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Million God
この投稿文は次の言語で読めます: 日本語 (Japanese)
Type 4 machine | Mizuho | C | June 2002 |
What is Million Gog?
C type without Big Bonus or Regular Bonus. A model that increases medals by following the press from left to right (AT). If three odd Reel Symbols are aligned on the LCD, the game enters the GOD GAME (GG). If three even Reel Symbols are aligned, 15 medals are paid out. The number of effective lines is 3, and the number of games per 50 medals is Roughly 20 games.
- In ordinary mode, if you play without pressing from left to right, no Possibility to get AT (scissors play is also not allowed). Always play in the forward direction (left→middle→right).
- Center reels can be hit as desired in both ordinary mode and during GG; during GG, follow the press order.
- Note that a penalty will be incurred if you play irregularly. Possibility to get AT will not be done during the 5 game period after the irregular hit, and the game will not be counted until the Max number of game after bonus.
- The control is such that the replay will not line up without the forward push.
- Even if GG is won, it will be stored internally and may not be released immediately. However, it is difficult to accumulate stock, so basically there is very little stock.
- Backgrounds on the LCD screen are “NGG = flower garden,” “SGG = submarine palace,” and “PGG = hanging garden.
Probability of role | ||
Flag | Common to all settings | |
---|---|---|
PGG (Premium God Game) | 1/8192 | |
SGG (Super God Game) | 1/4096 | |
Replay | 1/7.3 |
Lose | ||
Level of setting 1 | 1/18.9849 | |
Level of setting 2 | 1/19.0290 | |
Level of setting 3 | 1/19.0733 | |
Level of setting 4 | 1/19.1179 | |
Level of setting 5 | 1/19.1626 | |
Level of setting 6 | 1/19.2075 |
15-tablet role | ||
Level of setting 1 | 1/1.2347 | |
Level of setting 2 | 1/1.2345 | |
Level of setting 3 | 1/1.2343 | |
Level of setting 4 | 1/1.2341 | |
Level of setting 5 | 1/1.2339 | |
Level of setting 6 | 1/1.2337 |
Ratio of 15-card role push order | ||
Left Center Right | 11/256 *GGG draw takes place | |
left/right center | 49/256 | |
center/left/right | 49/256 | |
Middle Right Left | 49/256 | |
Right Left Center | 49/256 | |
Right Middle Left | 49/256 *GGG draw takes place |
PAYOUT
Level of setting | PAYOUT (%) | |
Level of setting 1 | 95.0 | |
Level of setting 2 | 98.3 | |
Level of setting 3 | 103.3 | |
Level of setting 4 | 109.2 | |
Level of setting 5 | 119.0 | |
Level of setting 6 | 159.0 |
GG (God Game)
Three types of GGs with different expected values.
Normal God Game [NGG]
Basically, the game is triggered by Alignment of 3 Odd numbers other than 7 on the LCD screen. (Losing pattern or Even numbers aligned may also be entered depending on the activation latency.)
1 coin bet combinations and when replay appears.
Roughly 10 Medals gained per game. Average Payout is about 480 Medals.
● When NGG is winning, it is triggered after 0-4 games of latency.
リプレイ4連続時によるGG当選
When 3 consecutive replays are made in ordinary mode, a fanfare may sound and a flash may occur. GG is won by 4 consecutive replay (1/2837). The number of GG times is 1 to 3.
(Red seven in the middle of Center reel is acceptable)
(Red seven below the frame on the Right reel)
(No yellow 7 in the Bottome line of the Left reel)
If a GG is entered after 4 consecutive replays, the GG is won when a replay is made in the last play of the chance game after the GG ends. Extra games are awarded at the same rate as when 4 consecutive replays are made. Note that even one irregular play after the end of GG will result in the loss of the right to play GG.
Number of GGs for 4 consecutive replays | ||
GG times | Assignment (%) | |
1 time | 86.0 | |
2 times | 1.50 | |
3 times | 12.5 | |
Average | 1.27 times |
GG lottery when Reverse push yellow 7 is established
The GG lottery is drawn when a reverse yellow 7 (approx. 1/6.5) is hit except when the player is in Mode A (hell mode). In Mode D (Heaven Mode), the probability of winning is about 10 times higher.
