Fortune Trinity: Jikū no Diamond (FORTUNE TRINITY 時空のダイヤモンド Fortune Trinity: Jikū no Daiyamondo?, lit. "Fortune Trinity: Diamond in Space") is a pusher game developed and published by Konami released in Japan. It is the fifth game in the Fortune Trinity series.
The machine[]
The cabinet houses 10 different stations, each with support up to two people per station, for up to 20 player play, just like all other games in the series.
Overview[]
Fortune Trinity: Jikū no Diamond is similar to the other four installments before, featuring an adventure theme with three different Jackpot Chances, as in the title. The player goes to different locations with each win, traveling to different landmarks around the world.
This work derives from the fourth work, implementing some of the features of this installment plus brand new ones.
Credit/Medal Mode[]
As like the previous work, the player can insert medals to build a "virtual" credit bank to be launched by pressing the Shoot buttons on the left and right side of the station, and when medals fall down the pusher, credits are accumulated. The player can cash out their credits at any time except for Jackpot Payout. The player can also switch between the classic medal in/out play of the previous games also.
New to this work is now there is two payout ports, one on the right side as usual, and one on the left. The player can aim those with a dial next to the Shoot button.
Treasure Spheres[]
Returning to this game are the Treasure Spheres. The premise are the same, drop them into the pusher field after matching them on the Slot and push them down to get their rewards, but the rewards are computer generated, as well as the rarity of Treasure Ball you pushed, going from Blue to Green to Yellow to Red to Rainbow, as like the previous work. Prizes included to Treasure Balls include:
- Medals (either 10, 20, 50, 100 or rarely, 300!)
- Gems (either Sapphires, Rubies, or Topazes in increments of 3, 5, or 10)
- Orbs
- Sphere Roulette (rare!)
New to this work is that dropping a Treasure Sphere accumulates one Sphere Step, which is tallied by 3 LED lights on the top-right side of the screen. If you can light up all three, you will get a Station Challenge.
100 Yen Transfer Roulette[]
Upon paying 100-500 Yen to the machine and receiving your credits/medals, you can try your luck at this roulette, which makes a return from FT3. The premise is the same, first drop the ball through the three holes at the top, then go to the corresponding roulette on which color the ball went into. Prizes include:
- Instant Legend Mode
- Orbs
- 20 Gems
- Direct Pirates/Iron/Pharoh Jackpot Chances
- Sky Roulette
Achievement System and Fortune Map[]
The Achievement System, introduced in Fortune Trinity 3, returns in this installment. As you play through the game, you may clear some achievements, which net you some FT points. Use the FT points to unlock content in the Fortune Map, which includes BGMs for FEVER mode, Movies for Jackpot, and Alternative and Past Jackpot Chances!
Gameplay[]
Playing Fortune Trinity 5 is similar to it's other four games before it: drop Orbs to go into Satellite Challenge and try to get to the JPC, and win the Jackpot. There is much to this game to cover here, so let's go.
Main Play[]
As you insert the medals or shoot them out with your credits, they will be placed onto the top pusher field, where they will be (sometimes) pushed down. Try to aim the medals into the "Checker" to spin the Slot and win even more medals. The main goal is to drop medals down into the front hole to win them.
Slot[]
As you drop the medals into the "checker", you can acquire Slot Stocks to spin the slot. Tracked Slot Stocks are shown on the bottom of the screen, and count down as every spin goes. If you fill the Slot Stocks up to the top, you can acquire higher level stocks which award more medals if you win the slot. All levels of stock include:
- Blue stocks (Level 1): 20 medals
- Green stocks (Level 2): 40 medals
- Yellow stocks (Level 3): 60 medals
- Red stocks (Level 4): 80 medals
- Purple stocks (Level MAX): 100 medals
During slot play, line up three Numbers, ORBS, Treasure balls, and more to win prizes. The pay table is as follows:
- Numbers 2,4,6,8 (Blue): Normal Medal win.
