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Pachislot Revolutionary Machine Valvrave

この投稿文は次の言語で読めます: 日本語 (Japanese) 繁體中文 (Chinese (Traditional)) 한국어 (Korean)
Type 6 machine (Sumasuro) | SANKYO | AT | 2022 |
Beginner’s guide
Basic Spec
Mainly a type that increases payouts with Revolution RUSH (AT).
During normal operation, the CZ lottery is drawn after the specified number of games have been played.
When a rare small role is played, “Game Count Addition,” “Revolution Accelerator” and “Boost Chance” are drawn.
The CZ “Kyotsu V Challenge” lasts 10G and the bonus expectation is 52%.
A successful attack or a V during digestion will result in a bonus.
There are two types of pseudo-bonuses: “Revolution Bonus” and “Decisive Battle Bonus.
Each has a different performance, but each aims to win the AT “Revolution RUSH”.
The AT “Revolution RUSH” has a net gain of 7.2 cards and lasts from 10 to 100 G per set, with an average continuation rate of approximately 77%.
The AT is looped while adding to the number of games or sets.
After the AT game is completed, the game moves to “Harakiri Challenge” and if V is obtained within 3G, the AT continues.
Normal gameplay
The main gameplay is to aim for CZ or Bonus from the regulated game digestion, and to aim for AT “Revolution RUSH” from Bonus.

During normal operation, the CZ lottery is drawn after the specified number of games have been played.
(The number of games is the number of games displayed in the lower left corner of the LCD.)
Depending on the applicable role, the game counting draw and the Revolution Accelerator Boost Chance draw are conducted.
When the number of games is added by a rare small role, the number of games is added from 10 to 100G.

An omen square is indicated at the bottom of the reels every 100G, and a lottery is drawn every game to add to the number of squares.
Depending on the color of the square, the expected occurrence of the CZ precursor changes.
Expected occurrence of CZ precursor according to the color of the squares | |
---|---|
Mass color | expectation level |
White | low |
blue | ↓ |
Red | High |
About the precursor stages]
There are multiple precursor stages in normal operation. Depending on the type of stage, the expected level of CZ precursor changes. During digestion, pay attention to the direction that occurs. When the next warning occurs, it is a great chance to win CZ.
CZ precursor expectation by precursor stage | |
---|---|
Stage | Expected degree |
![]() Pilot Stage | Low |
![]() Kamitsuki Stage | ↓↓ |
![]() Council of 101 | ↓. |
![]() Temporary bath | Height |
The hangar stage is also the stage that suggests a high probability of revolutionary acceleration.
About the internal state]
In normal operation, there is an internal state that is related to the winning rate of Revolution Accel. There are three types of states in the high state, and the number of continuous games differs.
Revolutionary accelerator winning rate for each internal state | |
---|---|
Internal state | winning rate (in a lottery, etc.) |
Normal | Low |
high probability | high |
Number of high duration games | |
---|---|
High | Number of games continued |
Short | 5G |
Middle | 10 to 100G |
Long | 20 to 100G |
T he regulation game draw is managed by the internal mode.
There are a total of four internal modes during normal operation.
In addition to the maximum ceiling, there is also a swing in the number of games specified.
Mode shift triggers are “when setting is changed”, “when CZ/bonus ends”, and “when AT ends”.
Number of CZ ceiling games by mode | |
---|---|
Mode | Ceiling game number |
Mode A | 1000G+α |
Mode B | 700G+α |
Mode C | 500G+α |
Mode D | 300G+α |
Characteristics of Mode Transition | |
---|---|
Timing | Features |
When the setting is changed | Easy to shift to Mode B |
At the end of CZ or Bonus | It is easy to Mode shift to a higher level than the previous one. |
[Revolutionary Accelerator].

A special zone in which the number of games is added to the game count, which is triggered by a lottery when a small role is played.
During activation, all the number of games that are added are powered up. The number of games is increased according to the multiplier. In addition, when a rare minor role in a joint fight is played during Revolutionary Accelerator, there is a chance for the multiplier to increase or a bonus to be awarded.
Boost Chance]

The game count is added when a rare minor role is played. The game count is increased by 10 or more at the time of entry.
There are three types of direction. Depending on the type, the expected number of additional games to be won changes.
By type of boost chance Expected number of additional games to be won | |
---|---|
Type | Expectation |
Their reunion (★×1) | Low |
Beast High (★×2) | ↓ |
Queen of Light (★×3) | High |
In addition, when a rare minor role is played during Boost Chance, there is a chance for a higher benefit (a large number of games added or CZ or Bonus).
During Boost Chance Expectation of higher level of benefit | |
---|---|
Flag | expectation |
Weak Cherry・Suica・Chance A | Low |
Strong Cherry・Chance B | ↓ ・Chance B |
Kyobo Replay, Kyobo Bell, Kyobo Watermelon | High |
About the Co-op V Challenge (CZ)

■Outline
A self-powered chance zone that is entered when a specified number of games are completed in normal mode or from Boost Chance.
Lasts 10G.

During the digestion, the bonus draw is performed according to the applicable role.
If the attack succeeds or the “Aim for V” cut-in appears, the player is awarded a bonus. Also, when a strong rare minor role or a rare minor role in a joint fight is played, the player is guaranteed a bonus.
In the performance, pay attention to the characters who fight alongside “Tokijima Harto”. Depending on the type of character, the characteristics and expected level of participation will change. Basically, two characters fight together, but if three characters fight together, it is a big chance.
Characteristics by character | |
---|---|
Character | Characteristics |
Harto Tokijima | Chance to aim at “V” when it occurs |
Kyuma Inuzuka | Chance when replay is established |
Yamada Raizo | Chance with Bell |
Saki Nagarekino | Bonus is concentrated when watermelon is established. |
Renbo Akira Ono | Chance on all small roles Rare small role will give you a bonus. |
Marie Hino | The only one to enter alone. Great chance on all small roles. |
Expected level of participation by each character | |
---|---|
Participating characters | Expectation level |
Kyuma Inuzuka | 45.0% |
Raizo Yamada | 45.0% |
Saki Nagarekino | 50.0% |
Renbo Akira Ono | 70.0% |
Marie Hino | 85.0% |
When the V Challenge is entered, the expected success rate is approximately 52%.
About Bonuses
Revolutionary BOUNS

■Outline
Pseudo-bonus that lasts 50G+α and is triggered by a successful CZ.
Net increase per G is about 7.2 cards, and the expected AT rate with Revolutionary Bonus is about 55%.

