Medal Pusher
Drop medals, let the pusher shove them over the edge, and get them through the START pockets to spin the reels: sugoroku, treasure chests, medal towers and a jackpot roulette.
Keys: F and J feed the left and right rails, and can be held together. S and D aim the left rail, K and L the right.
Looking at your stamp card…
This machine so far
- Dropped
- 0
- Won
- 0
- Lost down the side holes
- 0
- Spins
- 0
- Paid by the screen
- 0
- Return
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Medals won per medal dropped. Medals still lying on the field are not counted yet.
This machine is saved on this device. The field and the jackpot are as you left them when you come back.
Your medals are not this machine’s: they are yours, and every game at the Medal Center plays with them. They, and every machine, are reset only at the Medal Center. Go to the Medal Center
Jewel lamps: 0 of 5 lit.
This is two machines in one cabinet. The screen is a lottery, and its odds can be written down exactly. The field is physics: no table of odds, just a place where medals can go missing. Together they are set to give back about what a real machine does: about 90 medals of every 100 to the best play. About 58 of those are your own medals coming back over the front, and about 33 are medals the screen paid.
The field
- Feed arms — One runs back from each front corner, where its slot is, to end over the pusher. A medal goes in at the slot of the rail you feed, rolls along the rail and drops off the tip. Each arm has an aim of its own and swings after it, each to a little past the middle, though the two never cross; an arm crosses its whole reach in under a fifth of a second. A medal is let go wherever its arm’s tip is when it gets there. It lands up to 12% of the width to either side of that, most often close to it.
- Pusher — Slides back and forth under the back panel, carrying a heap two medals deep. The panel scrapes the rearmost medals forward, and the front ones tip over the lip.
- START pockets — Three of them side by side in the middle of the pusher’s lip. They ride out and back with it and do not move along it. Each is a hole with a frame round it, cut in the START plate that hangs under the lip, as wide as the pusher, and slopes down toward you to just over the lower table. Whatever goes over the lip comes down on the plate and slides down it. A medal that goes over the lip with its middle in line with a hole slides into it, drops through and starts a spin: one you dropped, one the screen paid, or one off a tower, which sends every medal in it through if it goes over there. A START pocket’s opening is as wide as a medal and 1.6% of the field’s width more on either side. A medal that comes over a little further to the side catches the rim, rocks there for a moment and slides on, and the rest slide off the foot of the plate. One of the three is lit gold at a time, the lucky lamp, and the light steps one pocket along with every stroke of the pusher, every 3.6 seconds. During chance time their wings are open: the flaps along the sides of each hole swing down and open it wider, so that each takes medals up to 2.2% of the width to either side. A ball does not fit, and neither does a jewel: it rolls over the holes and off the foot of the plate, and from then on the plate’s foot pushes it as the pusher’s face does.
- Lower table — The pusher’s face shoves these medals toward you, a row at a time. Here too they lie two deep, and the ones on top slide forward over the rest.
- Side holes — The last fifth of the table has no side walls. A medal squeezed out there drops into a side hole and is lost. The holes turn the front corners and run a little under a fifth of the way along the front edge from each side. They are the only place the machine takes anything, and they take about four medals in ten. A ball does not fit, and neither does a jewel.
- Front edge — What goes over the middle, nearly two thirds of it, is yours. A medal that goes over within a little under a fifth of the edge’s length of either corner drops into the side hole there. A ball or a jewel is collected wherever it goes over: at a corner it comes down on the rail across the hole’s mouth and rolls along it into the tray.
The slot on the screen
Every medal through a START pocket starts one spin. While the reels are busy the machine holds up to 10 more; a medal through a START pocket when all 10 are held starts no spin of its own, but turns one of the held spins gold. A medal that is held through the pocket the lucky lamp is on holds a gold spin from the start.
| Line | Chance | About | Pays | Worth, on average |
|---|---|---|---|---|
| 7 · 7 · 7 | 0.996% | 1 in 100 | A prize ball on the field | 76.9 medals |
| Three of 1, 3, 5 or 9 | 1.68% | 1 in 60 | A choice of three chests, and a jewel | 31.4 medals |
| Three of 2, 4, 6 or 8 | 8.364% | 1 in 12 | A roll on the sugoroku board | 10 medals |
| Anything else | 88.96% | — | — | — |
The result is drawn the moment a spin starts, and the reels only act it out. About 15% of losing spins stop the two outer reels alike first — a “reach” — before the centre misses. It looks close. It changes nothing: the spin was lost before the reels moved.
