L Super Binko

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

L Super Binko (Lすーぱぁびん娘) is BELLCO’s smart-pachislot AT machine starring Binko, Supako and Sisuko. Normal play builds daughter points and uses three character CZ routes before the 100G-per-set Dream Daughter Live AT, while the premium Climax Live increases both net speed and continuation expectations.

Last verified: October 8, 2026.

Key terms: Smart Pachislot · AT · Upper AT · ST · CZ · Setting · Setting hint · Payout rate · Initial hit · Net increase · Cycle · Bell · Watermelon · Push-order navigation · Ceiling · Reset · Quit timing · Small role

Quick specs

Quick specs

ItemValue
Official Japanese nameLすーぱぁびん娘
ManufacturerBELLCO
SeriesBingo
Machine typeAT
Japan rollout dateAugust 3, 2026
ModelLびん娘NY1
Machine formatAT / Smart Pachislot
Main ATDream Daughter Live (夢娘ライブ)
Main AT structure100G per set; approx. 2.8 coins/G (official)
Upper ATClimax Live (クライMAXライブ)
Upper AT structure100G per set; approx. 5.0 coins/G; continuation expectation over 82% (official)
Normal ceiling1200G; 900G after a setting change (Administrator research)
Setting probabilities and payout rate

Setting probabilities and payout rate

Administrator research. Setting 3 is not used. AT initial-hit frequency improves steadily toward the higher settings.

SettingAT initial hitPayout rate
11/498.797.3%
21/477.898.9%
41/447.0103.3%
51/423.4107.2%
61/392.8112.5%
CZ routes and explicit success conditions

CZ routes and explicit success conditions

Administrator research. The three character CZs use different player-visible clearing mechanisms.

CZLength / expectationSuccess condition / clearing mechanismSuccess reward
Supako Challenge4G + α; about 40%A small role within the 4G ST raises the level and resets the ST. When a 4G window ends without a small role, Final Judge uses the final level for the success draw; a BAR alignment is the successful result.AT.
Sisuko Challenge7G; about 50%Every role performs a success draw. A freeze / Sisuko Awakening confirms the clear; strong rare roles are a guaranteed-success class in the published table.AT.
Binko Challenge10G; about 66%Roles add distance/points. Reaching 100km guarantees the clear; below 100km, the final distance becomes the success probability for the finish judgement.AT.

The separate daughter-point cycle ceiling reaches a CZ by the 10th cycle, but reaching that CZ is not itself the same as clearing it.

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:

RoleAppearance frequency
Replay1/9.5
Lilith (リリス)1/12.4
3-coin bell1/17.9
Weak watermelon1/102.4
Weak cherry1/85.3
Weak chance pattern1/128.0
Strong watermelon / strong cherry / strong chance patternEach 1/1024.0
Rare roles combinedApprox. 1/31

Appearance frequency is separate from the conditional chance to stock a set after that role. The three strong roles each have their own 1/1024 draw; the row is not a combined 1/1024 probability for all three. Lilith and replay also have separate treatment in the character / upper-CZ draws.

Game flow

Game flow

Normal play accumulates daughter points and can enter a CZ when the relevant point cycle or game-count route succeeds. The three main character CZs use different challenge styles: Supako is an ST-style challenge, Sisuko uses a compact single-notice route, and Binko uses point accumulation.

Successful progression reaches Dream Daughter Live. The AT lasts 100G per set and rotates among nine live stages. Each character has corresponding roles that can add stock, so the role/stage relationship matters during continuation play.

Administrator research. Additional play and result interpretation:

Keep the point cycle and AT sets separate

  1. Normal play fills daughter points toward a CZ opportunity. Record the current cycle and accumulated points separately from the ordinary game count.
  2. Clear the selected daughter CZ using that character’s rule. Supako’s level, Sisuko’s per-role draw and Binko’s distance are different measurements.
  3. During Dream Daughter Live (夢娘LIVE), identify the live stage and its corresponding roles for stock. One 100G live set is an AT set, not a 100-point normal-play cycle.
  4. Dream Daughter Chance (夢娘チャンス) at the relevant set start can lead to Binko Awakening Zone (びん娘覚醒ゾーン) or the upper-route CZ. This opportunity is guaranteed at the initial AT reached by the deepest game-count ceiling.
Ceiling, reset and quit timing

Ceiling, reset and quit timing

Administrator research. The maximum normal-game ceiling is 1200G and directly awards AT. After a setting change, this ceiling is shortened to 900G. A separate CZ ceiling is reached at the 10th daughter-point cycle.