- Numbers 1,3,5 (Red): Normal Medal win + Fever Mode entry
- Number 7: Legend Mode entry
- ORB: An ORB will be dropped to the field
- Sphere: A treasure sphere will be dropped to the field
- SKY: Sky Roulette feature entry
When lining up two symbols, the Reach happens, which can lead to a movie called a Super Reach, and, if successful, you can win the slot.
Fever Mode[]
This feature can be activated by lining up the numbers 1, 3, or 5 on the slot. Upon entry of the mode, you will be given 15 spins times the number hit on the slot, and the mode begins. In this mode, the odds are doubled, allowing you to win up to 200 medals.
Gems can be acquired during this mode, by landing the gems on the reels. Each time a gem hits a reel, you will get a gem added to the bank.
Lining up the numbers 1, 3, and 5 extends the Fever Mode by 5 spins.
The mode ends when the spin counter hits "0".
Gems and the Goal Bonus[]
As you play the game, gems will be accumulated on the bottom part of the screen below the stocks. These gems are Sapphires, Rubies, and Topaz, and are accumulated by hitting them on the slot during Festival Mode, a treasure ball prize, and SP roulette prize. Up to 99 gems of each kind can be accumulated- any gems obtained will be not given when this limit is reached.
When you win the Slot, a Step is accumulated on the left side of the machine with one diamond shaped light will be on, and you travel to a different landmark around the world, from a list of over a hundred. When you get six Steps, meaning six wins, you will get the Goal and go to the Goal Bonus.
Your Gems will be assigned to the top roulette's holes: Blue for Sapphires, Red for Rubies, and Yellow for Topaz, and a ball will be dispensed into play as the bonus starts. After falling into a hole, it will be dropped into the multiplier part of the bonus, in which the ball goes into the funnel, and whatever it lands on when the ball drips through the hole is the one you get. The medals will then be paid out by the number of gems times the multiplier, an ORB will be dropped to the field, and the chosen gems will be reset to twenty.
The multipliers are 2x, 3x, 4x, and 10x for normal bonuses, with a minimum of 40 medals and a maximum of 990 medals. The Super Chance returns from the previous installment, but instead of boosting the multiplier, the 10x is replaced by the corresponding Jackpot Chance.
Legend Mode[]
When you line up three 7s or as a rare reward on the SP roulette, you will go to this amazing mode. This mode acts as a Fever Mode in a Medal Pusher, and can pay thousands of medals if you are lucky. Upon entering this mode, the rules of the slot changes up a bit. Instead of numbers and symbols rolling on the screen in a wheel like fashion, different pictures of prizes scroll down the screen. Stocks have been changed to be half of the amount in main slot play. Prizes are as followed here:
- WIN (Blue): Normal medal win.
- GEM (Purple): A gem on what the icons show during play is awarded.
- ORB (Green): An ORB will be dropped to the field.
- DIRECT STATION CHALLENGE (Orange): Instant Station Challenge.
The Treasure Sphere (Green Ribbon) also exists as well, but never hits due to Legend Mode gimmick.
The mode ends when "END" is hit during a satellite challenge. The total amount of medals won will be shown, plus the amount of rounds.
The BGM sets starts from FT5's set, and with every 500 won the set "goes back in time" by one installment! (i.e. FT4 on 500, FT3 on 1,000, FT2 on 1,500 and finally FT1 on 2,000).
Sphere Roulette[]
A rare prize hit after dropping a treasure ball. Once hit, you are then transported to not one, not two, but three different wheels filled with different prizes. First, the ball is ejected into the top roulette wheel, and what it lands on is the roulette which you will be going to. Then the wheel spins until the ball falls down the funnel in the center, and the prize shown on the arrow when the ball falls is the one you will win. Each Roulette is as followed:
Blue[]
This roulette is all around, no risks or rewards. Rewards are 100 medal wins, 50 medal wins, Pirates Jackpot Chance, two ORBS, and Sky Roulette.