GG lottery when Reverse push yellow 7 is established | ||||
Mode B (stock mode) Mode C (mode C) | Mode D (Heaven mode) | |||
When a yellow 7 is obtained | Composite | When yellow 7 is in play | Composite | |
Level of setting 1 | 1/256 | 1/1651.2 | 1/25 | 1/165.1 |
Level of setting 2 | 1/229 | 1/1478.0 | 1/23 | 1/147.8 |
Level of setting 3 | 1/198 | 1/1280.9 | 1/19 | 1/128.1 |
Level of setting 4 | 1/172 | 1/1112.4 | 1/17 | 1/111.2 |
Level of setting 5 | 1/140 | 1/903.2 | 1/14 | 1/90.3 |
Level of setting 6 | 1/73 | 1/476.0 | 1/7.3 | 1/47.6 |
▶ Assignment of the number of GGs when winning a Reverse push yellow 7
When winning a GG, the number of GGs is selected, and if the game is in Mode C (ordinary mode) or Mode D (Heaven mode), it is activated after 0 to 4 games of latency. While on the mode B (stock mode), all winning GGs are stocked.
Assignment of GG times when winning Reverse push yellow 7 (%) | ||||||
---|---|---|---|---|---|---|
Frequency | Level of setting 1 | Level of setting 2 | Level of setting 3 | Level of setting 4 | Level of setting 5 | Level of setting 6 |
1 | 39.06 | 37.76 | 36.98 | 35.79 | 36.75 | 38.74 |
2 | 12.50 | 12.59 | 12.73 | 12.63 | 11.97 | 14.42 |
3 | 22.66 | 20.98 | 19.39 | 17.89 | 15.38 | 9.01 |
4 | 3.91 | 4.90 | 6.06 | 6.84 | 6.83 | 5.40 |
5 | 5.47 | 6.29 | 7.27 | 8.42 | 8.55 | 7.21 |
6 | 3.12 | 3.50 | 3.64 | 4.21 | 4.70 | 5.40 |
7 | 5.47 | 5.59 | 5.45 | 5.79 | 5.56 | 7.21 |
8 | 2.34 | 2.80 | 3.03 | 3.16 | 4.70 | 5.40 |
9 | 5.47 | 5.59 | 5.45 | 5.27 | 5.56 | 7.21 |
Average (times) | 3.00 | 3.10 | 3.15 | 3.23 | 3.32 | 3.43 |
Super God Game [SGG]
- All settings common 1/4096. There is always a lottery drawn every game.
- Enter when a Red seven stops inside the frame of the Right reel (Odd numbers aligned in triplicate on the LCD screen).
- Confirmed for 3 or more GGs. Average Payout is 1440 medal Roughly.
- A minimum of three times is guaranteed in any current mode, whether normal or GG.
- When winning SGG during GG, 50 games are added to the remaining games. The remaining GG is released during G-ZONE (in rare cases, it may be after G-ZONE).
- While on the mode A (hell mode) or mode B (stock mode), if 4 or more times are selected, 3 times are released and all the rest are stocked.
Assignment of the number of GGs during SGG | ||
GG times | Assignment (%) | |
3 times | 93.04 | |
4 times | 0.78 | |
5 times | 3.13 | |
6 times | 0.39 | |
7 times | 1.56 | |
8 times | 0.32 | |
9 times | 0.78 | |
Average | 3.21 times |
Premium God Game [PGG]
- All settings common 1/8192. There is always a lottery drawn every game.
- Alignment of 7 on the LCD screen (or 3 GOD aligned in the middle on the reels) will enter the game.
- Regardless of which current mode the player is in, the Number of games is 500, and the average payout is approximately 4,800. When GOD aligned during GG, 500 games are added to the remaining games.
God game with stock release
- The main GG is usually activated when the GG lottery is won on a Reverse push yellow 7, but GG may be activated under certain conditions only if there is an internal GG stock.
- During GG, only the stock release draw is performed, and the initial hit draw is not performed.
- If the LCD Chance pattern appears and the GG is not triggered, the stock is Confirmed.
When the stock release lottery is won when a forward-pressed yellow 7 is selected during normal operation.
- If there is an internal stock, a release draw (1/28.7) is performed when a yellow 7 is aligned when pressing forward.
- Mode B (stock mode) and Mode C (mode C) have the same release probability. In Mode D (Heaven mode), the release probability is 10 times higher.