During the game, the Revolution RUSH is activated when the number of cards paid out reaches “666” (the number of cards will be added even if a small role is missed). (Even if a small role is missed, the number of cards will be added.)
The game continues as long as the bell navigation continues to occur even after the specified number of games have been played. After 666 cards are reached, a lottery is held to determine the number of AT sets to be added.
HOLD]

HOLD is drawn by all roles. If it is a rare small role, it is a great chance.
When HOLD is activated, the game count stops decreasing until the specified number of times a bell is pressed (2, 4, 6, or 8 times). The number of times the hold is activated is indicated by the character.
If the number of times the character is held is 8, the game will be called “Marie Awakening” and the player will win the AT.
During Revolution Bonus Expected Hold Winning | |
---|---|
Flag | expectation |
Non-rare small role | low |
Weak Cherry・Suica and Chance A | ↓ ・Selected |
Strong Cherry・Chance B | ↓ ・Chance B |
Rare small role in a joint fight | High |
When HOLD is won Expected number of times of regulation by character | |
---|---|
Character | expectation level |
Kyuma Inuzuka | low |
Yamada Raizo | ↓ |
Saki Nagarekino | ↓ |
Renbo Akira Ono | high |
Marie Awakening

When Marie is awakened, the game will continue until 666 cards are paid out = AT concentration.
There are three triggers for winning the awakening: “at the start of Revolution Bonus,” “at the end of Revolution Bonus,” and “8 times the number of times the HOLD push-bell rule is applied.
If the game is won at the start of the Revolutionary Bonus, it has the feature that HOLD does not occur during digestion.
Therefore, if a rare small role is pulled and HOLD does not occur, the expectation that it is Marie awakening internally increases.
When the AT is not won during the Revolution Bonus and the Hyundai Stage reaches 0, the Marie awakening lottery is also held.
If a rare small role is played on the exit screen, Marie awakening is assured.
The rate of Marie awakening at the start of the Revolutionary Bonus varies with the setting.
decisive battle BOUNS

■Outline
A pseudo-bonus that is triggered by a successful CZ and lasts up to 8 bell navigation +α.
The net increase per G is about 7.2 cards, and the expected AT rate with the decisive battle bonus is about 35%.

When the game is entered, the player first enters the battle preparation part. During the preparation part, when a rare minor role is passed, a lottery is held to determine the number of enemy lives to be subtracted. If a rare minor role in the battle is passed, the enemy life reduction is concentrated. After 8 times of bell navigation, the player enters the battle part and is notified whether the AT is successful or not.
[BATTLE PART

When entering a battle, 3 panels are set. After the set is completed, the panel corresponding to the 1st navigation that occurs in the next game or later is selected.

When an ally panel is selected, the expected enemy life subtraction changes according to its attack pattern.
The AT is concentrated when the number of enemy lives is finally reduced to zero.
Expected enemy life subtraction by attack pattern | |
---|---|
Attack Pattern | Expected degree of |
G Edge | low |
Wurtga | ↓ |
Halaki Rib Blade | high |
In addition, when the common bell is executed, the 1st left navigator is triggered = Revolution panel, which means that the AT is concentrated at that time.
When a rare minor role is played, a panel promotion lottery is held. (such as promotion of attack pattern or changing enemy’s attack panel to ally’s attack panel)
When a rare minor role in a joint fight is passed, the panel is promoted, but there is no apparent change and it may be promoted internally.

If an enemy panel is selected, the player is in danger of losing the game; if an enemy panel is selected twice in a row, the player is defeated. When the game is shifted to normal mode after a failed Revolution/Decisive Battle Bonus, there is a chance to pull back the AT.
About Revolution RUSH (AT)
Revolution RUSH

Overview
A game count + set management type AT that is triggered by a successful Revolution/Decisive Battle Bonus.
Each set lasts from 10 to 100G+α, with a continuation rate of approximately 77%. (The first set basically starts at 20G.)
If 50G or more is selected, “Harakiri Drive” will occur. if “Pursuit Drive” occurs when the 100G indicator appears, the game count will increase in 100G increments.

The game features a loop of AT and Harakiri Challenge to keep the game going.
The V-lamp on the top of the machine lights up every time a set continues, and when all three light up (after the third set), the machine enters the “Super Revolution RUSH,” a higher level AT.

During AT, when a rare minor role is played, a draw is made to increase the number of sets, and when a rare minor role in a fight is played, a draw is made to increase the number of sets and the number of games. The maximum number of games can be increased by 500G. The “Yippai Nosemasuka? is a three-digit increase in the number of games when it occurs.
[Harakiri Challenge].

After the number of games of Revolutionary RUSH is completed, the game enters the Harakiri Challenge, which continues if a blackout occurs within three games. There are multiple timing for the blackout to occur, from the lever to the third stop.

If a revolutionary branch occurs, the game will continue, and if V is aligned, it is a great chance to enter the Harakiri DRIVE.
If the Harakiri Challenge fails, the RUSH ends. If the game returns to normal, the player has a chance to pull back the AT within 66G (the actual number of games digested). Even if the fourth set is continued including the pull-back, the game will be promoted to Super Revolutionary RUSH, so do not quit immediately.
Super Revolution RUSH

■Outline
Upper-level AT that enters after 3 sets of Revolution RUSH.
Net increase of about 7.2 cards per G. Each set lasts from 10 to 100G+α.

The basic game flow is similar to that of Revolution RUSH, but the total maximum continuation rate is approximately 90%, a significant increase in performance.
In addition, the advantageous interval is reset for part of the set continuation, allowing for a streak of more than 2,400 cards in difference.
About Harakiri DRIVE

■Outline
A top-up performance that occurs during a portion of the AT continuation.