Red[]
This roulette is a bit riskier, but with more rewards. Rewards are a 300 medal win, 50 medal wins, 25 medal wins, Iron Jackpot Chance, two ORBS, and Sky Roulette.
Yellow[]
This roulette is highly risky, but the reward is massive if just right. Rewards are 500 or 25 medal win, Pharaoh Jackpot Chance (Fortune if set into this), Legend Mode, two ORBS, and Sky Roulette.
Station Challenge[]
Another goal of this game is to drop the ORB down the front hole the same way as you push a medal down it. Once you do so, the ORB will roll down a rail in the whole and toggle a microswitch, and then you go into STATION CHALLENGE!
In this installment, drop down three Spheres will also send you into STATION CHALLENGE as well.
Station Challenge is the main way to get to the Jackpot Chances in this game, and the rules are simple. First comes Treasure Time, then the Challenge. First we will cover Treasure Time. Hold on!
Treasure Time[]
Treasure Time is a mode that began in Fortune Trinity 3, but returns in this installment. In Treasure Time, you must insert medals into the game to help Orb-kun and it's fellows open the treasure chest before the time runs out. As you insert or shoot the medals, the meter fills up, and they will get closer and closer to opening the chest. Dropping medals down the checkers will increase the meter more. Once the meter is filled, the chest will spring open, a reward is received, and the next chest appears. There could be either a normal chest, silver chest, or a gold chest, chosen by random. Rewards in the chests are pooled in a pot of these following events:
- Medal wins in increments of 5, 10 (normal), 30 (silver).
- Level Ups to random areas of a random roulette (Up from 25 to 50, or 50 to JPC). These are only in Silver and Gold chests.
Treasure Time ends after time runs out, after nine chests have been opened, or pressing the action button on the machine. Medals are paid out onto the field and Level Ups are applied, after which the challenge begins. A time bonus is also paid out if you got all nine chests open, which is 1 medal per 0.1 second remaining.
Treasure Time can also be gotten randomly during play as well. It plays the same way as the normal TT, but the rewards pool is different. You can expect:
- Medal wins in increments of 5, 10 (normal), 30 (silver).
- Gems (either sapphires, rubies, or topazes, in increments of 3, 5, or 10).
Treasure Time is skipped when in Legend Mode.
The Challenge[]
Now on to the challenge. This is the next step on your way to a jackpot. Three unique roulettes are shown in all their glory, evolve during play, and you can win medals or JPCs.
A ball is released into the top roulette, which has three holes: One blue, one red, one yellow. There are hills and bumps to guide the ball into a hole and to avoid the ball being stuck. New to this installment and also featured in FT4, are LED lighting around the roulette, which reacts during different stages of gameplay. Once the ball goes into one of the holes, the selected roulette begins!
As the roulette spins, the ball then drops into a rail leading to the top of the screen, which contains a funnel leading to a hole in the center. The ball can move around and lose speed until the speed is enough for the ball to drop into the hole. Once the ball drops into the hole, it will trigger a switch and stop the wheel, and the arrow will show the prize received. The prizes it can stop on are
- 20 medal win: 20 medals are paid out.
- 50 medal win: 50 medals are paid out.
- JPC: Go to the chosen roulette's Jackpot Chance.
- ORB: An ORB and two treasure balls will be dropped to the field.
If a 20 or 50 medal win is collected, it will "Level Up" into the next highest rank. 20 will become 50, and 50 will become a JPC. Once a JPC is collected, the wheel will reset.
Jackpot Bonus returns as JP Step Level, which increases with more JPCs on the wheel. Unlike the previous installment, the bonus no longer pays out directly, but instead enhances the bonus lottery after the Jackpot.
During Legend Mode the prize on the wheel changes into as follows:
- Medal win: Medals are paid out, with the payout number added to your Legend Mode score. Initial value 100. Once hit, it will be converted into END, while other medal win prizes "Level up".
