Powerful Pro Yakyū Kaimaku Medal Series! (パワフルプロ野球 開幕メダルシリーズ! Pawafuru Puro Yakyū Kaimaku Medaru Shirīzu?) is a pusher game developed and published by Konami released on July 8, 2024 in Japan. It is a coin pusher game using the MLB Power Pros franchise.
The machine[]
The cabinet is like the Momotestsu medal game, being a 4-station pusher with two stations on each side.
On the control panel of each station, there is a medal slot in the middle of the station, and on the left side of the slot, there are three buttons. The red button allows the shooting of medals through the launcher, the green button changes the position of the launcher, and the blue button allows you to preform actions such as looking at the bases and the score card. On the right side of the slot is the Baseball Button, which allows you to swing the baseball when the Batting Challenge happens.
Overview[]
The gameplay of Powerful Pro Yakyū Kaimaku Medal Series features you trying to win the baseball game, and advance to the Bingo Game and try to win any of the five Climax Jackpots.
The player launches medals similar to Fortune Trinity 3's Medal Box feature, but as a credit system. Inserting medals through the medal entry slot increments the credit count, and pressing the red button will launch out one token through the ramp onto the field. Holding the red button allows you to rapid fire medals. There is also a setting to fire medals just by inserting medals.
Batting Challenge[]
When dropping the baseball off the field (a new baseball is replenished afterwards), you will go to the Batting Challenge. A baseball is loaded into the upper batting playfield, and the player must press the baseball button to swing the batter and hit the baseball. On the bottom of the screen, there will be a band of targets scrolling. The position of the baseball hitting the screen is the deciding point of where the target is hit.
- OUT (gray); It will be out. No medals are won.
- ??? (green): A normal hit. It will mostly be an Out, but certain stuff can happen. It can result in a hit, or a Foul, which does not do anything, pays out one / two / three baseballs, and not increments the Outs.
- Chance (lime green): See Chance below. Smaller than the ??? target.
- Big Chance (red): See Big Chance below. The smallest target.
Chance[]
A chance happens if the baseball hits a Chance or Big Chance target during a batting challenge. A ball will be launched into the funnel as the roulette spins, and the outcome is decided at the stopping position of the roulette after the ball exits the funnel.
- OUT (blue): It will be out. No medals are won. Same as hitting an OUT target during a batting challenge.
- Hit (green): It will be a hit, and a small dividend is won (Start at 10 ~ 30 medals depending on ball level). It will not be an Out, unlike hitting a ??? target, but it can be a Foul, in which the base value is paid instead of nothing, and 1 / 2 / 3 baseballs will be paid out depending on the ball level.
- Long Hit?! (yellow); It will be a hit, and it will guaranteed to allow the advancement of batters through bases (Single, Double, or Triple). There is a small chance it can result in a Home Run being produced instead! Will pay out more medals than a Green Hit because the ball will travel further. The section is smaller than a Hit area.
- Great Long Hit (red): It will be a strong hit, and it will be guaranteed to be a high value play, and will have a good chance to score a Home Run! Can pay out a large amount of medals. The section is very small.
- Home Run (purple): It is guaranteed to be a Home Run! A lot of medals can be expected, (over 100 ~ 300 medals depending on the baseball level, hence the "1??" / "2??" / "3??" shown) and the section on the roulette is the smallest yet.
In the case of a Big Chance, a different roulette is used, in which the OUT area will be not used, and Hit / Long Hit / Great Long Hit / Home Run spaces will be increased in size, making even homers a bit easier to be won.
Stocked Challenges and Baseball Levels[]
When dropping baseballs out of the field, if you are currently in a Batting Challenge, it will be stocked to use after the batting challenge is completed. You can store up to five stocked batting challenges, and if a baseball is dropped when there is five already stocked up, the baseball will be leveled up starting from the right most stock and progressing left. Baseballs can be leveled up from level 1 (blue) to level 2 (yellow), then level 3 (red).