Occurs when the initial game count of 50G or more is selected when RUSH continues. If it occurs via the revolutionary branch (V alignment) during the Harakiri Challenge, a 100G or more increase in the number of games will be concentrated. The count-up when the lever is turned on determines the game to be added.
[Pursuit drive]

May occur when 100G is added in Harakiri Drive. If the LCD cracks after the negapositive occurs, a chase drive will occur.
When it occurs, 100 Gs are added every game as long as the game continues. The loop rate is 31% or 77%. The rate of follow-up drive and the 77% loop rate seem to be more favorable in the case of Harakiri Drive via Revolutionary Branch.
Basic Specs
Bonus probability
Setting | CZ probability | Bonus probability |
---|---|---|
Setting 1 | 1/277 | 1/519 |
Setting 2 | 1/275 | 1/516 |
Setting 3 | 1/274 | 1/514 |
Setting 4 | 1/269 | 1/507 |
Setting 5 | 1/264 | 1/499 |
Setting 6 | 1/258 | 1/490 |
Liners probability
Small role probability in normal operation
Under investigation (manufacturer not disclosed)
Number of games per 50
Level of setting | Games 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
Setting | PAY OUT |
---|---|
Level of setting 1 | 97.3% |
Setting 2 | 98.3% of the total |
Setting 3 | 100.8% (100.8% of the total) |
Setting 4 | 103.2% (%) |
Setting 5 | 107.9% (with a setting of 1.0) |
Setting 6 | 114.9% (with a setting of “1”) |
List of liners
Reel Symbols | Amount of medals paid |
---|---|
![]() | Revolution BONUS |
![]() | Decisive battle BONUS |
![]() | SPECIAL CHANCE |
![]() | Replay |
![]() | three flat objects (e.g. tickets, pieces of cloth, etc.) |
![]() | 15 sheets |
![]() | Replay |
Reel layout

How to play
How to play in ordinary mode
(1) Aim for a red 7 on the left reel from the top of the frame to the upper line. |
---|
![]() |
▼ When Cherrystops on the lower line of the left reel

Weak Cherry or Strong Cherry or Co-operative Replay
Middle and right reels can be played as desired.
*Replay stops in middle of right reel = weak Cherry
*Replay does not stop in middle of right reel = strong Cherry
*Replay in upper row = co-op replay
[Weak Cherry] | [Strong Cherry] |
---|---|
![]() | ![]() |
[Co-op Replay]. | |
![]() |
▼When BAR stops on the lower line of the left reel

Conforming character] Hazure or Replay or Bell or Chance A
It is OK to hit the middle and right reels appropriately.
Middle row [Rip, Rip, Rip, Watermelon] stop = Chance A
Chance A |
---|
![]() |
When watermelon stops on the upper left reel

Watermelon or Chance B
It is OK to hit the middle and right reels appropriately.
Watermelon hazel = Chance B
Watermelon | Chance B |
---|---|
![]() | ![]() |
▼ When [ Cherry- Watermelon – Bell ] stops on the left reel