- JPC: Go to the chosen roulette's Jackpot Chance. This will also reset the wheel back to its initial state. Once the fourth END appears on the wheel, the remaining Medal Win will be converted into JPC as well. (i.e. at this moment there will be 2 JPC prizes and 4 ENDs on the wheel).
- END: If hits, Legend Mode is over.
Jackpot Chances[]
Like previous installments, the main attraction of Fortune Trinity: Jikū no Diamond is the Jackpot Chances! There are three Jackpot Chances, each with their own lottery, and the names are Pirates (blue), Iron (red), and Pharaoh (yellow). Each JPC has it's own rules on how to win and how to get a jackpot.
In this installment, the Alternative version of each Jackpot Chance also exists. Once unlocked from Fortune Map, you can set the Jackpot Chance into the alternative ones. Be aware that the Jackpot Chance settings resets everyday.
Pirates Jackpot Chance[]
The Pirates Jackpot Chance is triggered when getting JPC on the blue roulette on Satellite Challenge or Orb Roulette, getting it on the Sky Roulette, or as a Trinity Slot reward. Like previous installments, the center mechanism rotates to two big lotteries - the one on the left is the main lottery and the one on the right is the multiplier decider. A monitor is also installed between the two lotteries, which is new in this installment.
First, each of the three holes of the multiplier decider is assigned a multiplier- 1x, 2x, 3x, and 4x, using one of many combinations. The least is 1x-1x-4x and the most is 4x-4x-4x. Then a ball is ejected into the rotating roulette, and if the ball is still in play, it will slow down in effort to catch the ball.
In this installment, by rare chance, a "C", stands for Chance Treasure, may appear on the blue indicator. If this happens a lottery goes first before the multiplier decider, displayed on the monitor, and will decide what is in the Chance Treasure Chest. The prize may be:
- 1x + LEGEND MODE: 1X JPC lottery, and then Direct LEGEND MODE entry. Really rare.
- 1x + SKY ROULETTE: 1X JPC lottery, and then SKY ROULETTE.
- 2x + Sphere: 2X JPC lottery, and 2 Spheres are paid out to the field.
- 3x + Sphere: 3X JPC lottery, and 3 Spheres are paid out to the field.
When the ball goes into the hole, which is Blue, Red, and Gold, you will get the multiplier shown on the hole, and the main chance starts. If the ball goes into the Blue hole with the C on the indicator, the prize in the chest is won!! (That is, if 1x + LEGEND MODE is inside the chest and the ball hits the C, you will go to the Legend Mode once the JPC ends!)
A ball is thrown into the main lottery from the left or right side, which is rotating right or left by random. The ball will go around and soon will lose enough speed to roll into a hole. The hole rewards in the lottery are:
- 100: 100 medals times the multiplier are paid out. About 9/12 chance.
- 300: 300 medals times the multiplier are paid out. About 2/12 chance.
- Jackpot: The Jackpot times the multiplier is won! About 1/12 chance.
The default Jackpot is 1,000 medals, and rises as medals are dropped over the course of gameplay and during the lottery. The maximum Jackpot is 5,000 medals. So you can win up to 5,000 times 4, which is a staggering 20,000 medals won in the Pirates Jackpot!
- Note: Depending on the arcade settings, it is possible for the Jackpot to go all the way up to 9,999 medals. However, like the previous installment there is a payout limit gimmick, which prevents 4x to appear on multiplier decider should the Jackpot goes over 5,000. Therefore you can win up to 9,999 times 3, which is 29,997 medals as the true limit.
Pirates Jackpot Chance (Alternative)[]
In this installment, a number, from 1 to 9, is labelled in each 100 holes, and a "CHANCE" labelled in 300 holes and JP hole. In this alternative version of the Jackpot Chance, the player uses these numbers inside the holes.
First, the multiplier decider is used to determined which Bingo card will be used. The layout for each bingo card is different:
- The blue Bingo card is a traditional 3x3 bingo card.