How dividends are paid out[]
The dividend of the result of the Batting Challenge is determined by how far the ball has traveled during the play. The further the ball traveled, the more medals are won. If a home run is scored, then the dividend will be doubled. The dividend is also multiplied by the ball level: Level 1 balls pay the normal dividend, Level 2 balls pay twice the dividend, and Level 3 balls pay three times the dividend, which can also stack with the Home Run effect of the 2x multiplier. If an Out or Foul is the result of the play, then no medals are paid out.
Cheering[]
You can also cheer during a Chance. To cheer, press the baseball button while the ball is rolling in the funnel. Cheering will cost one medal / credit, but will have a small chance to slightly improve the result of the chance, by increasing certain areas, replacing Outs with Hits, and even sometimes increasing the size of higher grade pockets while decreasing the size of normal hits. Depending on how much you can cheer, you can consume a lot of medals, so be careful!
The Baseball Gauge[]
When winning medals through normal play, you will increase the Baseball Gauge by one per each medal dropped off the field. When the gauge is maxed out (at 10 medals), the baseball capsule will be opened, and something might happen. It might mostly be nothing, but you can sometimes be awarded with some medals paid to the field. If it's done during a Batting Challenge, if a dividend is scored, then the resulting accumulated medals will be added to the total dividend won (For example, if a dividend of 35 medals is won, and you have accumulated 100 medals by means of the Baseball Gauge, you will win 135 medals instead of 35). It can also drop new baseballs paid out to the field for you to push to get more Batting Challenges.
Defense Chance[]
After you are out three times in an inning, the Defense Chance will start. This is a chance to determine how many points the opposing side will win. Use a different roulette from the normal Chance or Big Chance and determine the fate of the opposing team when the ball exits the roulette.
- No Points (green): No points will be scored for the opposing team. Also known as a "Good!"
- 1 Point / 2 Points (yellow): Either one point or two points will be scored for the opposing team. You will also acquire a Level 1 (1 point) or Level 2 (2 points) Bonus Step.
- 3 Points (red): Three points will be scored for the opposing team. You will also acquire a Level 3 Bonus Step.
- 4 Points (purple): Four points will be scored for the opposing team. You will also acquire a Level 3 Bonus Step, as of getting a 3 Points. Try to avoid hitting that area.
You can also cheer during the Defence Chance, which will reduce the odds of the opponent team scoring points and increase the odds of having the opponents score no points.
Winning and the Win Bonus[]
A game cycle will last three innings until the game is over. If you have more points than the opposing team after three innings, then you will be victorious! You will then receive the "Win Bonus", a large sum of medals that are paid out to the field. The bonus starts at a certain value and increases during the course of the current game once certain events are preformed.
The starting value of the bonus is determined by the team that you will play against, that is selected before the game starts.
- If your opposing team is a one-star, then the bonus will start at 110 medals.
- If your opposing team is a two-star, then the bonus will start at 135 medals.
- If your opposing team is a three-star, then the bonus will start at 160 medals.
- If your opposing team is a four-star, then the bonus will start at 185 medals.
- If your opposing team is a five-star, then the bonus will start at 210 medals.
The bonus increases by 5 / 10 / 15 medals, depending on the ball level, when a run is scored during a play, which is multiplied by how many runs that play was (for example, if two runs were scored thanks to a home run, with a level 2 ball, then 20 medals are added to the bonus). The maximum amount of medals increased is 60 medals, which is a grand slam (four run home run) with a level 3 ball.
If a draw (have the same points as the opposing team) or loss (have less points as the opposing team) happens, then you will not win the Win Bonus.
End of Game Bonus[]
After the game (and the Win Bonus, if you won), you will then advance to the End of Game Bonus! The goal of the Bonus is to make bingo lines on a 3 x 3 Bingo Card. The amount of starting balls are determined by the result of the game.
- If you win, then you will be awarded five balls.
- If it's a draw, then you will be awarded four balls.
- If you lose, then you will be awarded three balls.
Then, two out of the numbers one through nine is changed to a FREE space, which acts as if it was already marked / hit on the board. Then the chance will begin.
Start by hitting the ball if you were in a Batting Challenge, then try to aim for a number target. If you can hit a number target, then that number is hit, and it will be marked on the bingo card, It will then turn into a X target. If an X target is hit, then nothing will happen for that play.