When Press from left to right yellow 7 is established in ordinary mode
GG release lottery probability |
||||
Mode A (Hell mode)
Mode B (Stock mode) Mode C (Normal mode) |
Mode D (Heaven mode) | |||
When a yellow 7 is obtained | Composite | When yellow 7 is in play | Composite | |
Level of setting 1 | 1/104 | 1/2989 | 1/10 | 1/298 |
Level of setting 2 | 1/91 | 1/2622 | 1/9 | 1/262 |
Level of setting 3 | 1/81 | 1/2347 | 1/8 | 1/234 |
Level of setting 4 | 1/70 | 1/2037 | 1/7 | 1/203 |
Level of setting 5 | 1/61 | 1/1765 | 1/6 | 1/176 |
Level of setting 6 | 1/42 | 1/1225 | 1/4 | 1/125 |
When winning the release lottery, 1 to 3 GGs are released. The higher the Level of setting, the more GGs are released.
When Press from left to right yellow 7 is established in ordinary mode When the stock release lottery is winning Percentage of GG emissions (%) |
||||||
number of discharges | Level of setting 1 | Level of setting 2 | Level of setting 3 | Level of setting 4 | Level of setting 5 | Level of setting 6 |
---|---|---|---|---|---|---|
1 | 0.85 | 0.97 | 1.07 | 1.23 | 1.40 | 1.56 |
2 | 0.02 | 0.03 | 0.04 | 0.05 | 0.08 | 0.39 |
3 | 0.09 | 0.10 | 0.11 | 0.13 | 0.15 | 0.39 |
When 3 consecutive replays during GG
When replay appears three times in a row during GG (1/388.7), one stock is released. Extra games are played each time a replay is made in succession. A horse whinnying sound is heard after all reels are Stopping sound.
Lose
Stock release drawings are also performed on the four types of Lose that exist internally. (????” during GG may be Lose)
Lose Assignment | ||
---|---|---|
Type | Percentage (%) | Action |
Lose A | 89.1 | |
Lose B | 6.3 | |
Lose C | 3.1 | Flash & Stopping sound effect after all stops on Left reel, Center reel Red 7 or Deca-miri. |
Lose D | 1.6 | Delay + All lights out on Left Middle GOD → All lights on On the 2nd stop → North wind sound effect after all stops. |
- Confirmed for release during Lose C and Lose D during GG.
- One GG stock is released in 1/24th of the time when Blank Spin (Lose A or B) is hit.
- One stock is released when a strong Lose (Lose CorD) is established.
Lottery for GG release on Lose during GG
(Common to all settings) |
|
Type | GG lottery |
---|---|
Lose A | GG release lottery in 1/24 |
Lose B | GG release lottery in 1/24 |
Lose C | Release one GG |
Lose D | Release one GG |
When SGG is won
- If one or more stocks exist at the time of winning the SGG, the stocks are released according to Condition.
- If the number of releases is greater than the number stocked, it is rounded down.
Number of stock released when winning SGG | |
Condition | Number of discharges |
Ordinary mode | Without |
During GG | 3 |
During G-ZONE | 5 |
When PGG is won
- If one or more balls of stock exist at the time of PGG winning, the stock is released according to Condition.
- If the number of releases is greater than the number stocked, it is rounded down.
Number of stocks released when winning PGG | |
---|---|
Condition | Number of discharges |
Ordinary mode | 3 |
During GG | 5 |
During G-ZONE | All |
Mode
- Four types of modes exist. Depending on the current mode, the probability of winning or entering NGG varies greatly.
- Mode A (hell mode) is without GG draw.
- In Mode D (Heaven mode), the GG winning rate is 10 times higher than in other modes.
Probability of Actual Mode shift | Drawing of GG when Reverse push yellow 7 is established | |
Mode A (Hell Mode) | 1/3066 | Without any GG draw. GG winning is only at Max number of game after bonus and 4 consecutive replays. |
Mode B (stock mode) | 1/2044 | There is a GG lottery. When winning, the stock is not released, but is stocked. |
Mode C (mode C) | 1/1363 | There is a GG draw. Winning NGGs are immediately released. |
Mode D (Heaven mode) | 1/341 | There is a GG lottery. Winning NGGs are immediately released. |
In ordinary mode, Mode shift is moved by chance every game. Moves mode by chance differ depending on the current mode.
Mode change tnsition lottery | |
Current mode | Probability of |
Mode A (Hell mode) | 1/910.22 |
Mode B (stock mode) | 1/606.82 |
Mode C (mode C) | 1/404.54 |
Mode D (Heaven mode) | 1/101.14 |
If the player wins the Moves mode shift by chance, the Mode destination is determined.