- The red Bingo card is a +-shaped bingo card. (3x3 bingo card but with corner spaces missing)
- The yellow Bingo card is a 3x3 bingo card but with the center space missing.
After the bingo card is decided, a ball is thrown into the main lottery. If the ball rolls into a hole with numbers, the reward is as follows:
- Line formed: BINGO! the Jackpot is yours!!
- If multiple Lines are formed, then the Jackpot is multiplied with the number of lines formed. (e.g. Jackpot 3024 x 2 LINES = 6048 medals win)
- No Line formed, new number (OPEN): 300 medals.
- No Line formed, used or missing number (NO OPEN): 200 medals.
If the ball rolls into a CHANCE hole, the we go back to the multiplier decider for one last lottery. The indicator will then show three numbers:
- On the blue indicator is always the number required to form a Bingo Line. Hit this pocket to score the Jackpot!
- If there are multiple options to form a Bingo Line, the one that can be used to form the most Bingo Lines will take priority.
- If no possible Line can be formed, a rainbow "J" may appear instead. Hit it rewards the player 1x Jackpot.
- On the yellow indicator is always a new number for progress. (Note that it will not be the number required for Bingo and if only these numbers remains it will be used numbers instead.)
- On the red indicator is always a used number.
The card progress is saved at the end of each JPC played. If someone wins the Jackpot, the card with Bingo scored will be replaced with a new card.
As you can form 3 Lines at most in one JPC play, the maximum Jackpot is 15,000 (if Jackpot maxes out at 5,000) or 29,997 (if 9,999) medals.
Iron Jackpot Chance[]
The Iron Jackpot Chance is triggered when getting JPC on the red roulette on Satellite Challenge or Orb Roulette, getting it on the Sky Roulette, or as a Trinity Slot reward. The center mechanism rotates to a Plinko-like mechanism to the right with a mini monitor in the center and a matrix of LEDs to the left.
The Iron Jackpot Chance is basically a enhanced version of the Ground Jackpot Chance from Fortune Trinity 3 -- it goes on forever until the ball is dropped into the OUT hole. Five OUTS are there, with a continuation rate of 75% (15/20). As the Jackpot Chance begins, the ball continually drops through the mechanism and into the holes. As the colors of the hole are accumulated, they will light up on the LED matrix. Each slot has a basic reward, and a special reward is given for hitting a specific color three times. List below:
- Blue Diamond: 10 medals are banked. Hit Blue Diamond three times for one Jackpot Step (once only).
- Yellow Spade: 10 medals are banked. Hit Yellow Spade three times for one Jackpot Step (once only).
- Pink Heart: 10 medals are banked, and will net you a Double Up step. When all three Double Up steps are won, the Double Up Chance activates, with only the Gold pocket with a 2X The fourth Double Up pocket hit will add a 2X to a either the blue or red hole in the roulette, and the fifth time will add another 2X to the only 1X hole. It will do nothing after that.
- The Jackpot pocket (red) is the one you must hit. Each time you hit the Jackpot Pocket, you will obtain a Jackpot Step. 20 medals are banked for the first hit, 30 for second. If you get three pockets, you will win the Iron Jackpot and 1,000 medals are banked. Each subsequent Jackpot pocket hit will bank 1,000 medals in a "Grow Up Bonus".
- Green Club (OUT): 100 medals are banked, and JPC ends. For the first two balls this pocket will not be in effect. If you hit the OUT pocket three times in a row, additional 100 medals will be banked as the Three OUT Bonus, and the chance ends.
The game ends when the ball is dropped into OUT, or the medal banked reached 10,000 medals. After the game ends, if you have the rights to the Double Up chance, the center monitor switches to a camera view of the Pirates JPC multiplier decider, and a ball is shot into the roulette. Whatever pocket it lands on is what multiplier is assigned. The total winnings times the multiplier is shown, and the total winnings is generated.
The maximum jackpot is 20,000 medals!