The more times you are successful in hitting a number panel and not an X panel, then the higher the dividend will be.
- 1 success will pay out 20 medals.
- 2 successes will pay out 50 medals.
- 3 successes will pay out 80 medals.
- 4 successes will pay out 120 medals.
- 5 successes will pay out 200 medals.
If you can make a line horizontally, vertically, or diagonally across the board, then its a BINGO! Each bingo will award one chance at the "Climax Roulette" at the end of the bonus.
Climax Roulette[]
You can play the Climax Roulette as many times as you can make a Bingo, up to five times (five lines). You can win either medals or a "Climax Showdown" depending on the result of the roulette.
- 30 medals (blue): 30 medals are won. (50% starting odds)
- 50 medals (green): 50 medals are won. (25% starting odds)
- Climax Showdown (purple): The Climax Showdown is awarded. (25% starting odds).
After every time that you fail to get a Climax Showdown, the odds of getting the Climax Showdown in the next time you play the Climax Roulette is increased, thus lowering the odds of a dividend being awarded. The area will reset to default once Climax Showdown is awarded.
After the End of Game Bonus, then all medals (Bingo Game + Total Medals Won During Climax Roulette) is paid out, and if the Climax Showdown is awarded, then you will go to Climax Showdown.
Climax Showdown[]
If you can hit the "Climax Showdown" area during the End of Game Bonus, then you will rush into a Climax Showdown. This is a chance to win one of five different Climax Jackpots, each with their own rules and dividend. They will be tricky, but if you can succeed in these battles, a huge reward will await...
There are three basic Climax Showdowns, in which there are the Green, Orange, and Purple Showdowns, but there might be two Special Climax Showdowns, in which there is a chance to win a lot of medals, in which there are the Yellow and Special Purple Showdowns.
Green Showdown (VS: Aoi Hayakawa)[]
The most common showdown, and the easiest of the bunch. You can bat as many times until you are out three times. Try to hit a walk-off.
First, bat the ball and try to aim at the various targets. Each target will have a different event. Some are good, and some you will try and avoid in order to get this jackpot.
- Out (blue): It will be out, and 30 medals are banked.
- Shield (light blue): Most of the targets will be shielded. Hitting them with the ball will break them and reveal the target behind (Either Out, Chance, or Big Chance).
- Chance (lime green): See "Chance" below.
- Big Chance (red): See "Chance" below.
Chance[]
Similar to the Batting Challenge, hitting a "Chance" or "Big Chance" will trigger a roulette spin, in which you can try for the Jackpot. An event will trigger depending on the stopping position once the ball falls.
- Out (blue): Same as hitting an Out target in the batting segment. (3/6)
- Foul Ball (green): No outs are scored, and 50 medals are banked. (2/6)
- Hit (rainbow): The Green Climax Jackpot is won! (1/6)
If "Big Chance" is hit, then a special wheel is spun, in which the following changes will take place.
- The Hit and Foul Ball areas will be increased from 2/6 and 1/6 respectively, to about 33% respectively for both areas.
- The Out areas will be between the HR and Hit areas in two 16% areas.
So, when you get "Big Chance", you will have an equal chance to hit either "Out" "Foul Ball" or "Hit".
Result[]
If you get three outs, then the game will be over, and the banked medals will be paid out. If you can hit the "Hit" space during a Chance or Big Chance, then the Green Climax Jackpot is won! You will win the JP plus the banked medals during the chance.
The Green Climax Jackpot will start at 500 medals, and increase up to 1,000 (?) medals.
Orange Showdown (VS: Mamoru Inogari)[]
This showdown can happen less often then the Green one, and is of normal difficulty to win the jackpot. Your goal is to hit a walk-off home run in five tries.
Like the End of Game Bonus and Batting Challenge, try to hit the ball and aim for either the "Chance" or "Big Chance" targets to get a turn at the roulette. There are only three types of targets here:
- Out (blue): No medals are won for this try. (Like hitting an "X" target during an End Of Game Bonus)
- Chance (lime green): Use the normal roulette for this try.
- Big Chance (red): Use the special roulette for this try.
