Pachislot Fist of the North Star

日本国内からオンラインカジノに接続して賭博を行うことは禁止されています。

この投稿文は次の言語で読めます: 日本語 (Japanese)

Type 4.5 machine SammyC Oct. 2003
TOC

Beginner’s Guide

Basic Spec

  • C type without Big Bonus.
  • Equipped with Battle Bonus; each Battle Bonus is 10 plays. The first 9 plays navigate you to Small combinations, and the 10th play navigates you to the Bonus In (if you draw a Small combinations on the 10th play, it will be carried over to the next play).
  • Payout for a single battle bonus is Roughly 112 medals.
  • If the battle between Kenshiro and Raoh continues on the LCD after the 8-play JAC game, Small combinations will be navigated again and the JAC game will start. Rin OR Yuria may appear on the next play’s BET to reverse the situation and revive the game.
  • Fist of Hokuto aligned is likely to be selected for a high continuation.
Battle Bonus Assignment (%)
Flag Assignment Ratio
Alignment of 7 Red seven aligned
96.88
Fist of Hokuto aligned
3.13

One Point Advice

  • Mode shift takes place upon Combination of Small combinations.
    Middle Cherry > Strong Watermelon > Chance > Weak Watermelon > Square Cherry
  • Equipped with a bonus stock function. Bonus (JAC game) is drawn with High chance probability mode, and all of them are stocked once (even if Repeating bonus continues, the stock is almost never reduced to 0).
  • Whether or not to continue the next time is drawn for each set of Battle Bonus, and the number of times it continues is not determined; the decision is made at the moment the 3rd stop button is released on the JAC IN.

Reset Setting

  • Assignment of Mode shift is made when Setting change is made (or after Battle Bonus ends).
  • The higher the Level of setting, the more likely it is to shift to Heaven.
Level of setting change and at the end of Battle Bonus
Mode shift rate (%)
Level of setting To mode 1
(Hell)
To mode 2
(Normal)
Go to mode 3
(Heaven mode)
Level of setting 1 58.49 17.08 24.4
Level of setting 2 56.05 19.53 24.4
Level of setting 3 48.73 21.97 29.3
Level of setting 4 43.84 24.41 31.7
Level of setting 5 38.96 24.41 36.6
Level of setting 6 29.19 24.41 46.3

Basic Specs

Bonus type

Battle Bonus
Average Payout 112

Bonus probability

Level of setting Battle Bonus
Level of setting 1 1/389.1
Level of setting 2 1/365.3
Level of setting 3 1/343.5
Level of setting 4 1/320.8
Level of setting 5 1/291.7
Level of setting 6 1/251.7

Liners probability

Flag Common to all settings
Bell
(probability of aligning)
1/11.0
Blank Spin 1/65536

Cherry

When Cherry appears, it is divided into two types (A or B). When Cherry A stops on the top line or Bottome line. When Cherry B stops on the middle.

Cherry Assignment (%)
Flag probability
Cherry A
(On the top line or Bottome line)
64.6
Cherry B
(Cherry on the middle)
35.3
Actual Chance of appearance of Cherry on the middle
Level of setting probability
Level of setting 1 1/246.68
Level of setting 2 1/238.74
Level of setting 3 1/229.01
Level of setting 4 1/218.23
Level of setting 5 1/218.23
Level of setting 6 1/206.11
Actual Chance of appearance of On the top line or Bottome line Cherry
Level of setting probability
Level of setting 1 1/134.75
Level of setting 2 1/130.42
Level of setting 3 1/125.10
Level of setting 4 1/119.22
Level of setting 5 1/119.22
Level of setting 6 1/112.59
Cherry Combination
Level of setting probability
Level of setting 1 1/87.14
Level of setting 2 1/84.34
Level of setting 3 1/80.90
Level of setting 4 1/77.10
Level of setting 5 1/77.10
Level of setting 6 1/72.81

Melon

When the Melon had appeared, it is divided into two types (A or B). When Melon B (strong Melon) is selected, the maximum possible Slip occurs.

