L Dropkick on My Devil!

Explore this model alongside other AT pachislot machines in our Japanese pachislot machine library. For the basics, read how pachislot works in Japan.

L Dropkick on My Devil! (L邪神ちゃんドロップキック) is a SanThree smart-pachislot AT machine introduced in Japan on August 3, 2026. Its Chance Line System temporarily turns a watermelon winning line into a 15G high-value line where replays and bells can behave as stronger opportunities. Bonuses feed into Jinsei Theater AT, with Jashin Chance, Yurine Battle and the upper Gokujo Jinsei Theater creating the main continuation and upgrade routes.

Last verified: October 8, 2026.

Key terms: Smart Pachislot · AT · Upper AT · CZ · Setting · Setting hint · Payout rate · Net increase · Initial hit · Small role · Rare role · Replay · Bell · Watermelon · Bonus · Push-order navigation · Penalty · Ceiling · Reset · Quit timing · Mode · Zone

Quick specs

Quick specs

ItemValue
Official Japanese nameL邪神ちゃんドロップキック
ManufacturerSanThree
SeriesDropkick on My Devil!
Machine typeAT
Japan rollout dateAugust 3, 2026
ModelL邪神ちゃんドロップキックTX
Machine formatAT / Smart Pachislot / Bonus + AT
Main ATJinsei Theater
Main AT initial length50G (official)
Main AT net increaseApprox. 2.5 coins/G (official)
Upper ATGokujo Jinsei Theater — approx. 5.0 coins/G (official)
Chance Line duration15G after activation (official)
Normal ceilingUp to 799G → Bonus (Administrator research)
Setting probabilities and payout rate

Setting probabilities and payout rate

Administrator research. Bonus and AT initial-hit probabilities both improve toward higher settings. The Setting 1 first-hit references are also consistent with the manufacturer’s published product material.

SettingBonus initial hitAT initial hitPayout rate
11/253.11/758.297.8%
21/248.11/746.398.6%
31/241.61/722.8100.4%
41/222.51/655.9106.1%
51/211.81/615.9110.4%
61/210.01/606.2114.1%
CZ routes and success conditions

CZ routes and success conditions

Administrator research. The machine has two distinct CZ routes with different objectives.

CZLength / expectationSuccess conditionSuccess reward
Chance da Yo! Everyone Gather!15G + αDuring the first 15G, small roles raise the percentage of the line on which they land. In the judgement part, the next small role uses that line percentage for the bonus draw; a successful judgement clears the CZ.Bonus
3-Battle Yurine Battle10G per set; battle continuation 50%+ through the third battleJashin-chan must avoid defeat to continue; clear three battles.AT; battle 4+ continues as an AT game-add route

A line-point cycle guarantees a CZ at the fifth cycle at the latest, but entering a CZ is not itself the same as clearing it.

Administrator research. Additional play and result interpretation:

Two CZs, two different clearing jobs

Chance Dayo! All Gather (ちゃんすだヨ! 全員集合) first builds the line-based success level. The later small-role result then uses that level for the bonus draw. The displayed percentage describes this challenge, not the probability of the ordinary bonus mode.

Three-Battle Yurine (3戦突破ゆりねバトル) uses 10G battle sets. Progress through all three wins to reach AT; the later extra-game opportunity belongs to the successfully cleared route. A single won battle is progress toward the award, rather than the full three-battle clear.

Small-role probabilities

Small-role probabilities

The small-role table describes appearance frequency. The chance to clear a feature after drawing a role is a separate conditional probability.

Administrator research. Additional play and result interpretation:

Role / stateAppearance frequency
Replay1/7.3
Bell1/7.0
Watermelon1/40.2
Jashin alignment (邪神ちゃん揃い), ordinary state1/226.0
Jashin alignment, its high-probability state1/3.3
Pure miss1/528.6

The 1/3.3 Jashin-alignment figure is specific to its high-probability state. Pooling those games with ordinary normal play overstates the ordinary alignment frequency. The subsequent one-game TUC item opportunity uses the qualifying line / role result and is separate from the alignment occurrence itself.

Game flow and Chance Line System

Game flow and Chance Line System

The machine’s defining system is Chance Line. When the watermelon winning line becomes active, the line remains a special opportunity for 15G. During that period, replays or bells stopping on the line can function as stronger triggers, so the same system affects both normal play and AT progression.

Normal progression reaches bonuses and then Jinsei Theater AT. Inside AT, Jashin Chance can add games in an ST-style sequence, while Yurine Battle provides a continuation battle route. Successful premium progression can reach Gokujo Jinsei Theater.

Administrator research. Additional play and result interpretation:

From lines to the next opportunity

  1. During normal play, distinguish the five-line points route from the current bonus mode. The line display advances an opportunity; it is not an AT remaining-game counter.
  2. Chance Line (チャンスライン) changes the line-based draw for 15G after the relevant watermelon result. The replay/bell line positions matter, so follow the complete reel result rather than treating every replay as identical.
  3. The point route reaches a CZ at 50 points. The CZ must still be cleared; reaching its entry is not an automatic AT.
  4. A bonus can produce a CZ or AT opportunity, while an Episode Bonus carries an AT award. Identify the actual route before comparing the result with an initial-hit count.
Ceiling, CZ-cycle protection and quit timing

Ceiling, CZ-cycle protection and quit timing

Administrator research. The normal game-count ceiling is up to 799G and awards a bonus. A separate CZ protection route occurs at up to five line-point cycles and awards a CZ rather than AT.