Reaching the deepest game-count ceiling also starts the AT with Dream Daughter Chance. Because the normal-game and daughter-point protections are separate, quit timing should consider both counters plus any visible CZ/AT precursor before leaving.

Administrator research. Additional play and result interpretation:

Encore (アンコールモード) is the 3G post-AT comeback check. Every role can draw a return and a rare role confirms a comeback; stronger outcomes can add stock. Let this visible check resolve before applying a normal-play stop decision. The Encore check is separate from the 10th daughter-cycle CZ ceiling and the 1200G / reset 900G AT protection.

Dream Daughter Live and Climax Live

Dream Daughter Live and Climax Live

Official manufacturer description. Dream Daughter Live is a 100G-per-set AT at approximately 2.8 coins/G. It contains nine live stages, and Binko, Supako and Sisuko each have corresponding roles used in the stock lottery.

Progression through the live sets can reach Climax Live, the upper AT. Climax Live remains 100G per set but increases net speed to approximately 5.0 coins/G and has an official continuation expectation of more than 82%, with stronger stock expectations as well.

Administrator research. Additional play and result interpretation:

Stock-building and the upper route

Binko Awakening Zone has two visible versions. Blue lasts 5G with approximately 34% stock expectation; red lasts 10G with approximately 62%. These values describe obtaining stock in that zone, rather than the full AT continuation probability.

The upper CZ lasts 10G with approximately 50% or higher success expectation. It can appear through Dream Daughter Chance, later live-set progression and the applicable AT/upper-AT end routes. Clearing it reaches Climax Live (CLIMAX LIVE); an entry screen alone does not confirm that it has been cleared.

PhaseLengthPurpose
Dream Daughter Live (夢娘LIVE)100G per setStage / role-based stock draw
Awakening: blue (青)5GStock opportunity
Awakening: red (赤)10GStronger stock opportunity
Upper-route CZ (上位CZ)10GClear for Climax Live
Climax Live (CLIMAX LIVE)100G per setFaster upper AT with its own stock progression
Setting differences and identification

Setting differences and identification

AT initial-hit probability is the clearest setting-wide numerical comparison, improving from approximately 1/498.7 at Setting 1 to approximately 1/392.8 at Setting 6. Prescribed-game AT hits and cycle behavior can add supporting evidence, but incomplete tables should not be converted into invented setting values.

Use long-run AT frequency together with any direct setting-hint presentations rather than treating a single early AT hit as decisive evidence.

Administrator research. Additional play and result interpretation:

SettingAT by 600G through the game-count route
132.5%
239.2%
452.2%
560.0%
670.2%

This is the published game-count-triggered AT probability by 600G, not the total probability after adding all CZ routes. Keep role / cycle wins separate before using it as setting evidence. The setting list omits Setting 3.

Setting hints and confirmed-setting elements

Setting hints and confirmed-setting elements

Administrator research. Additional play and result interpretation:

Record the trophy separately from the ending illustration

Binko Trophy (びん娘トロフィー) provides the published setting floors: bronze means Setting 2+, gold Setting 4+, flame Setting 5+ and rainbow Setting 6. These are trophy presentations, not every similarly coloured stage or effect.

An ending illustration may instead suggest parity or a higher setting. Record the exact image and context; do not promote an odd/even preference into a confirmed setting floor.

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.

During unassisted normal play, use left-first play and aim around BAR on the left reel. When a watermelon pattern appears, cover watermelon on the middle reel around the yellow-7 area and stop the right reel according to the standard pattern. Follow all push-order navigation during CZ and AT states.

Middle-first or reverse-order play outside machine instructions can create a disadvantage, so keep the recommended reel order whenever no navigation is displayed.

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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