L ULTRAMAN Final Battle

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

L ULTRAMAN Final Battle (L ULTRAMAN 最終決戦) is an OK!! smart-pachislot AT machine. Normal play moves through Activation Mode and CZ routes toward the main AT, with Final Battle providing an upper-entry route and Super Ultra Rush serving as the premium AT state.

Last verified: October 8, 2026.

Key terms: Smart Pachislot · AT · CZ · Setting · Payout rate · Initial hit · Net increase · Small role · Rare role · Replay · Bell · Weak cherry · Strong cherry · Watermelon · Ceiling · Reset · Setting hint · Quit timing · Zone · High-probability state

Quick specs

Quick specs

ItemValue
Official Japanese nameL ULTRAMAN 最終決戦
ManufacturerOK!!
SeriesULTRAMAN
Machine typeAT
Japan rollout dateJuly 6, 2026
ModelLパチスロULTRAMAN最終決戦ME
AT net increaseApprox. 7.0 coins/G (Administrator research)
Upper ATSuper Ultra Rush
AT-interval ceiling1500G + α; 1000G + α after a setting change (Administrator research)
CZ-interval ceilingUp to 700G + α; 500G + α after a setting change (Administrator research)
Setting probabilities and payout rate

Setting probabilities and payout rate

Administrator research. Activation Mode, CZ and AT initial-hit rates all improve slightly toward higher settings.

SettingActivation ModeCZAT initial hitPayout rate
11/163.01/272.81/445.497.6%
21/158.81/267.71/438.498.9%
31/157.01/262.71/431.3100.6%
41/154.71/257.01/423.8104.0%
51/154.31/256.61/423.1108.1%
61/154.11/256.21/422.4112.8%
CRISIS ZONE success condition

CRISIS ZONE success condition

Administrator research. CRISIS ZONE is the normal AT-entry CZ. It lasts 7G + α and has an overall success expectation of about 53%.

PartWhat clears / advances it
Balance phaseA small role moves the CZ into the attack phase.
Attack phaseDraw another small role during the attack phase to clear the CZ. The attack phase is normally 1G, but can extend to 2G from some roles.
SuccessAT entry

Activation Mode is a separate 7G + α high-probability state for Spacium patterns that leads into CZ selection; it is not the persistent normal-play internal mode system described on machines with A/B/Heaven-style modes.

Administrator research. Additional play and result interpretation:

Final Battle clearing rule

The upper CZ lasts 4G with approximately 33% success expectation. Every role performs a success draw; a small-role win on the final game clears it. An ordinary CZ success is not automatically an upper-CZ success.

The published upper-CZ entries include the three-target clear at AT end and AT ending without having dealt any damage to Zetton. The zero-damage condition is a specific route; it should not be generalized to every short or losing AT.

Small-role probabilities

Small-role probabilities

Administrator research. The following reference probabilities are published as common machine values rather than setting-difference indicators.

RoleProbability
Push-order bell1/1.6
Common bell1/20.0
Replay1/8.4
Weak cherry1/63.9
Strong cherry1/655.4
Watermelon1/95.5
Middle cherry1/8192
Specium 11/1170.3
Specium 21/2730.7

Rare roles combine to about 1/34.5, while the two Specium patterns combine to about 1/819.2 in current analysis.

Game flow

Game flow

Normal play can enter Activation Mode, then CZ, before reaching the main AT. Internal rare-role draws support these routes, while Final Battle functions as the premium CZ path toward the upper state.

The main AT runs at approximately 7.0 coins/G. Premium progression can reach Super Ultra Rush, where rare roles provide guaranteed add-on behavior under the published analysis.

