the “Abeshi Counts” accumulated in the TENBAN NO KOKI.
When the specified Abeshi count is reached, the game enters the Toushin Enbu (AT), and the remaining Abeshi count is carried over to the next game.
When the specified Abeshi count is not reached, the Abeshi count acquired in the TENBAKU NO KOKI is added to the count, and the game is shifted to the normal mode.

After winning the “TENBAN NO KOKE”, the machine may shift to the “Densetsu Mode” in which the “TENBAN NO KOKE” will continue to run even if no rare minor role is played.
There are three types of Lore Mode: short, middle, and long.
When winnings from rare small roles and winnings during the Lore Mode are combined, the time of Tenkai occurs in approximately 1/90th of the normal time.

During the TENBAN NO KOKI, the color of the belt indicates the expected level of AT entry. If the color is of a high expectation level, the possibility that the specified Abeshi count is near increases even if the AT is not entered.

Expected AT entry rate by band color
Expectation Color
Low Blue
↓arrow (marker for the direction of the arrow) yellow
↓↓ (red) red
high giraffe pattern

Fighting performance (AT)

AT lasting 40G per set; after the number of games is completed, Shinken Katsumai is performed for the amount of Shinken Katsumai souls.
If the player wins, the game continues to the next set (the remaining Shomai Souls are carried over to the next set).
(The remaining Shinken Shobu souls are carried over to the next set.)
The net increase per G is about 2.8 cards.
If there are no Shinken Shobu souls after the number of games has been played (when Shinken Shobu enters), one Shobu soul is unconditionally added to the game.

When AT is won, aura promotion chance occurs.
During aura promotion, the promotion draw is performed by all minor roles.
The higher the color of the aura, the more likely the player is to enter an AT in a higher state.

During AT, when a rare minor role is passed, a lottery is held to determine whether the player will receive a bonus soul or not, and a lottery is held to determine whether the player will enter the SP battle.
The expected level of the “Kachimai Soul” increase differs depending on the stage.
During the AT, a white BAR line in the AT enters Hyakusai Ranbu (a special zone that increases the number of victory souls).

Expected “Shobu Soul” loading rate by stage
Expectation level Stage
low vajra (indestructible substance)
military rule
fierce fighting
high fighting spirit
Expected “Kachimai Spirit” gain by role
Expectation minor role
low bell
replay
weak Cherry
↓↓↓ watermelon
bell replay
Chance Replay/Katsumai Replay
high strong Cherry

Shinken Katsudo (AT continuation lottery)

Shinken Shobu is a zone that is entered after the number of games of AT has been completed to draw the continuation of AT.
A continuation lottery is held for each game based on the number of Kachimai Souls held.
There is also a possibility of entering SP battle.
*When the extra state is reached, the decrement of the victory spirit is stopped.

The expected level of victory changes depending on the opponent and the role.

Battle Victory Expectation by Opponent
Expectations Opponent
lowShin
Souther
Raoh
Shuu
Jagi
High Ray Toki Yuda
Expected Battle Victory Ratio by Role
Expectation minor role
Low replay
Bell
↓arrow (mark or symbol) weak Cherry
↓↓↓ watermelon
Katsumai Replay
bell replay
Chance Replay
↓arrow (mark) strong Cherry
High Red 7

Special zone for increasing the number of souls to be won

Hyakusai Ranbu (special zone to increase the number of “Katsumai Souls”)

Hyakusai Ranbu is a special zone that is triggered when a white BAR is aligned during AT, and lasts for 7 G in a set, during which time the player gains a bonus soul at a rate of about 1/1.1 (a large number of souls can be gained by a rare small role). (A rare small role may result in a large increase.)
There is also a possibility that the set will continue.

SP Battle

SP Battle is triggered by Hokuto, by winning the lottery during AT, or by winning Shinken Katsumai. (If a special movie is shown, the SP Battle is expected to be entered.)

SP Battle lasts 15G per set and loops until the continuation is not won.
(15G = 7G battle preparation state + 8G continuation battle) (continuation rate is 77.7%-90.0%)
*After defeat of SP battle, the player enters the Toushin Enbu (AT).

During SP battles, a lottery is also held to determine the number of souls to be added to the winning souls.