Melon Assignment (%)
Flag probability
Melon A
(Weak Melon)
71.1
Melon B
(Strong Melon)
28.8
Actual watermelon A occurrence rate
Level of setting probability
Level of setting 1 1/167.38
Level of setting 2 1/161.50
Level of setting 3 1/154.72
Level of setting 4 1/144.97
Level of setting 5 1/140.54
Level of setting 6 1/140.54
Actual occurrence rate of watermelon B (strong watermelon)
Level of setting probability
Level of setting 1 1/413.61
Level of setting 2 1/399.10
Level of setting 3 1/382.33
Level of setting 4 1/358.24
Level of setting 5 1/347.30
Level of setting 6 1/347.30
total of all the watermelons in a watermelon
Level of setting probability
Level of setting 1 1/119.15
Level of setting 2 1/114.97
Level of setting 3 1/110.14
Level of setting 4 1/103.20
Level of setting 5 1/100.05
Level of setting 6 1/100.05

Replay

  • There are three types of replays: replays that line up (A) and replays that do not line up (B and C).
  • Only Replay A and Replay C are subject to the transition draw.
  • Replay C will appear Chance pattern.
Replay Assignment (%)
Flag probability
Replay A 32.7
Replay B 64.8
Replay C (Chance pattern) 2.36
Replay
Level of setting probability
Level of setting 1 1/7.23
Level of setting 2 1/7.24
Level of setting 3 1/7.25
Level of setting 4 1/7.27
Level of setting 5 1/7.28
Level of setting 6 1/7.29

Chance Blank(Replay C)

Chance Blank
Level of setting probability
Common to all settings Roughly 1/100

JAC(REG)

All Regular Bonus (JAC) that are formed are temporarily stocked inside.

JAC(Regular Bonus) probability
Level of setting probability
Level of setting 1 1/31.75
Level of setting 2 1/31.73
Level of setting 3 1/31.72
Level of setting 4 1/31.70
Level of setting 5 1/31.69
Level of setting 6 1/31.67

Watermelon & Cherry Combined

Watermelon & Cherry Combined
Level of setting probability
Level of setting 1 1/50.33
Level of setting 2 1/48.65
Level of setting 3 1/46.64
Level of setting 4 1/44.13
Level of setting 5 1/43.55
Level of setting 6 1/42.15

Blank Spin

Blank Spin Probability
Level of setting probability
Common to all settings 1/16384

PAYOUT

Level of setting PAYOUT(%)
Level of setting 1 96.5
Level of setting 2 99.4
Level of setting 3 102.3
Level of setting 4 105.9
Level of setting 5 110.0
Level of setting 6 119.7

Reel layout

How to play

How to play in ordinary mode

It is easier to determine the Combination if you play Center reel, Right reel, and Left reel in this order.
Note, however, that there is a possibility of missing a replay.

(1) First, aim for a Red seven with Melon near the top of the Center reel Above the frame.
Only the following three stop patterns are available.

▶When a bell stops in the Middle reel of the middle

Combination combinations are Blank combinations, Bells or Chance patterns.
Aim for right reel and Left reel can stop randomly.

▶Red seven stops in the middle of the Center reel.

Combination of the following roles: Replay or Cherry or Chance pattern.
Aim for right reel is stopped randomly.

▶ When a replay is not tenpaied on the top line of
Aim for any Cherry near the On the top line of the Left reel. If the Cherry does not line up, it is a Chance pattern.

▶When a replay is tenpaied on the top line of
Confirmed replay. There are two places on the Left reel where the replay can be missed: avoid the Red seven on the 17th reel and the Melon on the 16th reel (e.g., aiming at the Fist of the North Star pattern with a cherry). (Aim at the Fist of Hokuto Symbols with Cherry, etc.)

▶When Melon stops in the middle of the Center reel

Combination is Melon.
(1) Aim for a Melon in the middle from the top of the frame on the Right reel.
2) Left reel is aiming at the Melon without Cherry attached (e.g., aiming the Fist of Hokuto pattern near the Above the frame)
*If you aim at the one with the Cherry on it (number 2), it will not line up.

In this way of playing, Melon can only be placed in the Middle, so it is impossible to determine the Chance/Normal of Melon.

During Battle Bonus

  • Stop according to the press order navigator. When Small combinations are navigated, follow the same procedure as in the ordinary mode to line up the small combinations.
  • Whenever a Bell with order is pressed on the final play of the Battle Bonus, a different Press according to the order than the correct one will be navigated. Stop according to the navigator to stop Bells with order. Stop according to the navigator without penalty. The effect is 0.76 medals.
  • Lose during Battle Bonus or JAC in rare cases, but without any benefit.