| Reach | Share of spins | Chance it hits |
|---|---|---|
| Super reach (the long one) | 8.6% | 76.8% |
| Reach | 15.8% | 28.0% |
| Any reach | 24.4% | 45.3% |
How far to trust a reach: a super reach goes on to hit 76.8% of the time and an ordinary reach 28.0%, so the long one is about 2.7 times as likely to hit. The reach is not changing your luck. It is a hint: a spin that has already won is played with the long reach 60% of the time, and a spin that has already lost with a reach only 15% of the time, so a long reach is more often a win being acted out. These chances are exact.
The more spins are held, the faster the screen plays them, as a real slot screen does when its hold is deep: the reels stop sooner, and a reach, a winning line and the game it leads to take less time. So a medal seldom finds all 10 held. What a spin is drawn from and what it pays are the same at any speed, and so is the time you have to pick a chest. A ball’s roulette and the bowls are never hurried. How fast a spin is played is settled as it starts, by how many spins are held behind it then, and the game its line leads to by how many are held as that game starts. The table gives the seconds the reels run, and the share of its usual time that a reach takes, and a winning line and the game it leads to.
| Spins held behind it | Reels run | A reach | A line, a game |
|---|---|---|---|
| 0 to 1 | 1.6 s | 100% | 100% |
| 2 | 0.9 s | 100% | 100% |
| 3 to 4 | 0.5 s | 60% | 55% |
| 5 to 6 | 0.3 s | 40% | 40% |
| 7 or more | 0.25 s | 25% | 25% |
The sugoroku board
A loop of 12 squares lying across the front of the screen, each with a stack of medals on it that is taller the more it pays. Three even digits roll one die, the piece moves that many squares, and you are paid what the square it lands on says. The piece stays there until the next roll.
| Square | Square 1 | Square 2 | Square 3 | Square 4 | Square 5 | Square 6 | Square 7 | Square 8 | Square 9 | Square 10 | Square 11 | Square 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Pays | 10 | 3 | 5 | 8 | 3 | 10 | 5 | 40 (Fever) | 3 | 8 | 5 | 20 |
In the long run the piece lands on every square equally often, so a roll is worth the average of the board: 10 medals. That is exact, and it takes hold fast: after 6 rolls from the start, no square is more than 1.2% away from its even share.
The treasure chance
Three odd digits put three chests on the screen. You have 8 seconds to pick one; after that the machine picks for you. Which chest holds which prize is shuffled before you choose.
| A chest holds | Chance | Paid as |
|---|---|---|
| 15 medals | 33.3% | Medals thrown onto the field |
| 30 medals | 33.3% | One tower, stacked in a window |
| 45 medals | 33.3% | One tower, stacked in a window |
Each prize is behind your chest one time in three, whichever chest you pick, so the choice is worth 30 medals on average. There is no better chest.
A tower is stacked in a glass tube in one of the windows at the screen’s lower corners, and an arm pushes it out across the pusher to a little behind its lip. From there it rides the pusher like any medal, only harder to push. When it goes over the lip its medals come down across the lower table. Drop medals behind it to bring it down sooner.
The jackpot chance
A ball pushed over the front edge starts the roulette. Each turn it stops on one of 12 pockets, each as likely as the next. A number is stacked onto the run’s medal tower and the roulette turns again; a cross ends the run, and the tower is pushed out. 4 numbers in a row start the jackpot challenge. A ball is never lost: it does not fit through the open sides or down the side holes at the front corners, so sooner or later it goes over the front, and it is collected wherever it goes over.