Conforming Role] Conforming Bell or Conforming Watermelon (or Weak Cherry or Strong Cherry)
It is OK to hit the middle and right reels appropriately.
Bell aligned = Kyotsu Belle *Suica aligned = Kyotsu Suica (Weak/Strong Cherrymay be formed depending on the stop position)
[Bells ringing in a joint fight] | [Watermelon] |
---|---|
![]() | ![]() |
How to play during Bonus/ART
When ▼ push order navigation occurs
Follow the push order navigation system to stop the reels.
▼”Aim at 00″ cut-in occurs
When the “Aim cut-in” occurs, follow the designated pattern and push sequence.
▼Other than above
How to play in ordinary mode to digest
AT/ART related
Internal state-related
Drawing of lots at the time of transition to the favorable section
In the game in which the advantageous section is shifted, a lottery for a direct hit of the AT “Revolution RUSH” is held when a rare minor role is played. When the setting is changed, it is a good chance to reset the advantageous section. Also, when the setting is changed, the game tends to shift to Mode B.
When shifting to the favorable section Expected direct AT hit by each flag | |
---|---|
Flag | expectation |
Weak Cherry・Suica・Chance A | Low |
Strong Cherry・Chance B | ↓ ・Chance B |
Kyobo Replay, Kyobo Bell, Kyobo Watermelon | High |
Internal state transition lottery
Lottery for transition to high probability at the end of Revolutionary Accelerator】
When Revolutionary Accelerator ends, there is a strong possibility of transition to high probability. The lottery for the high probability is conducted according to the chance of winning the Revolutionary Accelerator.
At the end of Revolutionary Accelerator: High probability type of classification | ||
---|---|---|
High Probability Type | Strong Cherry・Won on Chance B | Won by a rare minor role in a fight |
Short | Approx. 79 | Approx. 33 |
Middle | Approx. 20% Approx. 66 | Approx. 66 |
Long | Approx. 1 | Approx. 1 |
Lottery for game number addition
During normal operation, a lottery is held to determine the number of games to be played. A strong rare minor role or a rare minor role in a joint fight will increase the number of games.
Drawing of additional games by flag | |||
---|---|---|---|
Sorting | Weak Cherry・Watermelon・Chance A | Strong Cherry・Chance B | Rare Small Role in Combat |
No addition | Approx. 60 | Approx. 60 % of the total | Approx. 60% of |
10G | Approx. 29 | Approx. 82 | Approx. 82% Approx. 82% Approx. 82% Approx. 82% Approx. 82% Approx. 82 |
20G | Approx. 7% Approx. | Approx. 14 | about 14% about 14% about 14% about 14% about 14% about 14% about 14% about 14 |
30G | Approx. 2 | Approx. 2 | Approx. 89 |
50G | Approx. 1 | Approx. 1 | Approx. 10 |
100G | Approx. 1 | Approx. 1 | Approx. 1 |
Revolutionary accelerator lottery
During normal operation, the Revolutionary Accelerator lottery is drawn according to the internal state of the machine and the roles that have been approved. When the lottery is won, the number of games is increased according to a set multiplier.
Revolutionary Accelerator Drawing by Flag | ||
---|---|---|
during a stay in an ordinary mode | ||
Multiplier | Strong Cherry・Chance B | Rare small role in a joint fight |
Non-elected | Approx. 98 | Non-elected |
Double | Approx. | Approx. 66 |
3 times | Approx. 0.67 | Approx. 30 |
4 times | Approx. 0.67 | Approx. 3 |
5 times | Approx. 0.67 | Approx. 1 |
When staying in high | ||
Multiplier | Non-rare minor role | Weak Cherry・Suica・Chance A |
Non-elected | Approx. 93 | Approx. 66 |
2 times | Approx. 4 | Approximately 30 |
3 times | Approx. 1 | Approx. 2 |
4 times | Approx. 1 | Approx. 1 |
5 times | Approx. 1 | Approx. 1 |
Magnification | Strong Cherry・Chance | Rare small role in a joint fight |
Non-elected | Approximately 49 | Non-elected (about 49%) |
2x | Approx. 33% approx. | Approx. 60 |
3 times | Approx. 13% approx. | Approx. 28 |
4 times | Approx. 4 | Approximately 11 |
5 times | Approx. 1 | Approx. 1 |
Boost chance lottery
During normal operation, the Boost Chance lottery is drawn according to the roles that have been approved. Boost chances may be stocked more than once.
When a player wins, the result of the drawing is assigned, and the expected level of benefit changes depending on the direction. However, if a rare small role is played during the 2G of the boost chance, a higher level of benefit can be expected.
Boost chance draw by flag | |||
---|---|---|---|
Number of pieces | Weak Cherry・Suica・Chance A | Strong Cherry・Chance B | Rare Small Role in Combat |
Not selected | Approx. 70 | Approx. 40 | About 70% of non-elected winners |
1 piece | Approx. 30 | Approx. 59 | Approx. 90 |
2 pcs. | Approx. | Approx. 1 | Approx. 10 |
Percentage of Boost Chance lottery results | |
---|---|
Lottery Results | Ratio |
Number of games added | Approx. 98 |
CZ | Approx. 1 |
Bonus | Approx. 1 |
Related to the Kyobo V Challenge (CZ)
Bonus Drawing during CZ
During CZ, the bonus draw is performed according to the characters and roles. When a replay or a single card is passed, “Aim for V” may be triggered.
When a strong Cherry, a chance B, or a rare minor role in a joint fight is played, the player is guaranteed a bonus regardless of the participating character.
Expectation of Bonus by Flag | ||
---|---|---|
Flag | Hult & Kyuma | Hult & Raizo |
Other than the following | Less than or equal to approx. 5 | Approx. 5% or less |
Replay | Approx. 30% or more | Approx. 5-10 |
Bell with navigation system | Approx. 5% or less | Approximately 10-20 |
Common bell | Less than approx. 5 | 100% of common bells |
Weak Cherry | Approx. 10-20 | Approx. 10-20 |
Watermelon | Approx. 10-20 | Approx. 10-20 |
Chance A | Approx. 10-20 | Approx. 20-30 |
Flag | Hurt & Saki | Hurt & Akira |
Other than the following | Less than or equal to approx. 5 | Less than or equal to approx. 5 |
Replay | Approx. 10-20 | Approx. 30% or more |
Bell with navigation system | Approx. 5% or less | Approx. 5-10 |
Common bell | 100% of the common bell | 100% of the common bell |
Weak Cherry | Approx. 10-20 | 100% (approx.) |
Watermelon | 100% (100%) | 100% Watermelon |
Chance A | 100% Chance A | 100% of the time |
Flag | Marie | |
Other than the following | Approx. 5% or less | |
Replay | Approx. 50% or more | |
Bell with navigation system | Approx. 10-20 | |
Common bell | 100% (100%) | |
Weak Cherry | 100% (of the total) | |
Watermelon | 100 | |
Chance A | 100% of the time |
Bonus related
Lottery during Revolution Bonus
Marie Awakening Lottery]
When the Revolution Bonus starts, the Marie Awakening lottery is held. There is a setting difference in the winning rate.
Lottery for Marie awakening at the start of Revolution Bonus | |
---|---|
Level of setting | Winning rate |
Setting 1 | Approx. 5 |
Setting 2 | Approx. 6 |
Setting 3 | Approx. 7 |
Setting 4 | Approx. 9 |
Setting 5 | Approx. 10 |
Setting 6 | Approximately 13 |
HOLD Lottery】
During the Revolutionary Bonus, a HOLD lottery is held for the number of games depending on the applicable role. However, if Marie Awakening is selected internally, HOLD will not occur.
Drawing of HOLD during Revolution Bonus | ||
---|---|---|
HOLD | Other | Weak rare minor role |
1 set | Approx. 4% Approx. | Approx. 55 |
2 sets | Set of 2 | Approx. 1 |
Total | Approx. 4% Approx. 56 | Approx. 56 |
HOLD | Strong rare minor role | Rare Hand in Combat |
1 set | Approx. 95 | Approx. 50% Approx. |
2 sets | Approx. 5% Approx. | Approx. 50% of the total |
Total | 100% | 100% |
The number of times the bells are navigated when HOLD is won is determined by the number of times the bells are navigated.
Bell navigation frequency when HOLD is selected | |
---|---|
Navi Count | classification of the number of navigations |
2 times | Approx. 66 |
4 times | Approx. 31 |
6 times | Approx. 1.5 |
8 times | Approx. 1.5 |
The number of bell navigation times is indicated according to the character when HOLD is entered. If Saki and Akira appear, the number of bell navigation times is 4 or more.
When HOLD is entered Expected number of navigations by character | ||
---|---|---|
Navigation times | Quma | Raizo |
2 times | Approx. 90 | Approx. 72 |
4 times | Approx. 8% Approx. | Approx. 28 |
6 times | Approx. 1 | Approx. 1 |
8 times | Approx. 1 | Approx. 1 |
Navigation frequency | Saki | Akira |
Two times. | – | – |
4 times | Approx. 94 | Approx. 72 |
6 times | Approx. 3 | Approximately 14 |
8 times | Approx. 3 | Approx. 14% approx. |
Lottery during Decisive Battle Bonus
T he left panel during the “Decisive Battle Bonus” is fixed to the Revolution panel, and if it is selected, the AT will be injected into the game. The middle and right panels are the enemy panel or the attack panel. Either panel has a high probability of becoming the enemy panel, but in rare cases, both panels may become the attack panel.
Middle panel lottery | |
---|---|
Panel | Selection rate |
Enemy panel | Approx. 49.5 |
Attack panel (Attack power 1) | Approx. 49.5 |
Attack panel (Attack power 2) | Approx. 1 |
Right panel lottery | |
---|---|
If the middle panel is an enemy panel | |
Panel | Selection rate |
Enemy Panel | The enemy panel |
Attack panel (Attack power 1) | Approx. 99 |
Attack panel (Attack power 2) | Approx. 1 |
If the middle panel is an attack panel | |
Panel | Selection rate |
Enemy panel | Approx. 98 |
Attack panel (Attack power 1) | Approx. 1 |
Attack panel (Attack power 2) | Approx. 1 |
Panel promotion lottery】
When a rare minor role is played during the battle part, a lottery is held to promote the attack power. The order of panel promotion is: enemy panel, attack power 1, and attack power 2.
Even if a player wins the panel promotion lottery, there may be no apparent change in the appearance of the panel, but the player may be promoted internally.
Panel promotion lottery during the battle part | ||
---|---|---|
Panel | Strong rare small role | Rare Role in Combat |
No promotion | Approx. 94 | Approx. 94 |
+1 | Approx. 5 | Approx. 95 |
+2 | Approx. 1 | Approx. 5 |
(Super)Revolution RUSH (AT) related
V-stock lottery
During (Super) Revolution RUSH, a draw to acquire V-stock is made when a rare minor role is played.
In addition, if a rare minor role other than a watermelon is played during the standby state after a set ends, the player has a great chance to win V-stock.
V-stock winning rate during (Super)Revolution RUSH | |
---|---|
Flag | Winning rate |
Weak rare minor role | Approx. 1 |
Strong rare small role | Approx. 10 |
Rare small role in a joint fight | 100% of the time |
*Strong rare minor role = strong Cherry・Chance B
Lottery for adding more games
During (Super) Revolution RUSH, a game count increase is drawn when a rare minor role in a joint fight is played.
When the game is won, a 100G or more increase is guaranteed, and since the distribution is even, there is a chance for a large amount of increase.
Drawing for game count increase during (Super)Revolution RUSH | |
---|---|
Flag | Winning rate |
Rare small role in a joint fight | Approx. 2 |
Distribution of the number of games to be added to the game count when the game count is added to the game count is drawn. | |
---|---|
Number of Gs. | Sorting |
100G | 20.0% |
200G | 20.0% |
300G | 20.0% |
400G | 20.0% |
500G | 20.0% |
AT pullback lottery
When the Decisive Battle Bonus fails, when the Revolutionary Bonus fails, or when the AT ends, a pull-back lottery is held.
If the draw for a pull-back is successful, the V-announcement draw takes place at a rate of 1/85 per game during normal play, and if the player does not win the draw and 65G is played, the announcement occurs on the 66th game.
The above 66G refers to the actual number of games played in normal mode, so there will be a discrepancy with the number of games shown on the LCD. During the pull-back period, the lower panel blinks, so it is recommended to continue playing during this period.
RUSH latency Behavior by situation | |
---|---|
Situation | behavior |
When CZ succeeds | RUSH enters in the next game after a successful CZ |
When CZ fails | Announcement occurs within 66G after Bonus or RUSH (*Same as normal announcement pattern) |
During Kamitsuki stage | Notification may occur at any time |
During Boost Chance | Notification may occur at any time |
Harakiri DRIVE related
Chase drive lottery
When a 100-G add-on occurs during Harakiri Drive, a lottery is held to determine the number of games to enter the chase drive. When this occurs, the number of games is increased in 100G increments.
If a rare small role is played during the game in which 100 G is displayed in the Harakiri Drive, a special lottery will be held and a follow-up drive will be triggered.
When Harakiri Drive 100G add-on occurs Pursuit Drive Lottery | ||
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Pursuit drive | Revolutionary branching not via | Revolutionary branch succeeded |
None | Approx. 82 | Approx. 75 |
31% loop | Approx. 5% loop | Approx. 6 |
77% loop | Approx. 13% loop | Approx. 19 |
Performance
Direction rule (Normal)
Continuous direction expectancy】 【Expectation level of continuous direction