AT/ART related

About the mode

  • There are 11 different Internal Modes.
  • When the mode is shifted to Bonus Release Mode, the bonus is released. When the Battle Bonus ends, the mode is shifted to Mode 0 (fall) and the next mode destination is determined.
Fall down to lower mode Ordinary mode Bonus release mode Battle Bonus Mode
Mode 0
(Fall down to lower mode)
Mode 1
(Hell)
Mode 4
(Pre bonus action)
Mode 7
(66% continuation)
Mode 2
(Normal)
Mode 5
(Red seven)
Mode 8
(79% continuation)
Mode 3
(Heaven mode)
Mode 6
(Hokuto)
Mode 9
(85% Mode continuation)
Mode 10
(89% continued)

Bonus Type Sorting

  • Assignment of bonuses is made when the precursor Mode shift is made.
  • When Red seven Mode shift and Hokuto Mode are shifted, bonus symbols according to the mode can be aligned immediately.
Assignment of Bonus at the time of the precursor Mode shift (%)
Level of setting Alignment of 7 Red Aligned with Hokuto
Common to all settings 96.9 3.1

Battle Bonus Continuation Percentage Distribution

Assignment of continuation rate of Battle Bonus (%)
Continuation rate Alignment of 7 Red Aligned with Hokuto
66%58.93 0.04
79%37.93 0.04
85%1.95 61.96
89%1.17 37.93
Common to all settings

Battle Bonus average duration and expected number of tickets

Battle Bonus average duration and expected number of tickets
Continuation rate Average Number of Continuance Expected Number of Pieces
66%2.94 times 414.3 medals
79%4.81 times 677.8 medals
85%6.52 times 918.8 medals
89%9.06 times 1276.8 medals
Common to all settings

Possibility rate to select aura by continuation rate when Entering prize pocket of Battle Bonus

Entering prize pocket of Battle Bonus
Possibility rate to select aura by continuation rate (%)
Color of aura 66% Continuation 79% continue 85% continue 89% continue
White 58.20 33.59 17.18 8.33
Blue 25.00 25.00 17.18 8.33
Yellow 12.50 25.00 25.00 8.33
Green 3.12 12.50 25.00 25.00
Red 0.78 3.12 12.50 25.00
Rainbow 0.39 0.78 3.12 25.00
Common to all settings

Expected selection of each continuation rate by aura color

Expected selection of each continuation rate by aura color
(when Red seven aligned)(%)
Color of aura 66% Continuation 79% continue 85% continue 89% continue
White 72.24 26.84 0.70 0.20
Blue 59.76 38.47 1.36 0.39
Yellow 42.24 54.39 2.80 0.56
Green 25.00 64.38 6.62 3.97
Red 21.09 54.30 11.18 13.41
Rainbow 26.14 33.65 6.93 33.26
Common to all settings
Expected selection of each continuation rate by aura color
(when Hokuto is aligned)(%)
Color of aura 66% Continuation 79% continue 85% continue 89% continue
White 0.20 0.11 76.85 22.81
Blue 0.08 0.08 76.97 22.84
Yellow 0.03 0.06 82.96 16.93
Green 0.006 0.02 62.00 37.96
Red 0.002 0.008 44.94 55.04
Rainbow 0.001 0.003 16.95 83.04
Common to all settings

Mode Transition in Normal Mode

While on the current mode (Mode 1, Mode 2, Mode 3). Mode change tnsition lottery is held upon Combination of specific combinations.

When staying in Mode 1 (Hell)

When a cherry is hit

When Cherry appears, it is divided into two types (A or B); when A, it stops on the upper or lower Bottome line; when B, it stops on the Middle line; and when Cherry appears, it stops on the upper or lower Bottome line.

Cherry Assignment (%)
Flag probability
Cherry A
(On the top line or Bottome line)
64.6
Cherry B
(Cherry on the middle)
35.3
Common to all settings
When staying in Mode 1 (Hell)
When cherry A (On the top line or Bottome line ) appears(%)
Level of setting Go to Mode 1. Go to Mode 2. Go to Mode 3. Go to Mode 4. Go to Mode 5. Go to Mode 6.
Level of setting 1 91.79 6.25 1.56 0.39 Mode will not change Mode will not change
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6
When staying in Mode 1 (Hell)
When Cherry B (Middle Cherry ) appears (%)
Level of setting Go to Mode 1. Go to Mode 2. Go to Mode 3. Go to Mode 4. Go to Mode 5. Go to Mode 6.
Level of setting 1 23.04 50.00 1.56 25.00 0.19 0.19
Level of setting 2
Level of setting 3 21.48 3.12
Level of setting 4
Level of setting 5
Level of setting 6
When watermelon is in play

When the melon had appeared, it is divided into two types (A or B); when B (strong Melon) is selected, the maximum number of Slips occurs.