| Pockets | Chance | |
|---|---|---|
| A cross: the run ends | 4 | 33.3% |
| A tower of 50 medals | 1 | 8.3% |
| A tower of 30 medals | 1 | 8.3% |
| A tower of 20 medals | 3 | 25.0% |
| A tower of 10 medals | 3 | 25.0% |
| Numbers in a row | 1 | 2 | 3 | 4 |
|---|---|---|---|---|
| Chance of getting there | 66.7% | 44.4% | 29.6% | 19.8% |
The jackpot challenge is 3 bowls, one under another. The ball circles under the rim of a bowl, spirals in as it slows and drops into one of that bowl’s holes, each as likely as the next. A hole either lets it down into the bowl below or ends the challenge with a prize. The bottom bowl is a funnel with one hole in the middle, and that hole is the jackpot’s. The ball only acts it out: the whole way down is drawn before it is let go.
| The ball drops into | Chance in that bowl | Chance overall |
|---|---|---|
| Top bowl: 3 holes | ||
| A hole down to the next bowl2 of its 3 holesNothing yet: the ball rolls on in the bowl below | 66.7% | 66.7% |
| 50 medals1 of its 3 holes15 poured onto the field and one tower stacked in a window | 33.3% | 33.3% |
| Middle bowl: 2 holes | ||
| A hole down to the next bowl1 of its 2 holesNothing yet: the ball rolls on in the bowl below | 50.0% | 33.3% |
| 100 medals1 of its 2 holes30 poured onto the field and 2 towers stacked in the windows | 50.0% | 33.3% |
| Bottom bowl: one hole | ||
| The jackpotIts only hole150 poured onto the field and 6 towers stacked in the windows when it stands at 500 | 100.0% | 33.3% |
With the jackpot at 500 medals the bowls pay 216.67 medals on average: the three ways the challenge can end are as likely as each other, so it is the three prizes added up, divided by three. About 19.8% of all balls get this far. Of whatever the bowls pay, 30% is poured onto the field loose and the rest is stacked as towers, first on top of the run’s own; what the tubes have no room for is poured as well.
A numbered pocket pays 21.25 medals on average. The jackpot starts at 500 medals and grows by one for every 20 medals dropped on this machine. That is 5 medals for every 100 dropped, all of it paid when the jackpot is won, and none of it in what a spin is worth below, which counts the jackpot as it stands. One ball in 15.2 wins it, and one spin in 1,525 leads to it: three sevens for the ball, a full run once the ball goes over, and then a hole that leads down in each of the two upper bowls.
Jewels
Every treasure line also lets a jewel go: a cut stone about a medal across, which the hatch throws over the pusher onto the middle of the lower table. It is pushed along like a medal, but nothing lies on it or under it, and it stands too tall for the open sides and for the side holes at the front corners: the only way off the field is over the front. Wherever along the edge it goes over it is collected, and lights one of the 5 jewel lamps on the front of the table.
| Jewel of a set | Pays | Paid as |
|---|---|---|
| 1st to 4th | 1 medal each | Medals thrown onto the field |
| 5th: the jewel bonus, and the lamps go out | 3 medals | One tower, stacked in a window |
A jewel comes with every treasure line, so with 16.8 spins in 1,000. A set pays 4 × 1 + 3 = 7 medals, which is 1.4 medals a jewel and 0.024 medals a spin. That is counted in what the treasure line is worth in the first table, and in what a spin is worth below. A gold spin’s treasure line lets one jewel go like any other, and a jewel pays the same whichever spin it came with: chance time doubles the chest, not the jewel. No jewel is lost: every one the machine lets go is collected sooner or later, so the figure is exact. What the medals it pays do next is the field’s business, as with any others. A new machine has one jewel lying on it already, which these figures leave out.
What a spin is worth
Each prize times its chance, added up, with a ball counted as the roulette it will start. The jackpot is the only thing that moves it.
| Jackpot at | Average roulette prize | A spin pays, on average |
|---|---|---|
| 500 medals | 76.9 medals | 2.13 medals |
| 1,000 medals | 109.8 medals | 2.458 medals |
| 2,000 medals | 175.7 medals | 3.114 medals |
So a medal through a START pocket is worth about 2.13 more medals, and more than that through the lit one, where its spin is gold — and those land on the field, not in your tray. They still have to make it over the front, and on their way off the pusher some of them go through a START pocket themselves.