Basic Specs

AT probability

Set probability
Setting 1 1/355.7
Setting 2 1/341.6
Setting 3 1/320.9
Setting 4 1/279.3
Setting 5 1/251.1
Setting 6 1/237.6

Liners probability

Small role probability in normal operation

Smail combinations with Level of setting difference
Weak CherryB
Level of setting probability
Setting 1 1/199.80
Setting 2 1/204.80
Setting 3 1/210.05
Setting 4 1/217.01
Setting 5 1/223.67
Setting 6 1/230.76
Weak CherrySynthetic probability
Level of setting probability
Setting 1 1/93.89
Setting 2 1/94.98
Setting 3 1/96.09
Setting 4 1/97.52
Setting 5 1/98.85
Setting 6 1/100.21
Strong CherryA
Level of setting probability
Setting 1 1/300.62
Setting 2 1/295.21
Setting 3 1/289.98
Setting 4 1/284.94
Setting 5 1/278.88
Setting 6 1/273.07
Strong CherryB
Level of setting probability
Setting 1 1/595.78
Setting 2 1/574.88
Setting 3 1/555.39
Setting 4 1/528.52
Setting 5 1/512.00
Setting 6 1/496.48
Strong CherrySynthesis probability
Level of setting probability
Setting 1 1/199.80
Setting 2 1/195.05
Setting 3 1/190.51
Setting 4 1/185.13
Setting 5 1/180.54
Setting 6 1/176.17
Smail combinations without Setting difference
Flag Same on each of setting
Push-Push-Bell Spill 1/1.79
Normal replay 1/3.88
Bell Replay 1/6.94
Kachimai Replay 1/199.80
Chance Replay 1/199.80
Watermelon 1/79.92
Weak CherryA 1/177.12
Fixed Cherry 1/65536.00
Reach role 1/65536.00

Small role probability during AT

Smail combinations without Setting difference
Flag Same on each of setting
Weak CherrySynthetic probability 1/177.12
Strong CherrySynthetic probability 1/99.9
*Weak CherryB becomes middle Cherry(strong Cherry) with an irregular push (middle push chance) during AT.

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

Set probability
Setting 1 97.5% of the total
Setting 2 98.8% of the total
Setting 3 100.8% (100.8% of the total)
Setting 4 105.6% (with a setting of 1)
Setting 5 110.1% of the total
Setting 6 113.1% of the total

List of liners

Reel Symbols Amount of medals paid


special replay
three 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 the Shinken pattern at the top of the left reel.

When watermelon stops on the upper left reel


Aim for a watermelon on the middle and right reels.
(Aim for a red 7 on the middle and right reels for a watermelon.)

*Watermelon alignment = Watermelon
*Watermelon haze = Chance replay
*Watermelon/Bell double-tempai haze = Reachable role

Watermelon

Chance Replay

Reach role

▼ When Cherrystops on the lower line of the left reel

CherryCherry
Aim at the bonus pattern near the middle of the right reel.
The middle reel is a proper strike.

Bonus pattern in the middle of the right reel = Strong CherryA
*All other than the above = Weak Cherry

Weak Cherry

Strong Cherry

▼ When Cherrystops in the middle of the left reel

Strong CherryB or definite Cherry
Aim at Cherryon the middle and right reels.
(Aim at Cherryon the middle and right reels with the Shinken pattern as a guide.

*If Cherryis aligned in the middle line, it is confirmed. Cherry
*Other than the above = Strong CherryB

Strong CherryB

Confirmed Cherry

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

When “Hazure” or “Replay” or “Bell” or “Katsumai Replay”
is aligned, hit the middle and right reels as appropriate.
When ” Hokutoor Shinken pattern, Kachimai, Kachimai” is lined up, Kachimai Replay is activated.

winning hand consisting of three kongs or pungs of winds and a pair of bows

How to play during Bonus/ART

When the push order navigation occurs
Follow the push order to stop the reels.

Aim for the “Fat! When it occurs

Aim at the specified pattern on all reels.

▼ Other than the above
Digest the data in the normal way of hitting.

How to press the middle button during AT

Only when push order navigation does not occur during AT. When navigation occurs, follow the navigation.

Aim for a red 7 on the middle reel.

When a red 7 stops in the upper middle reel


The middle and right reels are hit as appropriate.

When a red 7 stops in the middle of the middle reel

CherryCherryCherry
If a replay is forming, hit the right reel appropriately, and if a replay is forming on the left reel, hit the left reel appropriately.
Aim at Cherryon the left reel only when non-tempai. (Aim at Cherryon the left reel for the Shinken pattern.)