Melon Assignment (%)
Flag probability
Melon A
(Weak Melon)
71.1
Melon B
(Strong Melon)
28.8
Common to all settings

When watermelon is established, 100% of the transition is drawn.

When staying in Mode 1 (Hell)
When the Melon A (weak Melon) had appeared (%)
Level of setting Go to Mode 1. Go to Mode 2. Go to Mode 3. Go to Mode 4. Go to Mode 5. Go to Mode 6.
Level of setting 1 69.92 25.00 1.56 3.12 0.19 0.19
Level of setting 2 68.35 3.12
Level of setting 3
Level of setting 4
Level of setting 5 66.79 4.68
Level of setting 6 62.10 6.25 6.25
When staying in Mode 1 (Hell)
When the Melon B (strong Melon) had appeared (%)
Level of setting Go to Mode 1. Go to Mode 2. Go to Mode 3. Go to Mode 4. Go to Mode 5. Go to Mode 6.
Level of setting 1 15.23 75.00 3.12 6.25 0.19 0.19
Level of setting 2 12.10 9.37
Level of setting 3
Level of setting 4 8.98 6.25
Level of setting 5 5.85 12.50
Level of setting 6 3.12 74.60 9.37
When replay appears

Mode will not change only in case of A & C. Replay C = Chance pattern

Replay Assignment (%)
Flag probability
Replay A 32.7
Replay B 64.8
Replay C
(Chance pattern)
2.36
Common to all settings
When a Chance Blank(Replay C) is established

When a chance event is established, 25% of the time, the mode is upgraded.

While on the mode 1 (Hell)
When chance pattern appears
(%)
Level of setting Go to Mode 1. Go to Mode 2. Go to Mode 3. Go to Mode 4. Go to Mode 5. Go to Mode 6.
Level of setting 1 70.11 25.00 3.12 1.56 0.19 Mode will not change
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5 66.99 4.68 3.12
Level of setting 6 62.30 6.25 6.25

When staying in mode 2 (normal)

When a cherry is hit
When staying in mode 2 (normal)
When cherry A (On the top line or Bottome line) appears (%)
Level of setting Go to Mode 1. Go to Mode 2. Go to Mode 3. Go to Mode 4. Go to Mode 5. Go to Mode 6.
Level of setting 1 1.56 97.46 0.78 0.19 Mode will not change Mode will not change
Level of setting 2
Level of setting 3 97.26 0.39
Level of setting 4 96.87 0.78
Level of setting 5
Level of setting 6

The middle cherry at high probability is a confirmed bonus.

When staying in mode 2 (normal)
When Cherry B (Middle Cherry ) appears (%)
Level of setting Go to Mode 1. Go to Mode 2. Go to Mode 3. Go to Mode 4. Go to Mode 5. Go to Mode 6.
Level of setting 1 Mode will not change 62.10 12.50 25.00 0.19 0.19
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6
When watermelon is in play
When staying in mode 2 (normal)
When the Melon A (weak Melon) had appeared (%)
Level of setting Go to Mode 1. Go to Mode 2. Go to Mode 3. Go to Mode 4. Go to Mode 5. Go to Mode 6.
Level of setting 1 Mode will not change 73.04 25.00 1.56 0.19 0.19
Level of setting 2 71.48 3.12
Level of setting 3
Level of setting 4
Level of setting 5 68.35 6.25
Level of setting 6
When staying in mode 2 (normal)
When the Melon B (strong Melon) had appeared (%)
Level of setting Go to Mode 1. Go to Mode 2. Go to Mode 3. Go to Mode 4. Go to Mode 5. Go to Mode 6.
Level of setting 1 Mode will not change 12.10 75.00 12.50 0.19 0.19
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6
When replay appears
When staying in mode 2 (normal)
When replay appears(%)
Level of setting Go to Mode 1. Go to Mode 2. Go to Mode 3. Go to Mode 4. Go to Mode 5. Go to Mode 6.
Level of setting 1 6.25 93.75 Mode will not change Mode will not change Mode will not change Mode will not change
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6
When a Chance Blank(Replay C) is established

When a chance event is established, 25% of the time, the mode is upgraded.