Expectation level of continuous direction | |
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Boost chance support | |
Direction | Expectation |
Shoko Fascination | Approx. 73 |
Shoko Miracle | Approx. 83 |
Shoko Election | Approximately 97 percent |
CZ Support | |
Direction | Expectation |
The Truth About the School | Approximately 53 |
Ultimate Life Form | Approximately 74 |
The World Manipulators | 100% |
Boost chance omen
Expected degree of agitation performance at the time of boost chance pre-trigger | |
---|---|
Direction | Expectation |
None | Approx. 72 |
![]() Darkening system | Approx. 88% of |
![]() Vinous | Approx. 43 |
The law of the number of CZ precursor games.
Law of the number of CZ precursor games | |
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CZ expectation by the number of games from the start of the precursor to the transition to the Kamitsuki stage | |
Number of games | Expected degree of |
7G | Approx. 68 |
8G | Approx. 55 |
9G | Approximately 44 |
10G | Approx. 35 |
11G | Approximately 17 |
Other | Approx. 96 |
Expected CZ level by number of games in Kamitsuki Stage | |
Number of games | Expectation |
11-13G | 100% |
14G | Approx. 64 |
15G | Approx. 20% of the total |
16G | Approx. 53 |
17・18G | 100% |
Other | Approx. 96 |
Laws during CZ precursor
CZ expectation during CZ precursor | |
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When shifting to Kamitsuki stage | |
Direction | Expectation |
via consecutive production failure | Approx. 66 |
During Kamitsuki Stage and Pseudo-Run | |
Direction | Expectation |
1 time | 100% |
2 times | Approximately 81 |
3 times | Approximately 85 |
4 times | 100% |
Cursed wound (red effect on the hero’s forehead) development pattern | |
![]() the weak | ![]() a little over |
Direction | Expectation |
Weak → Weak | Approx. 60 |
Weak → Weak | Approx. 60 |
Weak to Strong | Approx. 98 |
Strong → Strong | 100% |
final performance | |
Direction | Expectation |
Ningen Yamemasu ka? | Approx. 28 |
Continuous production total | Approx. 61 |
[Ningen yame masu ka?

