Cherry Blossom Carousel
The pusher corner’s second cabinet: a single-station pusher whose pusher turns. A carousel on a pole a little off its centre swings its skirt out round the field and shoves the medals towards the edge. Drop a medal as a hole on its deck comes round, and the counter rolls; 7-7-7 tips the treasure dish and throws its stock across the field.
DROP
Keys: Space drops a medal (hold for more) · R gives back the credit
Medals are for playing the games on this site only. They are not money: they cannot be bought, cashed out or exchanged for anything.
Your medals are the medal center’s, shared by every machine there. Medal Game Center
Last wins
No wins yet.
This visit
- Medals dropped
- 0
- Medals into the tray
- 0
- Spins
- 0
- Wins
- 0
- Jackpots
- 0
- Came back
- —
- Best play brings back
- 90.7%
A pusher’s field is a heap of medals pushed about by the machine, and what it gives back is worked out by playing it, not by a formula. So the machine is played here exactly as it is (its physics, its holes, its counter and its dish, the same code as the cabinet on the Machine tab) for millions of medals each way, on twelve machines at once, each set up from a seed of its own, and every medal that comes back is counted.
Each figure is the medals back over the medals dropped. Beside it is how far it could be out: the half-width of its 95% confidence interval, from how much 5,000-medal batches differ from each other (a jackpot makes some batches much richer than others). The first 500 medals on each machine are not counted, so that its field has settled to the way it is being fed.
Where the medals come back from
Per 100 medals dropped. The field’s share is of the medals that left the field: the share that left it over the front edge into the tray rather than down a side hole, about half to six in ten as on a real machine.
| Way | Off the front edge | Counter’s prizes | Thrown into the tray | Into a hole | Field’s share | Jackpots per 1,000 |
|---|---|---|---|---|---|---|
| Best play | 46.6 | 43.0 | 1.1 | 35.8 | 57.5% | 0.91 |
| An everyday hand | 52.9 | 26.2 | 1.0 | 21.8 | 56.9% | 0.56 |
| DROP held down | 52.0 | 16.3 | 0.9 | 21.8 | 56.6% | 0.35 |
Every other moment
Could another moment do better than best play? The machine was also played every other way of choosing the moment, each on twelve machines: every hole timed but dropped early or late, from 40 steps (⅔ s) late to 20 early, and every step near the hole; one medal a turn at a single angle of the carousel, every 12°; DROP held through one part of the skirt’s swing; and the holes timed only while the dish holds plenty. The highest of each family is below. None comes out clearly above best play: each one’s interval reaches down to it.
| Moment | Plays | Highest | At |
|---|---|---|---|
| Early or late | 30 | 90.36% ±1.08% | 2 steps late |
| One angle a turn | 30 | 90.03% ±2.04% | at 120° |
| DROP held through part of the swing | 9 | 83.77% ±1.01% | 120° to 179° |
| By the dish | 3 | 85.26% ±0.85% | timed from 100 in the dish |
The plays that came out highest were played again on twelve other machines for many more medals, where being picked for coming out high cannot lift them. The highest of everything measured: One angle a turn (at 120°), 90.84% ±0.57% over 1,200,000 medals. The medal center counts this as the machine’s best.
The counter
Each spin is drawn from one number: a number one of your presses drew and kept, the first still waiting, or the machine’s own when none is left. Every chance below is exact (out of 65,536). A spin pays 1.200 medals into the tray on average, the jackpot left out: it pays through the field.
| Shows | Chance | One in | Pays |
|---|---|---|---|
| 7 7 7 | 164/65,536 | 399.6 | the dish’s stock, thrown across the field |
| Three alike | 1,966/65,536 | 33.3 | 20 medals |
| Two 7s | 4,588/65,536 | 14.3 | 5 medals |
| A 7 in the middle | 16,384/65,536 | 4.0 | 1 medal |
| Anything else | 42,434/65,536 | 1.5 | nothing |
The treasure dish
The dish starts with 60 medals and the hopper adds one for every 8 medals dropped. 7-7-7 tips it: its stock is thrown out across the field, thirty medals a second, a few of them straight over the front edge into the tray, and the carousel pushes the rest off over the next turns. Then it starts again at 60.
The stock is the machine’s, not the player’s: it is on the field only once it has been thrown.
The machine
- The carousel turns once every 6 seconds on a pole 2 medal radii off its centre, so its skirt swings out and back by a medal’s width as it turns, and pushes whatever has come to lie against it outwards, along the field’s side walls, which run straight out from the pole.
- A medal takes 0.9 seconds from DROP to the deck: in at the slot, down the rail and off its tip. It comes down within about a medal’s width of the tip, wherever chance puts it: that is drawn at the press.
- A medal that misses the holes glances off the domed deck and goes over its rim at a heading drawn at the press, anywhere within 30° either side of straight ahead, and lands on the heap just beyond the farthest the skirt swings out, wherever the bulge is, where the skirt works it on through the medals between. So the moment you drop a medal chooses only whether it meets a hole, never where a miss goes. Medals pushed over the front edge drop into the tray; over the front within 8.4 medal radii of either corner, down a side hole.
- Every random number the machine uses comes from a press (where a medal comes down, a number kept for a spin, and the way it glances off the deck if it misses) or from its own seeded generator, and it keeps time in steps of 1/60 s with no sine or cosine but its own: the same presses play out the same in every browser, and in the measurement.
- The field, the medals in the air, the counter and the dish are written down as the machine plays: a reload finds them where they were, and the medals that came back are counted once.
What it is built from
The machine is a design of its own, built from how real machines work: no machine’s name, art or rules are copied.
- A pusher that turns: a round pusher revolving about an axis off its centre, partitions running out from it, win holes under lamps, the extra game paid into the tray (Eagle Co., US 5,622,366, 1997)
- A turntable on a raised stage with its heap of medals, a three-digit seven-segment lottery, and a jackpot that spins the turntable up and throws the heap across the field (JP H09-135962A)
- A two-tier pusher’s feeders, checkers and the medal’s way from the slot to the field (Konami, US 7,934,723)
- Rotating tables in a medal field, and why turning parts beat a belt (Konami, JP H11-290545A)
- What a real pusher returns: about 90% set by the shop, the field alone half to six in ten, the side holes’ width as the shop’s knob
FLOOR JACKPOT
+ 1% of every medal played goes to the floor jackpot: the site adds 1 medal for every 100 you play, on top of what you play. Nothing is taken out of it, so this machine’s own return is exactly as shown.
Each medal played is also a 1 in 150,000 chance to win the whole pool, which starts again at 1,000 medals once it is won. In the long run it brings back 1.67 medals for every 100 played, but only in the long run: most players never win it.
It is for players who are signed in and have joined the floor, on the first 20,000 medals each plays in a day (Japan time) at the linked machines, with one floor jackpot a day at most.
Like the rankings, the floor jackpot is for fun. The medals played that feed it are what players’ browsers report: the site checks each report against what that machine allows, but it cannot prove it. The draw itself is made on the site’s server, never in a browser.
Linked machines: Medal Pusher, Slot Machine, Calico Janken, Roulette & Martingale, Three Card Poker, Big Catch Harbor, Mini Turf Racing, Ball Bingo, Star Festival Big Wheel, High & Low Ladder, Moonlit Sic Bo, Whale Isle Sugoroku, Candy Shop Medal Maze, Video Keno, Hot Spring Smart Ball, Goldfish Lantern Pachinko, Cherry Blossom Carousel, Onsen Shooting Gallery.