Chance[]
When you hit the "Chance" target during the Batting segment, you will use the normal roulette to determine if you can win the jackpot. The medals won is determined by the stopping position of the roulette after the ball exits.
- 15 medals (blue): 15 medals are won. There are two segments, and they are very big, so this is the most common outcome.
- 100 medals (orange): 100 medals are won. There are one segment, and it's a small one (about 1/8 of the roulette), so it can happen, but its hard.
- Home Run / Jackpot (purple): The Orange Climax Jackpot is won! There are one segment, and the size of the area is the smallest of the bunch, so it will be very challenging to land on that!
When you hit the "Big Chance" target during the Batting segment, you will use the special roulette instead of the normal roulette. What's different is that the areas of the "100 medals" and "Jackpot" wedges are increased, making it easier to hit them, and the "15 medals" segments are turned into "30 medals" (green) segments which will net you 30 medals instead of 15.
Result[]
After you bat a total of five times, then the game will be over, and the banked medals will be paid out. If you can hit the "Home Run" space during a Chance or Big Chance, then the Orange Climax Jackpot is won! You will win the JP plus the banked medals during the chance.
The Orange Climax Jackpot will start at 1,000 medals, and increase up to 2,000 (?) medals. You can win from 0 (five "Out" targets hit during batting) to 500 (five "100 medals" pockets hit on all five roulette chances) if you do not win the Jackpot.
Purple Showdown (VS: Subaru Ankoku)[]
This showdown is the rarest one of the normal three Climax Showdowns, and is the hardest of the three to win the jackpot. You can bat up to seven times here. Your goal is to walk it off while your team is down by three.
During each bat, try to hit the "Hit" targets to advance your team through the bases. But the catch is that there is only one out of seven targets already available, and the rest are "shielded". In addition, the roulette is NOT available initially, you have to make it appear by three successful hits, loading the bases.
- If you hit a "Hit" target (green): then you will advance your team up one base (Single).
- If you hit a "Shield" target (purple): then it will be broken and reveal a "Hit" target.
If you can bat four "Hit" targets and start scoring runs, then each time after the third successful bat starting with the fourth, then the roulette will have the "Jackpot" area increased, and make the Climax Jackpot easier to obtain.
Chance[]
After hitting seven balls during the Batting segment, you will use the current state of the roulette to determine if you can win the jackpot or not. The medals won is determined by the stopping position of the roulette after the ball exits.
- 150 medals (blue): 150 medals are won.
- 200 medals (green): 200 medals are won.
- 250 medals (orange); 250 medals are won.
- Jackpot (rainbow): The Purple Climax Jackpot is won!
At the initial state of the roulette, all areas have an equal chance of hitting, in which there are two segments of each of "150 medals" and "200 medals", and one segment of each of "250 medals" and "Jackpot". When the roulette is upgraded when getting runs, the "Jackpot" area of the roulette is expanded by at least ?%, thus also reducing the chances of hitting the dividend spaces.
Result[]
After the result of the final roulette draw, then the game will be over, and the medals that the stopped position of the roulette when the ball exits the funnel will be paid out. If you can hit the "Jackpot" space in the final roulette draw, then the Purple Climax Jackpot is won!
The Purple Climax Jackpot will start at 1,500 medals, and increase up to 3,000 medals.
Yellow Showdown (VS: Ryo Tomozawa)[]
This showdown is one of the two Special Showdowns, and because of this, it will be a big challenge to be able to win the jackpot. This showdown is very different than others as you are the pitcher instead of the batter. Your goal is to survive seven rounds without allowing walk-offs.
During each round of the Showdown, in which there is seven total, is in two phases, the Batting phase and the Roulette phase.
Batting Phase[]
In the Batting Phase, you will have to bat the ball so it can try and hit a target. However, due to being the pitcher, instead of when to swing the bat, you decide when the ball will be loaded. Once the ball reached the loading area the bat will be automatically swung. Some are good and will allow you to go to the next round without the Roulette Phase. When you go to the Roulette phase, there is a chance to get more medals, but can end the chance if you miss.
The targets of the Batting Phase are:
- Safe (green / lime green): Two types. Either 30 medals or 50 medals are banked, and the Roulette Phase will not happen.