Iron Jackpot Chance (Alternative)[]
This Alternative version of the Iron Jackpot Chance uses the suits on the pocket. Your goal is to make the best poker hand within 5 tries. Paytable below:
- One pair (two of the same suit): 200 medals
- Two pairs (any two of same suit twice): 300 medals
- Three of a Kind (three of the same suit): 500 medals
- Straight (every suit in order without duplicates): 500 medals
- Full House (three of the same suit, followed by two of another suit): 1,500 medals
- Four of a Kind (four of the same suit): 2,000 medals
- Five of a Kind (all five of the same suit): 5,000 medals
Get Full House or better hands and the Iron Jackpot is yours!!
As you may notice in the paytable, the Jackpot pocket is considered as the fifth suit, not the wild card. You will get 1,000 medals added to the total if the Jackpot pocket is hit for three times, with another thousand being added if you hit it again.
The maximum is 8,000 medals, which is five JPs used to make a Five of a Kind hand, which is 5,000 medals + 3,000 for hitting JP space five times.
Pharaoh Jackpot Chance[]
The Pharaoh Jackpot Chance is triggered when getting JPC on the yellow roulette on Satellite Challenge or Sphere Roulette or as a Trinity Slot reward. The center mechanism uses the main monitor.
The right part of the monitor moves to the right, lining up to a lottery with a magnetic mechanism, like in Fortune Trinity: Seirei no Shihousai. The right part of the monitor now contains a 3-column, 7-row BINGO sheet. Your goal is to make a 3-space BINGO, either horizontal, vertical, or diagonal, in three tries. A Free Space is initially given. Reward lists below:
- 30/50: 30 or 50 medals are banked. Once hit, it becomes 100 medals and the space becomes yellow (indicating that the space is hit). If hit again, 100 medals are banked and it becomes 200. The maximum medal you can get from a normal panel is 200.
- JP: When a potential BINGO is one space away, the required space will be converted into JP space. Hit it to score the Pharaoh Jackpot! Once the JP is won, the current JP will be banked into total winnings. If there are tries remaining, JPC does not end here. If you hit another JP panel, the JP will be banked again!. Once hit, the JP panel reverts back to a yellow panel.
- FREE: One extra try is given. A lottery will start before returning to the main JPC. You may get one more extra try from this lottery, or 100 medals are banked.
250 additional medals will be banked into total winnings if there is no JP space when the JPC ends.
The default Jackpot is 1,000 medals, which rises after every Pharaoh Jackpot Chance by the result times 1.
Fortune Jackpot Chance (Alternative of Pharaoh JPC)[]
This is the same Jackpot Chance as the one in Fortune Trinity 2. For the general rules, check here.
Unlike the original counterpart, the Jackpot rises after every Jackpot Chance Play by the result times 1, instead of being a fixed amount. In addition, the Step Up Lottery still applies.
If the lottery machine breaks down...[]
- If the lottery machine for Iron JPC or Pirates JPC breaks down, then the drum lottery machine will be used for the JPC, and the Pharaoh JPC rule applies (If this happens, Iron Jackpot will be linked with the Pharaoh Jackpot, and getting one will reset the other.).
- If the drum lottery machine breaks down, then the Fortune Jackpot Chance will be activated instead.
- If both of these situations occurred together, then Fortune Jackpot Chance will be activated, but instead of Phoenix Colossus, they will need to defeat the Giant Colossus (Iron) or Poseidon Colossus (Pirates) to win. A Yellow Bonus will also appear.
JP Production[]
After winning JP, the center monitor rotates to the player's station, and the production starts. Instead of a minecart ride like the first four games, this work is a jeep ride with the main characters and Orb-kun. After a sudden accident flips a sign post, the characters end up at a time portal. Suddenly, the portal starts to activate, sucking them in. We then cut to inside the portal, as they get transported through, and then after the portal fully activates. We are then being transported to an era, as the screen splits open in two, sending the screens careening to the left and right. An LED-decorated chute appears, saying "Congratulations!". After the screens settle into place, the ramp gets extended outwards from the chute, then moves downwards to the pusher area. Then, after that, the portal disappears.