While on the mode 2 (ordinary)
When chance pattern appears
(%)
Level of setting Go to Mode 1. Go to Mode 2. Go to Mode 3. Go to Mode 4. Go to Mode 5. Go to Mode 6.
Level of setting 1 Mode will not change 73.24 25.00 1.56 0.19 Mode will not change
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6 71.67 3.12

When staying in Mode 3 (High chance mode )

When a cherry is hit
When staying in Mode 3 (High chance mode )
When cherry A (On the top line or Bottome line) appears (%)
Level of setting Go to Mode 1. Go to Mode 2. Go to Mode 3. Go to Mode 4. Go to Mode 5. Go to Mode 6.
Level of setting 1 0.78 1.56 97.46 0.19 Mode will not change Mode will not change
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6

The middle cherry at high probability is a confirmed bonus regardless of the setting.

When staying in Mode 3 (High chance mode )
When Cherry B (Middle Cherry ) appears (%)
Level of setting Go to Mode 1. Go to Mode 2. Go to Mode 3. Go to Mode 4. Go to Mode 5. Go to Mode 6.
Level of setting 1 Mode will not change Mode will not change Mode will not change 99.60 0.19 0.19
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6
When watermelon is in play
When staying in Mode 3 (High chance mode )
When the Melon A (weak Melon) had appeared (%)
Level of setting Go to Mode 1. Go to Mode 2. Go to Mode 3. Go to Mode 4. Go to Mode 5. Go to Mode 6.
Level of setting 1 Mode will not change Mode will not change 93.35 6.25 0.19 0.19
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6
When staying in Mode 3 (High chance mode )
When the Melon B (strong Melon) had appeared (%)
Level of setting Go to Mode 1. Go to Mode 2. Go to Mode 3. Go to Mode 4. Go to Mode 5. Go to Mode 6.
Level of setting 1 Mode will not change Mode will not change 49.60 50.00 0.19 0.19
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6
When replay appears
When staying in Mode 3 (High chance mode )
When replay appears(%)
Level of setting Go to Mode 1. Go to Mode 2. Go to Mode 3. Go to Mode 4. Go to Mode 5. Go to Mode 6.
Level of setting 1 4.68 3.12 92.18 Mode will not change Mode will not change Mode will not change
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6
When a Chance Blank(Replay C) is established

When a chance event is established, 25% of the time, the mode is upgraded.

While on the current mode 3 (High chance mode)
When chance pattern appears
(%)
Level of setting Go to Mode 1. Go to Mode 2. Go to Mode 3. Go to Mode 4. Go to Mode 5. Go to Mode 6.
Level of setting 1 Mode will not change Mode will not change 74.80 25.00 0.19 Mode will not change
Level of setting 2
Level of setting 3
Level of setting 4
Level of setting 5
Level of setting 6

Mode Transition during Battle Bonus

  • Mode change tnsition lottery is held at the moment the third stop button is released during JAC IN.
  • If Mode shift to Mode 4 (Pre bonus action), Mode 5 (Red seven) or Mode 6 (Hokuto), the Battle Bonus will end, but a Repeating bonus of 32 plays or less will occur. When Red seven and Mode shift to Hokuto mode, 1-play streak occurs.
Assignment of Mode shift at JACIN (%)
Current mode Continuation rate Destination
To Mode 0
(BB end)
To Mode 4
(To Pre bonus action)
To Mode 5
(Red seven aligned)
To Mode 6
(Aligned with Hokuto)
Mode 7 66.01 33.20 0.19 0.39 0.19
Mode 8 79.98 20.01
Mode 9 84.66 13.96 0.39 0.78 0.39
Mode 10 88.96 9.66
Common to all settings

Mode Shift at the End of Battle Bonus

  • After the Battle Bonus ends (or upon Level of setting change), Mode shift takes place.
  • The higher the Level of setting, the more likely it is to shift to Heaven.
At the end of Battle Bonus or when Level of setting change
Mode shift rate (%)
Level of setting To mode 1
(Hell)
To mode 2
(Normal)
Go to mode 3
(Heaven mode)
Level of setting 1 58.49 17.08 24.4
Level of setting 2 56.05 19.53 24.4
Level of setting 3 48.73 21.97 29.3
Level of setting 4 43.84 24.41 31.7
Level of setting 5 38.96 24.41 36.6
Level of setting 6 29.19 24.41 46.3

Setting speculation

Difference in cherry and watermelon probability

Watermelon & Cherry Combined
Level of setting probability
Level of setting 1 1/50.33
Level of setting 2 1/48.65
Level of setting 3 1/46.64
Level of setting 4 1/44.13
Level of setting 5 1/43.55
Level of setting 6 1/42.15

Max number of game after bonus

1999 play between Battle Bonus shifts to Bonus Release Mode.