* Cherrystops on the upper or lower line of the left reel = Weak Cherry
* Cherrystops in the middle line of the left reel = Strong Cherry
* Cherryin the middle line of the left reel & Hokutostops in the lower line of the right reel = Definite Cherry(If you aim at Hokutoon the right reel, you can determine definite Cherry.)

Weak CherryA

Weak CherryB or Strong CherryA or Strong CherryB

Confirmed Cherry

▼When a red 7 stops in the bottom row of the middle reel


The middle and right reels are hit appropriately.

▼ When watermelon stops in the middle row of the middle reel


Aim for a watermelon on the right reel and hit the left reel as you like.
(Aim for a red 7 for watermelon on the right reel.)

*Watermelon = Watermelon
*Watermelon Hazare = Chance Replay

AT/ART related

Internal state-related

Normal gameplay

During normal operation, there are a total of five stages: three stages with different chance zones and AT win expectancy, and two stages with omens. The internal state of the machine is indicated by the LCD stage. There is a possibility of an omen if the game transitions to the Tenmei no Kikan (Time of Heaven’s Life).

Upper State Expectation by Stage
Expectation level LCD Stage
Low Kenshiro Stage
↓↓ Ray stage]
High Garda Stage
Signs of an omen
low
Time of heaven’s destiny
Signs of an omen suggestive
high
Julia stage]

Internal mode related

Internal Mode Overview

During normal operation, there are four internal modes (Normal A/B, Heaven, and Super Heaven modes) that differ in the number of bets required to win an AT.

Number of ceiling bets for each mode
Normal A mode 1536 Abeshi
Normal B mode 892 Abeshi
Heaven Mode 128 (128)
Super Heaven Mode 32Abeshi
*Aside from the prescribed avemos, each of them goes through an omen of up to 16 Gs.

Mode shift rate

When AT is selected
To Normal A
Set Transition Rate
Setting 1 64.0
Setting 2 63.0
Setting 3 61.0
Setting 4 50.5
Setting 5 43.0% (%)
Setting 6 43.0% (%)
To Normal B
Set Transition Rate
Setting 1 24.0
Setting 2 25.0% (25.0% of the total)
Setting 3 27.0
Setting 4 35.0
Level of setting 5 40.0%
Setting 6 40.0
To Heaven
Set Transition Rate
Setting 1 10.0
Setting 2 10.0
Setting 3 10.0
Setting 4 12.5
Setting 5 15.0
Setting 6 15.0% (15.0%)
To the superheaven
Set Transition Rate
Common to all settings 2.0
At the time of setting change
To Normal A
Set Transition Rate
Setting 1 33.0
Setting 2 33.0% (33.0%)
Setting 3 33.0
Setting 4 30.5
Setting 5 28.0
Setting 6 28.0
To Normal B
Set Transition Rate
Common to all settings 55.0% of all settings
To Heaven
Set Transition Rate
Setting 1 10.0
Setting 2 10.0
Setting 3 10.0
Setting 4 12.5
Setting 5 15.0
Setting 6 15.0% (15.0%)
To the superheaven
Set Transition Rate
Common to all settings 2.0

Expected number of bets for each mode

Depending on the mode you are in, there are zones in which you can expect to reach the specified number of “abeshi”.
In all modes, the omens are separated from the prescribed ave. and each mode has a maximum of 16 G of ave.