- Pinch! (red): The Roulette Phase will happen. See below.
Roulette Phase[]
If a "Pinch!" target is hit during the Batting Phase, then the Roulette Phase will start. Use a roulette wheel relative to the current round and determine the fate of the round. If you can hit, then it's good, but if you miss, then the chance will be over, so be careful.
- Safe (green / lime green): Two types. Green safe spaces will be 50 / 70 medals, and lime green spaces will be 100 medals. The dividend will be banked.
- End (gray): The value shown will be banked, and the Climax Showdown is over.
Effects on Rounds[]
As the Showdown continues, the game will get harder to continue. More "Pinch" targets will appear during the Batting Phase and grow in width, and "End" areas will also change and get easier to hit, thus ending the Showdown.
Round | Batting Phase | Roulette Phase |
---|---|---|
1 |
|
|
2 |
|
|
3 |
|
|
4 |
|
|
5 |
|
|
6 |
|
|
7 |
|
|
Result[]
If you stop on a "End" space during the Roulette Phase during "Pinch!", then the game will be over, and the banked medals of all rounds up to the failed round will be paid out. If you can survive all seven rounds, then the Yellow Climax Jackpot is won!
The Yellow Climax Jackpot is special, is that it's a multiplier to your banked winnings during the Climax Showdown. Determine the multiplier to be added to your total by roulette, and multiply your total winnings by that result.
- 2x (blue); Your total banked winnings are doubled. (6/12)
- 3x (green); Your total banked winnings are tripled. (4/12)
- 5x (red): Your total banked winnings are quintupled. (1/12)
- 10x (rainbow): Your total banked winnings are multiplied by ten! (1/12)
The minimum Climax Jackpot is 420 medals, which is hitting the "Safe (30 Win)" target seven times in a row during the Batting Phase on all seven rounds, followed by hitting a "2x" space during the final roulette. On the other hand, the maximum Climax Jackpot is a whopping 7,000 medals, which is entering "Pinch" and going to the Roulette Phase, followed by hitting the "Safe (100 Win)" space on all seven rounds, followed by hitting the "10x" space during the final roulette!
Legend Showdown (VS: Yu Darvish)[]
This showdown is the rarest one of all five Climax Showdowns, and is a very special Showdown, due to it's rules. You can bat as many times until you land on "End" here. There is a lot of rules here, so stay tight!
Batting In This Showdown[]
Instead of infinitely suppling baseballs to bat with during the showdown, this Showdown uses your stocked Baseballs that are used to play Batting Challenge after dropping them from the field. During each pitch, use one of your stocked Batting Challenges, to play one round of batting. The targets here can do various things, like increment the Home Run value, award medals, or even have a go at the roulette!
- HR +15 / +30 / +45 UP (blue): The value of the Home Run Bonus will be increased by 15 ~ 45 medals, depending on the ball level.
- 30 Medals (green): 30 medals are paid out.
- 50 Medals (lime green): 50 medals are paid out.
- Chance (purple): Go to a Roulette Chance.
Roulette Chance[]
When a "Chance" target is hit during a round of batting, you will use a special roulette to determine the outcome of what happens. You might earn some medals, or get a homer and win the Home Run bonus if you are lucky! But it might result in the Showdown ending, so watch out!
- HR +50 / +100 / +150 UP (green): The value of the Home Run Bonus will be increased by 50 ~ 150 medals, depending on the ball level. (2/6)
- 100 / 200 / 300 medals (lime green): 100 ~ 300 medals are paid out, depending on the ball level. (3/6)
- Home Run (rainbow): It will be a Home Run, and the Home Run bonus will be paid out! (1/6)
- End: The Showdown will be over, and the Home Run bonus will be paid out. (0/6 ~ 5/6)
If the roulette lands on any space that's not a Home Run, then that space will be turned to an "End" space. If the roulette lands on the "Home Run" space, then all "End" spaces will be replenished.
Home Run Bonus[]
The main feature of this Climax Showdown is the progressive "Home Run" bonus. The bonus starts out at 200 medals, and increases as you hit the blue targets during the batting (increase by 15 / 30 / 45 medals), and the green spaces during the roulette chance (increase by 50 / 100 / 150 medals). The bonus is paid out if you hit the "Home Run" space during a roulette chance, and also when the bonus ends.