The “Ningen Yameme Maska?” judges whether or not the CZ will be successful. The level of expectation for the direction differs depending on the character.
The character who appears in this direction will participate in the CZ, so the appearance of Marie with a high expectation of success in the CZ is highly anticipated.
Ningen yame masu ka? Direction Expectations for each character | |
---|---|
Character | expectation level |
Kyuma Inuzuka | low |
Yamada Raizo | |
Saki Nagarekino | Great Expectations |
Renbo Ono Akira | |
Marie Hino | richness |
[Boost Chance]
▼ “Resumption of Two” Laws

Laws of “Resumption of Two” |
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If there is a Revolution Bonus icon in the array, CZ or Revolution Bonus is concentrated. |
▼ “Beast High” Laws

The Law of “Beast High” |
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If it starts with 20G addition, it is likely to add 50G or more. |
Bonus is concentrated if it starts with 5G addition. |
▼ “Queen of Light” Laws

The Law of the “Queen of Light” |
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Bonus is concentrated if it starts with 5G addition. |
Bonus concentration if there is no CZ |
If the streak is longer than usual, it is more likely to be a CZ or higher. |
If the wind blows during consecutive hits, the revolutionary bonus is concentrated. |
Other production rules
Other production rules |
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Ordinary mode |
![]() If the left reel slips to a watermelon during Dr. Lyon’s direction, the game is concentrated on a fighting watermelon. |
![]() When Shoko is staged, a stop of Cherryon the left reel indicates a fight bell. |
Hangar stage has 80% Boost Chance expectation or Revolutionary Accelerator high probability. |
During a series of staging |
Success is assured when a chance-up occurs for 2 consecutive Gs. |
If the final judge is “Ningen Yamemasuka? and if all the chances are up during the continuous performance, the CZ is concentrated. |
During CZ precursor |
![]() If the betrayal pseudo sequence ends with only 1G, the CZ is concentrated. |
CZ is concentrated when the next warning occurs. |
![]() If a very small buffet flies in, the CZ is concentrated. |
![]() If the magus crest (large) occurs twice, the CZ is concentrated. |
Direction rule (during CZ)
Laws of direction during CZ | |
---|---|
Direction | Expectation |
Enemy attack | Chance when it occurs. And moreover, high expectation when a rare minor role is negated. |
![]() Kogeximasuka? | Chance at YES |
When the corresponding role of a participating character other than Hurt is established | When Hurt attacks, you can expect a lot. |
![]() Aim for V, Red cut-in | Highly Expected |
![]() PUSH button pops out | Bonus Concentration |
Kizuna Attack occurs | Bonus Concentration |
Blackout occurs | Bonus is assured |
![]() Revolution PUSH appears | Revolution Bonus |
Direction rules (during bonus)
Production rules during the revolutionary bonus | |
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HOLD Related | |
Direction | Expectation |
Remaining “? Darkening & Bell Navigation occurs in “G” state | HOLD is concentrated |
Reel frame light, purple flash | Corresponding to rare small role Contradiction will make HOLD more likely. |
![]() !” Navi (each reel “!!!”) Navi) occurs, red chance display | Hold is likely to occur. |
Bell Navigation Number Suggestion | |
Direction | Expectation |
![]() HOLD when Saki appears | Bell navigation 4 times or more is concentrated. |
HOLD when Akira appears | 4 or more bell navigation + 6 or more chances |
Direction rule (during AT)
Production rules during (Super) Revolutionary RUSH | |
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Action | law |
The same direction occurs in succession | Concentration of AT set multiplier |
![]() Akira’s line is displayed. | CherryWhen the “A” or “B” chance is denied, the AT set number is increased. |
![]() Pinot direction “Atsui” occurs | Negation of a rare small role increases the number of AT sets. |
![]() Three Elf pseudo-sequences in a row | Concentration of AT set add-on |
![]() Three consecutive memory extinction effects | Concentration of AT set increase |
![]() Cut-in | Negation of a rare minor role increases the AT set. |
![]() Rave Engine Direction (Ver. with Pinot Afterimage) | AT set multiplier is concentrated when a rare small role is denied. |
The law of direction during the Harakiri Challenge.
Direction rules during the Harakiri Challenge | |
---|---|
Action | law |
Rainbow background | Concentration of Harakiri Drive |
PUSH pop-up (*Except when continuing on standby or continuing revival on the end screen) | Harakiri Drive is likely to occur. |
Character countdown (normal) | Harakiri Drive is likely to occur |
![]() Character countdown (Yumemu-chan) | Harakiri drive occurs + 100G concentration (Possibility of follow-up drive) |
![]() Light guide plate is shown when blackout occurs during the Harakiri Challenge in Super Revolutionary RUSH. | Harakiri Drive is likely to occur. |
During the Harakiri Challenge in Super Revolutionary RUSH, when a blackout occurs, drum-kun | Harakiri Drive occurs + 100G concentration (Possibility of follow-up drive) |
![]() Yumemu-chan crossing | Harakiri drive occurs + 100G concentration (Possibility of follow-up drive) |
Countdown pattern is “7 -> 7 -> V” | Harakiri drive occurs + 100G concentration (Possibility of follow-up drive) |
V-stock high stage