Normal mode A
Abeshi distribution (Normal A)
red Setting 1 & 2 Setting 3/4 Setting 5 and 6
1-32 0.5%
33-64 0.1%
65-96 0.1%
97-128 1%
129-160 2.5%3.5%4%
161-192 3%3.5%4%
193-224 3.5%3.5%4%5
225-256 3%3.5%4%
257-288 0.1%
289-320 0.1%
321-352 1%2%3%
353-384 0.1%
385-416 0.1%
417-448 1%2%3%
449-480 0.1%
481-512 0.1%
513-544 0.5%
545-576 12%15%17.5%
577-608 0.1%
609-640 0.1%
641-672 0.1%0.5%
673-704 0.1%
705-736 0.1%
737 to 768 0.1%
769-800 5%7.5%10%
801-832 0.1%
833-864 0.1%
865-896 0.1%0.5%
897-928 0.1%
929-960 0.1%
961-992 0.1%0.5%
993 to 1024 0.1%0.5%
1025-1056 0.1%
1057-1088 0.5%1%
1089-1120 10%
1121-1152 0.1%
1153-1184 0.1%
1185-1216 1%
1217-1248 8%7%6%
1249-1280 0.1%
1281-1312 1%
1313-1344 8%7%6%
1345-1376 0.1%
1377-1408 8.9%6%4%
1409-1440 8.9%6.9%5%
1441-1472 16.8%11.9%8.9%
1473-1504 0.1%
1505-1536 0.5%
Normal mode B
Abeshi distribution (Normal B)
red Setting 1 & 2 Setting 3/4 Setting 5 and 6
1-32 0.5%
33-64 0.1%
65-96 0.1%
97-128 1%
129-160 1%
161-192 12.5%
193-224 1%
225-256 33.3%
257-288 0.1%
289-320 0.5%
321-352 0.5%
353-384 0.1%
385-416 1%
417-448 2%4%6%
449-480 0.1%
481-512 0.1%
513-544 0.5%
545-576 0.5%
577-608 0.1%
609-640 1%
641-672 2%4%6%
673-704 0.1%
705-736 0.1%
737 to 768 0.5%
769-800 6.9%
801-832 0.1%
833-864 10%
865-896 24.1%20.1%16.1%
heaven
Abeshi distribution (Heaven)
red and white common to all settings
1-32 25.0%
33-64 12.5%
65-96 25.0%
97-128 37.5%
superheaven
Abeshi distribution (super heaven)
red and white common to all settings
1-32 100%

Time of Heaven Breaking (CZ) Overview

TENBAN NO KOKI is an Abeshi Count Upgrade Zone that is entered by some of the rare small roles that are normally formed.
The number of continuous games is 7G, 14G, 21G, or until the AT is won.

During the TENBAN no KOKI, a lottery is held every game to increase the Abeshi count.
After the specified number of games have been played, the Abeshi Challenge occurs, releasing the “Abeshi Counts” accumulated in the TENBAN NO KOKI.
When the specified Abeshi count is reached, the game enters the Toushin Enbu (AT), and the remaining Abeshi count is carried over to the next game.
When the specified Abeshi count is not reached, the Abeshi count acquired in the TENBAKU NO KOKI is added to the count, and the game is shifted to the normal mode.

After winning the “TENBAN NO KOKE”, the machine may shift to the “Densetsu Mode” in which the “TENBAN NO KOKE” will continue to run even if no rare minor role is played.
There are three types of Lore Mode: short, middle, and long.
When winnings from rare small roles and winnings during the Lore Mode are combined, the time of Tenkai occurs in approximately 1/90th of the normal time.

During the TENBAN NO KOKI, the color of the belt indicates the expected level of AT entry. If the color is of a high expectation level, the possibility that the specified Abeshi count is near increases even if the AT is not entered.

Expected AT entry rate by band color
Expectation Color
Low blue
yellow
red
high giraffe pattern

Related to AT

Outline of the fighting performance (AT)

AT lasting 40G per set; after the number of games is completed, Shinken Katsumai is performed for the amount of Shinken Katsumai souls.
If the player wins, the game continues to the next set (the remaining Shomai Souls are carried over to the next set). (The remaining Shinken Shobu souls are carried over to the next set.)
The net increase per G is about 2.8 cards.
If there are no Shinken Shobu souls after the number of games has been played (when Shinken Shobu enters), one more Shobu soul is added unconditionally.

When AT is won, aura promotion chance occurs. During the aura promotion, all minor roles are used to draw for promotion. The higher the color of the aura, the higher the chance to enter the AT.

During AT, when a rare minor role is passed, a lottery is held to determine whether the player will receive a bonus soul or not, and a lottery is held to determine whether the player will enter the SP battle.
The expected level of the “Kachimai Soul” increase differs depending on the stage.
During the AT, a white BAR line in the AT enters Hyakusai Ranbu (a special zone that increases the number of victory souls).

Expected “Shobu Soul” loading rate by stage
Expectation level Stage
low vajra (indestructible substance)
military rule
fierce fighting
high fighting spirit
Expected “Kachimai Spirit” loading rate depending on the role.
Expectation minor role
low bell
replay
↓arrow (mark or symbol) weak Cherry
↓↓↓ watermelon
bell replay
Chance Replay/Katsumai Replay
high strong Cherry

Outline of Shinken Katsudo (AT continuation lottery)

Shinken Shobu is an AT continuation lottery zone that is entered after the number of games of AT has been completed. The number of Shinken Shobu souls held by the player is drawn each game. There is also a possibility of entering SP battle.
The number of souls will stop decrementing when the extra state is reached.