Result[]
If you stop on a "End" space during the Roulette Chance, then the game will be over, then the Special Purple Climax Jackpot is won, and it will also pays out the Home Run bonus as well. The minimum Climax Jackpot is 250 medals (getting two Roulette chances in a row, in the first one hit a green space with a level 1 ball, increasing the Home Run bonus to 250 medals, then in the second one land on the "end" space), but the maximum Climax Jackpot is unlimited, if you have a good run.
If you stop on a "End" space during the Roulette Chance in early rounds, by rare chance you may be safe and get another chance. This only happens once per showdown, so if you stop on a "End" again, the game will be TRULY over!
Post Climax Jackpot[]
When a Climax Jackpot is won, the field payout will begin, in which there is a special cutscene which shows a congratulatory "BIG WIN" animation. After the animation finishes, you are treated to a special video showing a Power Pros game opening video, with the amount of jackpot medals you just won on the top of the screen. There is also balloons rising to the top of the screen.
At a specific point, a special "Bonus" tray containing 200 medals will be dumped over, releasing 200 medals to the field at once. You will also see an animation of lightning and a charging sound with a electric ball in the corner of the screen where the bonus tray is located as it gets ready, followed by a shower of coins throughout the entire screen with the accompanying coin shower sound effect when the tray dumps over. Field payout stops when the "Bonus" tray is about to pay out, then resumes when the tray goes back to it's home position.
The opening shown is depending on the Climax Jackpot you just won.
- Green Climax Jackpot:
- Orange Climax Jackpot:
- Purple Climax Jackpot:
- Yellow Special Climax Jackpot:
- Purple Special Climax Jackpot:
Bonus Steps and Minigames[]
There is also a Bonus Step System in which Steps are accumulated during play, in which collecting enough will trigger a minigame. To collect a Bonus Step, there can be two ways - either by scoring runs in the normal game (the amount and quality of the steps earned is determined by how many runs were scored and the level of the ball), or by the result of how many points the opposing team scored in the Defense Chance (only one step). There are three levels of Bonus Steps:
- Level 1 (green): Earned by scoring runs in the main game with a level 1 ball, or if the opposing team scored a point on the Defense Chance.
- Level 2 (yellow): Earned by scoring runs in the main game with a level 2 ball, or if the opposing team scored 2 points on the Defense Chance.
- Level 3 (red): Earned by scoring runs in the main game with a level 3 ball, or if the opposing team scored 3 or 4 points on the Defense Chance.
Collecting a total of eight bonus steps will allow you to play one of two minigames, which is selected at random. Play will be interrupted to start the minigame, and will resume once the minigame is over.
Consecutive Hit Challenge[]
The first minigame is the Consecutive Hit Challenge (Home Run Derby). It is a time-limited minigame which aims to make as many Home Runs as you can within fifty seconds. Use the batting section to bat as many balls as you can and try to aim for the Home Run target for the biggest payout!
The band features eight targets to hit, which come in a total of four types, Single, Double, Triple, and Home Run, each with their own dividends, which are multiplied up to three by the Bonus Step Level. The types, their effects, and the odds are:
- Single (blue): Accumulate 5 / 10 / 15 medals depending on level. Appears on four steps at random.
- Double (green): Accumulate 20 / 40 / 60 medals depending on level. Appears on two steps at random.
- Triple (yellow): Accumulate 30 / 60 / 90 medals depending on level. Appears on one step at random.
- Home Run (red): Accumulate 50 / 100 / 150 medals depending on level. Appears on one step at random.
The order of those eight targets are randomized each time, so you will never see the same order twice.
Then the challenge starts. Balls are supplied for as long as the time is not up, and you must bat as many balls as you can to hit each target and score medals. You can either go crazy and hit a ton of balls, or play it safe and time for only high dividend targets like the "Home Run" target, which is risky, but you can win a ton of medals if you can do it correctly.
After 50 seconds pass (if a ball is in play when the time is up, then the game waits until a target is hit), then the minigame ends, and the total medals that were accumulated will be paid out.