Mode shift Assignment (%) | ||||
---|---|---|---|---|
Mode A (Hell) | Mode B (Stock) | Mode C (Normal) | Mode D (Heaven mode) | |
Mode A (Hell) | 70.3 | 7.8 | 2.3 | 19.5 |
Mode B (Stock) | 7.8 | 70.3 | 19.5 | 2.3 |
Mode C (Normal) | 2.3 | 19.5 | 70.3 | 7.8 |
Mode D (Heaven) | 19.5 | 2.3 | 7.8 | 70.3 |
Mode shift also occurs when Level of setting change.
Assignment of Mode shift at Level of setting change (%) | |||
---|---|---|---|
Level of setting 1 and 2 | Level of setting 3 and 4 | Level of setting 5, Level of setting 6 | |
Mode A (Hell) | 44.99 | 39.99 | 29.99 |
Mode B (Stock) | 30.01 | 30.01 | 30.01 |
Mode C (Normal) | 20 | 20 | 20 |
Mode D (Heaven mode) | 5 | 5 | 5 |
G-ZONE
- A 5-game high chance mode that occurs after the end of GG, and is most often triggered during this 5-game period when GG is Repeating bonus. (Roughly 85% of G-GGs are triggered during G-ZONE.)
- During GG Repeating bonus, the latent number of games of GG is drawn at the time of entering G-ZONE.
Assignment of the number of GG latent games | ||
Number of latent Gs | Assignment (%) | |
1 game | 37.5 | |
2 games | 9.36 | |
3 games | 7.80 | |
4 games | 6.24 | |
5 games | 25.0 | |
50 games | 14.1 |
Chance Zone
- The 45-game period after G-ZONE ends is a Chance Zone with a high Chance of appearance of GG.
- When the number of GG latency games is 50 games, the lottery is drawn every game (1/16) after the G-zone ends. However, if the continuous action is selected, GG is released in Super high chance mode after 51 games, although the number of games may exceed 50 games.
Max number of game after bonus
- GG is triggered by the next BET in which a Press from left to right 15 pieces payout role is aligned after 1500 games between GGs. Note that the number of games to Max number of game after bonus is not counted for a certain period of time if you do anything other than press from left to right in ordinary mode.
- Assignment of the number of GGs varies depending on whether or not they are stocked by the time the Max number of game after bonus is reached.
Assignment of NGG frequency at Max number of game after bonus (If GG is stocked until Max number of game after bonus) |
||
GG times | Assignment (%) | |
1 time | 41.02 | |
2 times | 39.06 | |
3 times | 19.53 | |
Total emission | 0.39 |
Assignment of NGG frequency at Max number of game after bonus (If GG is not stocked until Max number of game after bonus) |
||
GG times | Assignment (%) | |
1 time | 70.31 | |
2 times | 19.53 | |
3 times | 9.77 | |
Total emission | 0.39 |
Wheel alignments mode
- Apart from Internal Mode, there are also three types of LCD Wheel alignments. The mode is selected at a different rate depending on the current Internal Mode, which is useful for guessing the mode.
- Basically, the wheelments are usually in Wheelments mode B. While on the mode D (Heaven mode), Wheelments mode A is more likely to be selected, and while on the Hell mode, Wheelments mode C is more likely to be selected.
- During Mode D (Heaven mode), it is easy to stay in Wheel alignments Mode A, which inevitably makes it easier to get an odd-numbered tenpai.
Characteristics | Odd number of tenpai | Odd number of assorted hands (311, 377, 711, etc.) | Even-numbered ass-tenpai (266, 422, 644, etc.) | |
---|---|---|---|---|
Wheel alignments mode A | Mode in which there is a High chance mode for an odd-numbered pie. | 1/5 | 1/16 | 1/110 |
Wheel alignments mode B | Mode in which odd-numbered pies appear but not as frequently as in Wheel alignments mode A. | 1/25 | 1/56~1/77 (Level of setting difference exists) | 1/30 |
Wheel alignments mode C | Without any odd-numbered pies except when GG is established. | Without any odd-numbered pies |
Wheel alignments Mode change tnsition lottery is performed when 15 pieces payout role or replay appears except for Press from left to right, Scissors push, and Reverse push.