This stage is a precursor to the V-stock stage. When entering this stage, the V-stock expectation rate is 84.75%.
V-stock concentration pattern during V-stock high stage |
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Weak Cherry or watermelon is established → omen 3G → V stock high |
Strong Cherry or chance eye established → omen 5G → V stock high |
Battle direction】
▼ Expected level of victory by number of omen games
Expected level of victory changes according to the number of omen games before the development of battle direction.
Number of games and expected victory rate until the development of the battle direction | ||
---|---|---|
Number of G of precursor | Distribution | Expectation |
1G | 71.78% approx. | Approx. 1 |
2G | 19.00% (19.00%) | Approx. 10 |
3G | 6.48% (approx. 31%) | Approximately 31 |
4G | 2.50% approx. | Approx. 39 |
5G | 0.24% of the total | Concentration of Victory Concentration |
▼Expectation of victory by attack pattern

The expected degree of victory changes according to the attack pattern during the battle production.
Expected Victory Rate by Attack Pattern in Battle Production | |
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Attack Pattern | Victory Expectation |
Knuckle | Approx. 22 |
G Edge | Approximately 47 |
Wurtga | Approx. 84 |
El Elf Prophecy | 100% |
About the display of the number of cards won
When a certain number of cards are won during (Super)Revolution RUSH, the number of cards display may appear.
At that time, when a specific number of cards is displayed, the setting is suggested.
Display of specific number of cards won during (Super)Revolution RUSH | |
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Number of cards displayed | Suggested contents |
456 cards OVER | Setting 4 or higher |
555 OVER | Setting 5 or higher |
666 cards OVER | Setting 6 is concentrated |
About CZ and Bonus Exit Screen
There are multiple types of CZ, Decisive Battle Bonus, and Revolutionary Bonus exit screens. Depending on the color of the frame and the illustration, the setting is indicated. Be careful not to skip the screen at the end of CZ without checking it.
CZ and Bonus Exit Screen | |
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Screen | Suggestions |
![]() 2 persons (white frame) | Basic pattern |
![]() Three (white frame) | Odd number setting indication |
![]() Four (white frame) | Even setting indication |
![]() Indoor (purple frame) | High setting indication |
![]() Swimsuit (purple frame) | Indication of high setting |
![]() 5 Dorsian troops (red frame) | Concentration 2 or higher |
![]() Six Dorsian troops (red frame) | Concentration 4 or higher |
![]() Valvrave & Pilot (gold frame) | High setting concentration |
CZ and Bonus Exit Screen Sorting | ||
---|---|---|
Setting | 2 (white frame) | 3 (white frame) |
Setting 1 | Approx. 79 | Approx. 10 |
Setting 2 | Approx. 77 | Approx. 8 |
Setting 3 | Approx. 75 | Approx. 10 |
Setting 4 | Approx. 75 | Approx. 5 |
Setting 5 | Approx. 75 | Approx. 10 |
Setting 6 | Approximately 74 | Approx. 5 |
Setting | 4 people (white frame) | Indoor (purple frame) |
Setting 1 | Approx. 8 | Approx. 2 |
Setting 2 | Approx. 10 | Approx. 2 |
Setting 3 | Approx. 7 | Approx. 4 |
Setting 4 | Approx. 10 | Approx. 4 |
Setting 5 | Approx. 5 | Approx. 4 |
Setting 6 | Approx. 10 | Approx. 4 |
Setting | Swimsuit (purple frame) | Five Dorsian troops (red frame) |
Setting 1 | Approx. 1 | Approx. |
Setting 2 | Approx. 1 | Approx. 2 |
Setting 3 | Approx. 2 | Approx. 2 |
Setting 4 | Approx. 2 | Approx. 2 |
Setting 5 | Approx. 2 | Approx. 2 |
Setting 6 | Approx. 3 | Approx. 2 |
Setting | 6 Dorsian troops (red frame) | Valvrave & Pilot (gold frame) |
Setting 1 | Setting 1… | Setting 1 |
Setting 2 | Setting 2… | Setting 2 |
Setting 3 | Setting 3… | Setting 3: A |
Setting 4 | Approx. 2 | About 2 % of the total |
Setting 5 | Approx. 2 | Approx. 2 |
Setting 6 | Approx. 1 | Approx. 1 |
About the round start screen during AT
During Super Revolution RUSH, when a specific screen appears at the start screen of “Round 10, 20, 30, 40, 50, and 60”, it is an indication of the setting.
Round start screen during Super Revolution RUSH | |
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Start Screen | Suggestions |
![]() Beast High | Setting 4 or higher |
![]() Lieselotte | Setting 6 is concentrated. |
About AT Exit Screen