Administrator research. Additional play and result interpretation:

AM, ordinary CZ and upper CZ are separate checks

  1. Activation Mode (アクティベーションモード) is the initial Specium-symbol collection route. The cumulative symbol count leads to the ordinary CZ; it is not yet the upper-AT challenge.
  2. In the ordinary CZ, first obtain an attack part through the small-role result, then win the AT draw in that short attack part. The two stages explain why merely drawing one small role does not always finish the whole challenge.
  3. Ordinary Ultra Rush (ウルトララッシュ) gathers five allies in the battle phase, then enters a 5G, 7G or 9G attack phase. Each attack result contributes damage; follow the remaining target HP as well as AT games.
  4. Destroying three targets, with 100% damage to each for 300% total damage, earns the upper-CZ right. It is exercised at the applicable AT-end route. Final Battle (最終決戦) is the upper CZ, and a success reaches Super Ultra Rush (超ウルトララッシュ).
Ceiling, reset and quit timing

Ceiling, reset and quit timing

Administrator research. The AT-interval ceiling is 1500G + α and is shortened to 1000G + α after a setting change. A separate CZ-interval ceiling reaches up to 700G + α and is shortened to 500G + α after a setting change.

After either regular AT or the upper AT ends, current analysis provides a 50G pullback state. A practical quit point therefore follows completion of that 50G state unless a stronger machine-specific cue remains.

Administrator research. Additional play and result interpretation:

The 50G post-AT comeback state changes what a successful Activation Mode awards: it returns to the applicable AT route instead of simply awarding an ordinary CZ. Ordinary AT returns preserve Zetton HP; an upper-AT return leads back to upper AT. After a failed upper CZ, its comeback route instead passes through a 20G episode to another upper CZ. Keep the previous outcome in view while interpreting AM success.

AT and Super Ultra Rush

AT and Super Ultra Rush

The main AT has approximately 7.0 coins/G net increase. Upper progression leads to Super Ultra Rush. Rare roles during the upper state have guaranteed add-on treatment in current analysis, and Specium patterns serve as premium triggers.

Administrator research. Additional play and result interpretation:

AT versionStarting reward / counterSpeedMain progression
Ultra Rush (ウルトララッシュ)40G or more; game counterApprox. 7 coins/GGather allies, deal target damage, earn upper CZ
Super Ultra Rush (超ウルトララッシュ)Impact Mode awards at least 300 coins; coin counterApprox. 7 coins/GCoin additions, Break Mode and Ultra Challenge

The upper AT changes the reward counter from games to coins. Break Mode (ブレイクモード) is reached through rare-role points and draws victory using every role; victory awards coins. The role after its end also draws Specium-symbol high probability.

Ultra Challenge (ウルトラチャレンジ) is a separate 3G + α multiplication opportunity. Specium symbols or rare roles clear it, and the following game determines a tenfold or hundredfold reward. The multiplier applies to that challenge’s award, rather than to the entire session balance.

Setting differences and identification

Setting differences and identification

Activation Mode, CZ and AT initial-hit rates all improve toward higher settings, but the differences are relatively small compared with the payout-rate spread. Use these frequencies together with direct setting-hint screens rather than treating a short run of one event as decisive.

Administrator research. Additional play and result interpretation:

Record ordinary-play CZ entries and initial AT hits separately from AM comeback successes within the 50G post-AT state. A fast comeback can improve the session result without representing a fresh normal-play initial hit. For hint evidence, use the exact Tamachan trophy or ending image listed below; target damage and large coin additions measure AT progression rather than setting certainty.

Setting hints and confirmed-setting elements

Setting hints and confirmed-setting elements

Administrator research. AT-end screens include patterns for parity and high-setting tendencies, while six-character imagery indicates Setting 4+, the collapse pattern indicates Setting 5+, and the Bemular pattern indicates Setting 6. Tamachan trophies provide direct floors: bronze Setting 2+, silver 3+, gold 4+, zebra 5+, rainbow 6. Coin-count displays include 456 for Setting 4+ and 666 for Setting 6.

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 shown and aim the black BAR near the upper part of the left reel. If watermelon does not stop on the lower line, the middle and right reels may be stopped freely. If watermelon stops, aim watermelon on the middle reel using the black BAR or white 7 as a guide; on the right reel, the red BAR can be used as a guide.

Follow all push-order navigation during AT and instructed states.

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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