Assignment of Mode shift when Got to ceiling game after bonus (%)
Level of setting To Mode 4 (Pre bonus action) To Mode 5 (Red seven)
Common to all settings 50.0 50.0
Assignment of Bonus at the time of the precursor Mode shift (%)
Level of setting Alignment of 7 Red Aligned with Hokuto
Common to all settings 96.9 3.1

When to go / When to stop

Position to aim for

  • Assignment of Mode shift is made when Setting change is made (or after Battle Bonus ends).
  • Chance mode 3 (Heaven mode). The higher the Level of setting, the more likely it is to be shifted.
Level of setting change and at the end of Battle Bonus
Mode shift rate (%)
Level of setting To mode 1
(Hell)
To mode 2
(Normal)
Go to mode 3
(Heaven mode)
Level of setting 1 58.49 17.08 24.4
Level of setting 2 56.05 19.53 24.4
Level of setting 3 48.73 21.97 29.3
Level of setting 4 43.84 24.41 31.7
Level of setting 5 38.96 24.41 36.6
Level of setting 6 29.19 24.41 46.3

Time to stop

  • When the game enters the precursor mode (Mode 4), it is better to play 32 plays after the triggering event (Cherry, Melon, Chance pattern) because the bonus cannot be drawn for up to 32 plays after the Mode shift.
  • While on the stage with a high possibility of Heaven mode or higher, such as Raoh or Jagi stage, it is better to take a look at the situation.

Action

During the Battle Bonus, a high continuation rate is determined.

85% or 89%

  • Hokuto Hyakuretsuken hit’s Raoh (not if guarded)
  • Toki dodges Raoh’s punches (but not kicks or Gousyouha).
  • Punched and resurrected in Yulia.

79% or more

  • Ray appears on the play eye of the JAC game.
  • Rising up in the 8th play after a rigid Gousyouha.

Ordinary mode, the direction to stay in Heaven mode or higher is expected.

Bat

  • On the 3rd stop, drop the white can.
  • Drop 3 yellow and 3 blue balls.
  • Drop three green apples.
  • Drop three red apples.

Rin

  • On the 2nd stop or On the 3rd stop, crouch (Cherry on the middle)
  • On the 3rd stop, I stumble.
  • On the lever ON or On the 2nd stop or On the 3rd stop, it falls lightly.

Kenshiro

  • Large blue aura (Heaven mode or higher Confirmed)
  • On the 3rd stop, look over or turn around to see a replay (Heaven mode or higher Confirmed)
  • Great White Aura
  • tear (up) clothes
  • pop one’s fingers

Fellowship, etc.

  • Ray & Mamiya addition.
  • When a passerby appears, On the 3rd stop, the replay.
  • Yellow and blue zako with Ganzan ryouzanha.
  • Hokuto Hyakuretsuken in red and green Zako.
  • The light on the table frame blinks in a different color from that of the Combination (Confirmed for Heaven mode or higher. Occurs in 1/18 of the cases)

Stage

  • Go to Lao Jagi stage
  • Kenshiro clockwise stage shift in Nanto’s last general action.

Stage Features

Four types of stages exist. The expectation level of staying in Heaven Mode or higher varies depending on the stage.

Shin stage

Most likely to be selected while on the current mode 1 (hell).

Souther stage

Most likely to be selected while on the current mode 2 (ordinary mode).

Jagi stage

Most likely to be selected while on the current mode 3 (Heaven mode) or mode 4 (Pre bonus action).

Raoh Stage

It is most likely to be selected when staying in Mode 4 Pre bonus action.

Stage Assignment (%)
Current mode Sin SOUTHERN Jagi Raoh
Mode 1
(Hell)
59.9 29.1 8.2 3.0
Mode 2
(Normal)
31.2 55.6 8.7 3.8
Mode 3
(Heaven mode)
26.7 13.0 41.8 18.5
Mode 4 or higher
(Bonus Confirmed Condition)
3.7 3.8 33.0 59.5
Common to all settings

Stage at the end of the bonus

  • The stage immediately after the end of the Battle Bonus is assigned according to the stage in which the player was staying when the Battle Bonus Notification was made. Therefore, even if the game starts at the Shin or Souther stage after the Repeating bonus ends, there is a possibility that the player is internally staying in Heaven mode.

Crush freeze on reel

Not equipped

Information

  • If the Battle Bonus ends without going through the ending after 20 or more Repeating bonuses, the stock is out of Condition.

(C)武論尊・原哲夫/NSP 1983
(C)Sammy

TOC