We then see the protagonists now in a new era, depending on the jackpot. After the intro, a bold fanfare plays as the waterfall of medals cascade down the chute and into the field. We then, if you have a JP Step Up Bonus, we go into the Step Up Lottery.
The Step Up Lottery is where you can get more medals added to the Jackpot. A ball is shot out of the lottery used in Pharoah JPC, and the right screen now shows a scrolling sheet of values. Whatever the ball ends up hitting, is the value that is added to the jackpot. There are also rare filled in panels worth more medals, and one small panel which is worth a lot of medals if you can hit it. You can get up to four tries in this lottery, and the values of the lottery increases depending on the step level.
- Level 1: 1 try, with pockets of 50, 100 and 150 medals, with filled in panel being 300 medals, and small panel 1,000 medals (50 ~ 1,000 medals added)
- Level 2: 1 try, with pockets of 50, 75, 150, and 225 medals, with filled in panel being 450 medals, and small panel 1,500 medals (50 ~ 1,500 medals added)
- Level 3: 2 tries, with pockets of 50, 75, 150, and 225 medals, with filled in panel being 450 medals, and small panel 1,500 medals (100 ~ 3,000 medals added)
- Level 4: 2 tries, with pockets of 100, 200, and 300 medals, with filled in panel being 600 medals, and small panel 2,000 medals (200 ~ 4,000 medals added)
- Level 5: 3 tries, with pockets of 100, 200, and 300 medals, with filled in panel being 600 medals, and small panel 2,000 medals (300 ~ 6,000 medals added)
- Level 6: 3 tries, with pockets of 150, 300, and 450 medals, with filled in panel being 900 medals, and small panel 3,000 medals (450 ~ 9,000 medals added)
- Level 7: 4 tries, with pockets of 150, 300, and 450 medals, with filled in panel being 900 medals, and small panel 3,000 medals (600 ~ 12,000 medals added)
- Level 8: 4 tries, with pockets of 200, 400, and 600 medals, with filled in panel being 1,200 medals, and small panel 4,000 medals (800 ~ 16,000 medals added)
This is an opportunity to get a lot of bonus medals, with the maximum being thousands - maybe over 10,000 - bonus medals if you can hit the small panel all times, but it's EXTREMELY rare to do this feat.
After the lottery, the production fully happens, with lights, sounds, and music hyping up the win, the medals syncing up and paying like a waterfall to the animation.
After the medals paid out, or if the payout hits a cap of 4,000 (was originally 2,500) medals for normal productions or 4,500 for past productions, the ending of the production happens. After a final payout, the door closes, and the screen shows them leaving the era, going back to the present, and returning safely as the title of the game shows.
Also, "FORTUNE TRINITY JP COLLECTION" returns from Seirei no Shihousai, which allows you to watch past JP movies. After the Portal Opening scene, instead of the portal disappearing, we go into the intro of the special, like in FT4, and the STEP UP BONUS lottery is done. Afterwards, the production of the past work is played, with it's own animation, music, and payout routine.
The type of past work production is based on the lights of the Pirates JPC on top of the multiplier lottery, depending if it is blue, red, yellow, or all three colors:
Color of Lights | Pirates JP Production | Iron JP Production | Pharoah JP Production |
---|---|---|---|
All Blue | Blue Legend (CRYSTAL JP) or Undine JP | GROUND JP | Pharoah JP |
All Red | Pirates JP | Statue Climbing (RISING JP) or Ifrit JP | Get Your Fortune (FORTUNE JP) or Special |
All Yellow | Big Wave (AQUA JP) or Special | Iron JP | WORLD JP |
All Three Colors | Ocean JP | Dance With Firebird (FIRE JP) or Special | Gold Treasure Ship (FORTUNE JP) or Raiden JP |