No separate fixed AT-interval ceiling is published in the checked ceiling specification. The production budget estimate to the 799G bonus ceiling from 0G is about ¥29,000 under the site’s standard ¥1,000/46-credit and normal-play assumptions. Quit timing should also consider current line-point progression and any active Chance Line or post-bonus state.

Administrator research. Additional play and result interpretation:

The anger system is an additional accumulation route. Failed AT-entry bonuses and other eligible outcomes add anger points; a full meter changes the bonus to Episode Bonus. It should not be converted into a fixed ordinary-game AT ceiling or a fixed cash cap, because the number of games between the contributing outcomes varies.

Bonus details

Bonus details

The machine uses multiple bonus outcomes within the bonus-plus-AT structure. Official product material lists episode-style and standard bonus formats, while current analysis treats bonus initial-hit probability as a setting-sensitive value. Bonus play can also connect directly into the AT progression system.

Administrator research. The three standard bonus formats below all run at approximately 5.0 coins/G net increase. Their lengths and progression roles differ.

BonusLengthProgression / draws
Koakuma Bonus (regular bonus)20GDuring normal play, draws for the three-win Yurine Battle CZ or AT; during AT, draws for added AT games.
BIG Bonus30GDuring normal play, draws for AT; during AT, draws for Jashin Chance or Yurine Battle.
Episode Bonus35GLeads to AT. The episode determines additional benefits such as active Chance Lines or special-zone stock; bonus play also draws for game additions and special zones.

Administrator research. Additional play and result interpretation:

BonusDuration / speedWhat to watch
Koakuma Bonus (小悪魔ボーナス)20G; approx. 5 coins/GCZ / AT draws
BIG Bonus (ビッグボーナス)30G; approx. 5 coins/GAT draws; inside AT, its Jashin / Yurine route
Episode Bonus (エピソードボーナス)35G; approx. 5 coins/GAT award and the episode-specific benefit

The published speed belongs to these bonuses. Ordinary Life Theater AT is approximately 2.5 coins/G; its upper route is approximately 5 coins/G. Do not carry the bonus speed into an estimate for the entire ordinary AT.

Jinsei Theater, Jashin Chance and upper AT

Jinsei Theater, Jashin Chance and upper AT

Jinsei Theater is the main AT. The manufacturer lists an initial 50G structure and approximately 2.5 coins/G net increase. Jashin Chance is an ST-style game-addition route, and Yurine Battle provides a continuation battle whose expectation varies by state/opponent conditions.

Gokujo Jinsei Theater is the upper AT route and raises net increase to approximately 5.0 coins/G. These are internal machine rewards and continuation mechanics, not guarantees of recovering money spent.

Setting differences and identification

Setting differences and identification

Bonus and AT initial-hit frequencies both improve at higher settings. The larger practical setting gap appears in the AT/bonus totals over a long sample rather than in a single Chance Line or battle outcome. Combine long-run frequencies with any confirmed setting-hint presentation instead of estimating the setting from one short sequence.

Normal-play internal modes

Normal-play internal modes

Administrator research. Normal play uses six internal game-count modes. These modes control the bonus target game count and favored zones; they are separate from the Chance Line System and line-point CZ cycles.

ModeMaximum / main behavior
Normal A749G + α; 200G / 400G / 600G zones favored
Normal B749G + α; 100G / 300G / 500G zones favored
Normal C599G + α; several 100G-based zones favored
Special799G + α; loops itself or routes to Heaven B
Heaven A99G; early bonus target
Heaven B99G; next mode is Heaven A or B

At the initial mode decision, five future modes are selected. As one is consumed, the machine appends the mode five positions ahead. The mode sequence can carry through AT and changes when a bonus is reached. After a setting change, current research indicates Normal C or a Heaven mode.

Administrator research. Additional play and result interpretation:

ModeBonus protectionDistinguishing feature
Normal A (通常A)749GEven-hundred zones: 200 / 400 / 600G
Normal B (通常B)749GOdd-hundred zones
Normal C (通常C)599GShallower maximum
Special (特殊)799GIts continuation / Heaven B progression
Heaven A / B (天国A・B)99GEarly next-bonus route

Bonus mode and AT state are separate axes. A favorable next-bonus mode can survive an AT-related transition; reading only the most recent AT result can miss the bonus-mode queue. The mode ceiling is also separate from a guarantee of entering AT.

How to play

How to play

No navigation: stop the left reel first. If numbered stop instructions appear, press the stop buttons in the displayed order (1, then 2, then 3). A symbol-target instruction tells you which symbol to aim for; follow it together with any displayed stop order.

Use left-first play when no navigation is displayed. Under the normal recommended order, ordinary free stopping can generally be used without losing a standard small role. Follow every push-order/navigation instruction during bonus and AT states.

Do not deliberately change to an unassisted middle-first or reverse-order procedure unless the machine itself instructs that order.

Data policy and official references

Data policy and official references

First-party manufacturer information is labelled official. Administrator research identifies the administrator’s review of published information; it does not by itself mean original measurement or manufacturer confirmation. Calculated examples are labelled separately and explain their inputs. A page verification date records an editorial check, not a new experiment or a remeasurement of every value. See our editorial policy for the distinction.


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