Chance time
When all 10 spins are held, the next medal through a START pocket starts no spin of its own. It turns one of the held spins gold, and with that chance time begins. While it lasts the wings of the START pockets are open: the flaps along the sides of each hole swing down and open it wider. So the pockets take medals more easily, every medal that is held holds a gold spin, and each medal that finds the hold full turns another held spin gold while one is left to turn. Chance time ends when the last gold spin has been played. Gold spins are played before the others and their reels are quick. A gold spin is drawn from the same table as any spin; the sugoroku square or the chest it leads to pays 2 times over, and a ball is a ball.
| Jackpot at | A spin pays, on average | A gold spin pays, on average | More than an ordinary spin |
|---|---|---|---|
| 500 medals | 2.12988 medals | 3.47028 medals | 1.34040 medals |
| 1,000 medals | 2.45778 medals | 3.79818 medals | 1.34040 medals |
| 2,000 medals | 3.11358 medals | 4.45398 medals | 1.34040 medals |
A spin that a full hold turned gold has cost two medals through a START pocket, the one that was held and the one that turned it gold, and it is worth 1.34 medals more than one ordinary spin, which is less than the two spins those medals would have been with room in the hold. What a full hold gives back is the rest of chance time: wings that let more medals into the START pockets, and every spin held while it lasts gold for the one medal it cost. Measured on the Simulation tab, holding both buttons down returns about 84%, where feeding the middle at two medals a second returns about 89%: a full hold is not worth filling.
The lucky lamp: one of the three START pockets is lit gold at a time, and the light steps one pocket along, from the left, with every stroke of the pusher, which is every 3.6 seconds. A medal that is held through the lit pocket holds a gold spin from the start, for the one medal. An ordinary spin is worth 2.12988 medals on average, and a gold spin 3.47028. The lamp cannot be aimed at: a medal takes about half a minute or more to get from the rail to the lip, and the light has moved many times by then. Which START pocket is lit when a medal arrives is luck. Measured at up to two medals a second, the lamp makes about 33% of all spins gold: a third, as one pocket in three is lit.
Where the machine keeps its share
Every medal that reaches the field — one you dropped or one the screen paid — leaves it sooner or later: over the middle of the front edge into your tray, or down a side hole, off an open side or over a front corner. So what comes back to you is the tray’s share of everything that went in:
return = tray’s share × (1 + spins per medal × medals per spin + jackpot growth per medal)
The first two of those numbers are physics. They depend on where the medals lie and where you drop the next one, and no formula gives them. Try your own:
At this share you would break even with a spin for 26% of the medals you drop.
The Simulation tab measures both. Feeding both rails down the middle of the pusher, two medals a second between them, about 58% of the medals that leave the field drop into the tray, and a spin starts about 18 times for every 100 medals dropped: about 89% of the medals come back. That is about what a real machine is set to give. There the field alone returns about half to six tenths of what reaches it, the side holes take the rest, and the lottery makes up the difference; so it is here. The sum above pays each spin its exact average with the jackpot where the slider has it, and a third of what being gold adds on top, since the lucky lamp makes about a third of all spins gold. It also adds the 5 medals that every 100 dropped grow the jackpot by, because all of that is paid when the jackpot is won. The jackpot is the part of the return you will usually not see: played the best way it comes about once in 7,900 medals. It is about 6.6 of the 90 medals in 100 that come back, and without it about 84 do. Not every spin is your own medals’ doing. What the screen pays lands on the pusher as well: thrown on loose, which is about a fifth of the medals that go over the lip one at a time, or stacked in towers that go over whole. The loose ones come down all over the pusher, so few of them find a START pocket: of the medals that go through one on their own, nine in ten are medals you dropped. The machine holds up to 10 spins and plays them the faster the more it holds, but at that pace about one medal in 4 through a START pocket finds the hold full, many of them the medals of a tower that went over at a pocket, which all arrive at once. Drop anywhere at all instead and a spin starts about 12 times, and about 76% comes back. Dropping more slowly gains a little: at a medal every two seconds about 90% comes back, and that is the most this machine gives; at a medal a second about 89.6%, and at two a second about 88.7%. The field gives back the same share of what leaves it however fast it is fed, so what changes with the pace is the screen. Dropping faster loses, if less than it would with a screen that did not hurry: at five a second the pile on the pusher spreads the medals wider, so fewer reach a START pocket on their own, and about one in three of those that do finds the hold full. But chance time comes about twice as often as at two a second, and while it lasts the wings let more medals in, so about 87.6% comes back. Hold both buttons down, which feeds about eleven a second, and nearly half of them find the hold full: about 84% comes back. The first medal to find the hold full starts chance time, which opens the wings and makes every spin that is held while it lasts a gold one. That gives back part of what a full hold wastes, and never all of it. Aiming at the lit START pocket does not pay. Four medals in five take from 19 seconds to about a minute and a quarter to get from the rail to the lip, half of them between 25 and 47 seconds, and the pile carries a medal about an eighth of the field’s width to one side or the other on the way, so the light has moved many times before it arrives. With both rails aimed at the lit pocket’s column about 86.3% came back, and aimed at the column the light would be on 34 seconds later about 85.9%: both less than the 88.7% of feeding the middle, because fewer medals reach a START pocket at all.