The expected level of victory changes depending on the opponent and the role.

Expected Battle Victory by Opponent
Expected degree of success Opponent
lowShin
Souther
Raoh
Shuu
Jagi
High Ray Toki Yuda
Expected Battle Victory Ratio by Role
Expected Value minor role
Low replay
Bell
↓arrow (mark or symbol) weak Cherry
↓↓↓ watermelon
Katsumai Replay
bell replay
Chance Replay
↓arrow (mark) strong Cherry
High Red 7

Lottery during Shinken Shobu

During Shinken Katsumai, a win lottery is drawn for each game. (During Shinken Katsumai EXTRA, the win drawing is different for the bell replay.)

Each enemy character in Shinken Katsudo has a corresponding role, and when a player’s role conflicts with the corresponding role, the expectation of victory is increased.

Enemy Character Corresponding role
Shinbel
Souther replay
Lao Rare small role and replay
Jagged rare small role
ShuuKatsumai Replay
Shinken Katsumai EXTRA entry rate
Set probability
Common to all settings 1.6% (1/64)

When the number of victory souls reaches 0, a reversal lottery is held.
In the Shinken Shobu game, when the remaining Shobu soul goes from 1 to 0, a reversal may be announced even if the player internally won the victory draw. (When the reverse direction occurs, the game is considered to have been continued by either the internal win lottery or the reverse lottery in the last game. It is not possible to distinguish which draw was used to continue the game.)

Percentage of winning the reversal lottery in the last game
Set probability
Common to all settings 1.05% (1.05% of all settings)
Expected Victory Ratio according to the Role
Chance of winning Expected Victory
Normal replay 5.0%
Kachimai Replay 50.0%
Chance Replay 75.0%
Bell Replay 50.0%
(*Wins at 75.0% during Shinken Katsudo EXTRA)
Push-Push-Place Bell 10.0% (10.0% of the total)
Weak CherryA 25.0% (%)
Weak CherryB 100.0% (%)
Strength Cherry 100.0% (100.0%)
Fixed Cherry 100.0% (100.0%)
Watermelon 33.3% (33.3%)
Reachable role 100.0% of the total
Fake 7 alignment 0% (0.0%)
7 matching 100.0% (100.0% of the total)

Setting speculation

Strong CherryThere is a setting difference in composite probability

Strong CherrySynthesis probability
Level of setting probability
Setting 1 1/199.80
Setting 2 1/195.05
Setting 3 1/190.51
Setting 4 1/185.13
Setting 5 1/180.54
Setting 6 1/176.17
*During AT, strong Cherrycounts when the middle press chance does not occur.

There is a setting difference in the mode shift rate when the AT is won.

To Normal A mode
Setting Transition Ratio
Setting 1 64.0
Setting 2 63.0
Setting 3 61.0
Setting 4 50.5
Setting 5 43.0% (%)
Setting 6 43.0% (%)
To Normal B mode
Setting Transition Ratio
Setting 1 24.0
Setting 2 25.0% (25.0% of the total)
Setting 3 27.0
Setting 4 35.0
Level of setting 5 40.0%
Setting 6 40.0
To Heaven Mode
Setting Transition Ratio
Setting 1 10.0
Setting 2 10.0
Setting 3 10.0
Setting 4 12.5
Setting 5 15.0
Setting 6 15.0% (15.0%)
To super heaven mode
Setting Transition Ratio
Common to all settings 2.0
The winning trigger is when the specified number of “abeshi” is reached, when a direct hit is won, or when the “abeshi” challenge is successfully completed.

Max number of game after bonus

Number of ceiling bets for each mode
Normal A mode 1536 Abeshi
Normal B mode 892 Abeshi
Heaven Mode 128 (128)
Super Heaven Mode 32Abeshi
*Aside from the prescribed avemos, each of them goes through an omen of up to 16 Gs.

When to go / When to stop

Chance of Heaven until 128 Abeshi after AT, and chance of pull-back until 256 Abeshi.
After the end of “TENBAN NO KOKI”, the game enters Lore Mode, and the player has a chance to enter “TENBAN NO KOKI” again, so it is safe to wait and see how the game goes. The number of ceiling points varies depending on the internal mode in which the player is staying.