There are multiple AT exit screens. The details are unknown, but it is likely that the setting is indicated depending on the type of screen that appears. In actual practice, “black background” and “blue background” are confirmed.
Setting speculation
▼There are differences in CZ and bonus probability
Setting | CZ probability | Bonus probability |
---|---|---|
Setting 1 | 1/277 | 1/519 |
Setting 2 | 1/275 | 1/516 |
Setting 3 | 1/274 | 1/514 |
Setting 4 | 1/269 | 1/507 |
Setting 5 | 1/264 | 1/499 |
Setting 6 | 1/258 | 1/490 |
▼ There is a setting difference in the winning rate of Marie awakening at the start of Revolution Bonus.
When Revolution Bonus starts, the Marie awakening lottery is held. There is a setting difference in the winning rate.
Lottery for Marie awakening at the start of Revolution Bonus | |
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Level of setting | Winning rate |
Setting 1 | Approx. 5 |
Setting 2 | Approx. 6 |
Setting 3 | Approx. 7 |
Setting 4 | Approx. 9 |
Setting 5 | Approx. 10 |
Setting 6 | Approximately 13 |
There is a suggestion element in the display of the number of cards won.
When a certain number of cards are won during (Super)Revolution RUSH, the display of the number of cards may appear. When a specific number of cards is displayed, it is an indication of the setting.
Display of specific number of cards won during (Super)Revolution RUSH | |
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Number of cards displayed | Suggested contents |
456 cards OVER | Setting 4 or higher |
555 OVER | Setting 5 or higher |
666 cards OVER | Setting 6 is concentrated |
▼There are elements suggested on the CZ and Bonus end screens.
There are multiple types of CZ, Decisive Battle Bonus, and Revolution Bonus end screens. Depending on the color of the frame and the contents of the illustration, the setting is indicated. Be careful not to skip the screen at the end of CZ without checking it.
CZ and Bonus Exit Screen | |
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Screen | Suggestions |
![]() 2 persons (white frame) | Basic pattern |
![]() Three (white frame) | Odd number setting indication |
![]() Four (white frame) | Even setting indication |
![]() Indoor (purple frame) | High setting indication |
![]() Swimsuit (purple frame) | Indication of high setting |
![]() 5 Dorsian troops (red frame) | Concentration 2 or higher |
![]() Six Dorsian troops (red frame) | Concentration 4 or higher |
![]() Valvrave & Pilot (gold frame) | High setting concentration |
CZ and Bonus Exit Screen Sorting | ||
---|---|---|
Setting | 2 (white frame) | 3 (white frame) |
Setting 1 | Approx. 79 | Approx. 10 |
Setting 2 | Approx. 77 | Approx. 8 |
Setting 3 | Approx. 75 | Approx. 10 |
Setting 4 | Approx. 75 | Approx. 5 |
Setting 5 | Approx. 75 | Approx. 10 |
Setting 6 | Approximately 74 | Approx. 5 |
Setting | 4 people (white frame) | Indoor (purple frame) |
Setting 1 | Approx. 8 | Approx. 2 |
Setting 2 | Approx. 10 | Approx. 2 |
Setting 3 | Approx. 7 | Approx. 4 |
Setting 4 | Approx. 10 | Approx. 4 |
Setting 5 | Approx. 5 | Approx. 4 |
Setting 6 | Approx. 10 | Approx. 4 |
Setting | Swimsuit (purple frame) | Five Dorsian troops (red frame) |
Setting 1 | Approx. 1 | Approx. |
Setting 2 | Approx. 1 | Approx. 2 |
Setting 3 | Approx. 2 | Approx. 2 |
Setting 4 | Approx. 2 | Approx. 2 |
Setting 5 | Approx. 2 | Approx. 2 |
Setting 6 | Approx. 3 | Approx. 2 |
Setting | 6 Dorsian troops (red frame) | Valvrave & Pilot (gold frame) |
Setting 1 | Setting 1… | Setting 1 |
Setting 2 | Setting 2… | Setting 2 |
Setting 3 | Setting 3… | Setting 3: A |
Setting 4 | Approx. 2 | About 2 % of the total |
Setting 5 | Approx. 2 | Approx. 2 |
Setting 6 | Approx. 1 | Approx. 1 |
▼ There is a suggestion on the round start screen during AT.
During Super Revolution RUSH, if a specific screen appears on the start screen of “round 10, 20, 30, 40, 50, 60”, it will be a setting suggestion.
Round start screen during Super Revolution RUSH | |
---|---|
Start Screen | Suggestions |
![]() Beast High | Setting 4 or higher |
![]() Lieselotte | Setting 6 is concentrated. |
Max number of game after bonus
Four types of ceilings exist.
▼ Ceiling between CZs
The ceiling is reached when the number of games displayed on the LCD during normal operation is about 1000G+α.
When the ceiling is reached, the machine enters the CZ.
The number of ceiling games varies depending on the mode of stay.
Number of CZ ceiling games by mode | |
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Mode | Ceiling game number |
Mode A | 1000G+α |
Mode B | 700G+α |
Mode C | 500G+α |
Mode D | 300G+α |
▼ Ceiling between bonuses
The ceiling is reached after approximately 1500G+α between bonuses & ATs. When the ceiling is reached, a bonus is won. The game count of the ceiling between bonuses is not reset even if a CZ is won in the middle of the game. Note that this is not the number of games displayed on the LCD, but the number of games actually digested.
▼ CZ Through Count Ceiling
The ceiling is reached when the player fails the CZ up to 7 times in a row during AT. When the ceiling is reached, the next CZ is guaranteed to be successful. The number of failures can be divided into 5 or 6.
▼ Decisive Battle Bonus Consecutive Times Ceiling
The ceiling is reached when 4 consecutive decisive battle bonuses are received during AT. When the ceiling is reached, the next bonus becomes a revolutionary bonus.
When to go / When to stop
There is a possibility of pull-back within 66G (actual number of games) after the Bonus/AT ends. It is recommended to stop playing after confirming whether or not there is a pull-back. The pull-back rate is higher at the end of AT than at the end of Bonus.
Crush freeze on reel

Freeze that may occur during normal operation, during CZ, or during a decisive battle BONUS.
Incidence rates and other information are under investigation.
The benefit is a win in the high-level AT “Super Revolution RUSH” + 6 V-stocks.
Note that if the ending occurs in the middle of the game, the remaining stock becomes invalid (the continuation lottery is held).
The expected number of cards is approximately 2,600 or more, and the higher the setting, the higher the expected number of cards.
Information
Penalty
without
Change setting / Reset Setting
At setting change & power ON/OFF | ||
---|---|---|
Type | Setting Change | Power ON/OFF |
Advantageous interval | Reset | take over |
Ceiling | Reset | take over |
Mode | Reset | take over |
Internal state | Reset | take over |
Stage | Sakimori Academy Stage |
When the power is turned on or off, the internal game count and status are taken over, but the display on the LCD is reset. However, if the power has been turned off for only a short time, the display is also taken over. If a rare small role is played in the game in which the advantageous zone is entered, the lottery for a direct hit to the AT “Revolution RUSH” will be held. Therefore, after the setting is changed, there is a chance to enter the AT.
Information
A tie-up machine with the TV anime “Revolutionary Machine Valvrave” is now available as a pachislot machine, SANKYO’s first smart pachislot machine.
This is an ultra-revolutionary spec that loops a high net increase AT with a high duration. The machine’s machine ratio at setting 6 is 114.9%, which is explosive.
Complete(*) function installed.
(*)This function stops the game when 19,000 cards are earned in a single day, starting from the point where the difference is the lowest. The machine will notify you in advance. The stop-start status can be cancelled by changing the setting.
The effective line is one line in the Middle.
active line | |
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©SUNRISE/VVV Committee