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.
Where to drop, measured
Four ways of aiming the two rails, each on a machine of its own that starts from the same field. Each plays the same number of medals at the same pace, counted between the two rails, after 300 uncounted medals to fill its tables.
Daily stamp card
One stamp a day, and medals with each. Every day in a row gives more, day 7 gives the most, and then a new card begins. Miss a day and the card starts again. There is one card: a bonus taken at the Medal Center or at this cabinet is stamped on it.
- Day 1: 30 medals.
- Day 2: 40 medals.
- Day 3: 50 medals.
- Day 4: 60 medals.
- Day 5: 70 medals.
- Day 6: 80 medals.
- Day 7: 150 medals.
Looking at your stamp card…
Bonus medals are free. They are added straight to your medals, for every game at the Medal Center, and are not counted as fed, won or paid, so they change no return on this page: not the machine’s, not the lifetime one below, and not the odds.
A day is a day on this device’s own calendar and changes at its midnight. Each day is stamped once: putting the clock forward takes that day’s stamp early, and then nothing is ready until the day after it really comes.
Record board
Everything you have done at this cabinet, on every machine. Resetting the machine does not touch it.
- MEDALS WON
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- RETURN
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- BIGGEST PRIZE
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- JACKPOTS
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Medals
- Medals fed
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- Won over the front
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- Lost down the side holes
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- Lifetime return
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- Bonus medals taken at this cabinet
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- Refills taken
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The slot
- Medals through a START pocket
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- Of those, found the hold full
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- Held spins turned gold
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- Spins gold from the start: a lit pocket, or open wings
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- Times the hold filled up
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- Chance times
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- Spins
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- Reaches seen
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- Reaches that hit
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- Super reaches seen
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- Super reaches that hit
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- Sugoroku lines (even digits)
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- Treasure lines (odd digits)
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- Three sevens
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Games and prizes
- Fever squares
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- Chests opened
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- Chests that held 45
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- Prizes poured by the hopper
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- Towers stacked and pushed out
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- Towers pushed over the lip
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- Prize balls over the front
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- Longest roulette run
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- Jackpot challenges
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- Jackpots won
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- Biggest jackpot
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- Biggest prize from one game
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Days at this cabinet
- Days played
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- Days in a row, now
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- Longest run of days
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- Daily bonuses taken at this cabinet
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Achievement stamps
0 of 12 stamped- First LineLine up three digits on the slot.Not yet
- Full HoldFill the hold: 10 spins waiting.Not yet
- Super Reach!Win a spin that showed a super reach.Not yet
- FeverLand on the sugoroku board’s fever square.Not yet
- Treasure EyeOpen the chest that holds 45.Not yet
- Timber!Push a medal tower over the lip.Not yet
- Triple SevenLine up 7·7·7.Not yet
- Ball OutPush a prize ball over the front.Not yet
- Perfect RunHit 4 numbers in a row on the roulette.Not yet
- Jackpot!Win the jackpot.Not yet
- Thousand ClubWin 1,000 medals in all.Not yet
- RegularPlay at this cabinet 7 days in a row.Not yet
The record book is kept on this device, apart from the machine.
Clearing wipes the board and the achievement stamps. The daily stamp card stays, so clearing is not a way to take a day’s bonus twice.