Number of ceiling bets for each mode
Normal A mode 1536 Abeshi
Normal B mode 892 Abeshi
Heaven Mode 128 (128)
Super Heaven Mode 32Abeshi
*Aside from the prescribed avemos, each of them goes through an omen of up to 16 Gs.

Performance

During ▼Tenkasu no Kikan (CZ)
If “STILL ALIVE” is played, Infinite Tenkasu no Kikan is confirmed.

▼ During the Tensei no Kikan
During the Tensei no Kikan, if the BGM changes to “Ai wo Torimodore! (201X Guitar ver.)”, it is confirmed that the AT win (remaining Abeshi points) is near.

▼ During Shinken Shobu
“Ai wo Torimasete!” may be played during 7 or more, 14 or more, or 21 or more consecutive Shinken Shobu. TOUGH BOY” may be played.
The timing of BGM change occurs when the lever of Shinken Katsumai is turned on (when the game continues), and it will be played until the next Shinken Katsumai.
The music change lottery differs depending on AT level and whether the game enters SP or not.
Clown” is played during Shinken Katsumai EXTRA.

Lottery for music change (during Shinken Shobu)

7 or more consecutive “Fighting Performance” (without winning a continuation or entering SP)
Levels Music Probability
AT Level 1 Bring back the love! 12.5% (of the total)
AT Level 2 Bring back the love! 13.1
AT Level 3 Bring back the love! 13.7
AT Level 4 Bring back the love! 14.3
7 or more consecutive “Fighting Performance” (Continuation win, SP entry)
Levels Music Probability
AT Level 1 Bring back the love! 37.1% of the total
AT Level 2 Bring back the love! 40.8% of the total
AT Level 3 Bring back the love! 44.9% (%)
AT Level 4 Bring back the love! 49.4
14 or more consecutive “Fighting Performance” (without winning a continuation or entering SP)
Levels Music Probability
AT Level 1 TOUGH BOY 12.5% (of the total)
AT Level 2 TOUGH BOY 13.1% (%)
AT Level 3 TOUGH BOY 13.7% (%)
AT Level 4 TOUGH BOY 14.3% (%)
14 or more consecutive “Fighting Performance” (Continuation win, SP entry)
Levels Music Probability
AT Level 1 TOUGH BOY 37.1% of the total
AT Level 2 TOUGH BOY 40.8% (%)
AT Level 3 TOUGH BOY 44.9% (of the total)
AT Level 4 TOUGH BOY 49.4% of the total
21 or more consecutive “Fighting Performance” (without winning a continuation or entering SP)
Levels Music Probability
AT Level 1 Bring back the love! 6.3
TOUGH BOY 6.3%
AT Level 2 Bring back the love! 5.6
TOUGH BOY 7.4%
AT Level 3 Bring back the love! 5.1% (5.1%)
TOUGH BOY 8.6%
AT Level 4 Bring back the love! 4.6
TOUGH BOY 9.7%
21 or more consecutive “Fighting Performance” (Continuation win, SP entry)
Levels Music Probability
AT Level 1 Bring back the love! 9.3
TOUGH BOY 27.8%
AT Level 2 Bring back the love! 8.4
TOUGH BOY 32.5%
AT Level 3 Bring back the love! 7.5
TOUGH BOY 37.4%
AT Level 4 Bring back the love! 6.8
TOUGH BOY 42.6%

▼ During SP battles
1/4 of the time when 5 or more SP battles continue, “Restore the love! is played.
Ai wo Torimasete!” will be played. is played, “TOUGH BOY” will be played in 1/4 of the cases where 10 or more consecutive SP battles continue with “TOUGH BOY” being played.
Clown” will be played when “TOUGH BOY” is played and the game continues for 15 or more consecutive games.
The above songs are instrumental versions (without lyrics).

Crush freeze on reel

Not equipped

Information

Penalty

[Notes on normal operation]
Note that when push order navigation does not occur during normal operation, stopping the middle and right reels first may result in a penalty.
Stop the left reel first.

Information

The sixth in the “Fist of Hokuto” pachislot series. Completely new “Fist of Hokuto” worldview.
Many new characters. (New character: Garda)
Effective line is one line in the middle.

(C)Takeru Takemono, Tetsuo Hara/NSP 1983,
(C)NSP 2007 copyright permission certificate YGL-126
(C)Sammy

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