Wheel alignments Mode shift probability | ||||
---|---|---|---|---|
Current mode | ||||
Mode A (Hell Mode) | Mode B (Stock mode) | Mode B (Normal mode) | Mode D (Heaven mode) | |
Wheel alignments mode A | 1/33.40 | 1/25.00 | 1/16.67 | 1/130.79 |
Wheel alignments mode B | 1/100.02 | 1/121.45 | 130.79 | 1/25.00 |
Wheel alignments mode C | 1/33.34 | 1/16.67 | 1/16.67 | 1/8.29 |
Wheel alignments Mode shift Assignment (%) | ||||
---|---|---|---|---|
Current mode | ||||
Mode A (Hell Mode) | Mode B (Stock mode) | Mode B (Normal mode) | Mode D (Heaven mode) | |
Wheel alignments to Mode A | 9.96 | 20.02 | 20.02 | 70.02 |
Wheel alignments to Mode B | 70.02 | 70.02 | 70.02 | 20.02 |
Wheel alignments to Mode C | 20.02 | 9.96 | 9.96 | 9.96 |
Action
Chance Blank
Chance Blank | |||
---|---|---|---|
131 | 151 | 161 | 171 |
313 | 353 | 373 | |
484 | |||
515 | 525 | 523 | 575 |
Reach pattern (A win will come)
Wheel alignments for Confirmed GG
Reach pattern (A win will come) on the LCD | |||
---|---|---|---|
123 | 135 | 184 | |
223 | |||
315 | 324 | 365 | |
514 | 543 | 564 | |
664 | |||
717 | 737 | 753 | 757 |
Special number
Special number | |
---|---|
Odd scissors eyes (131, 353, 535, etc.) | Appears 0.4% of the time when replay appears, Wheel alignments Mode A Confirmed |
161 525 | Appears when replay appears, Wheel alignments Mode B Confirmed |
484 848 | Appears when replay appears, Wheel alignments Mode C Confirmed |
Odd ass-ten eyes (e.g., 311, 377, 711) (311, 377, 711, etc.) | When replay appears, Heaven mode most probably appears. |
Even Ketten eyes (266, 422, 644, etc.) | Deny GG latency (except 50G latency) |
Delay
Delayed start sound action. Flag is a strong Lose or SGG or PGG.
Pre bonus action
Chance when it occurs frequently. Ice<Flame<Lightning
switching off the light
The longer the reel lights go out, the better the chance. The more the reels go off, the better the chances.
Blackout
All back lights of main reels turn off when lever is turned on. common to NGG, SGG, and PGG.
Sound effects
If the lever sound is silent and a heartbeat action occurs, the GG is Confirmed. The higher the speed of the heartbeat, the higher the expectation.
Important point
While on the ordinary mode, the AT Possibility to get AT is not drawn without pressing from left to right (left→middle→right), so always press in order.
Receive a penalty
- If the player plays irregularly in ordinary mode, the AT will not be Possibility to get AT for 5 games and will not be counted up to Max number of game after bonus.
- If SGG or PGG is established during the penalty, it will disappear (only 1 or 15 medals will be paid out)
- Three consecutive Receive a penalty during GG latency will cause all GGs awaiting release to disappear.
- No penalty is incurred for a push order error during GG.
Information
- Level of setting change does not eliminate stock; clearing RAM eliminates all stock.
- Wheel alignments of “324” are Condition in which the GG information is cleared. The stock is 0 and the game number of game after bonus is set to 1500 games. There is a possibility that the mode has been changed.
- If PGG is a single shot, three consecutive replays during GG, or a single shot with Lose flash, no stock is Confirmed.
- Delay occurs on PGG or SGG or Lose C or Lose D (LCD left 7 & lights out) and rarely on Lose A. Total Expectation of hitting a Bonus is about 12%.
GG information clear (mode for hall)
- There is a management mode that checks the number of GG’s internal stock and intentionally changes the current mode. However, the player cannot operate it.
- When the Level of setting key is turned, press the 0 button for “Yes” or “No” on the “Clear GG Information” screen that appears on the LCD, and at the moment the button is released, the current mode appears momentarily in the upper right corner of the screen in small size. When exiting the screen, the mode can be selected with the cross key.
Button Operation | Current mode |
---|---|
↑up key + 0 button | A mode (Hell mode) |
→ key + 0 button | B mode (stock mode) |
↓ key + 0 button | Mode C (mode C) |
← key + 0 button | D mode (Heaven mode) |
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