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Play them

What's here

Sol Tower

Vertical structure with a B2 basement reached by service elevator. Each floor hosts a mix of vendors, the major minigames, and a handful of side-quests that don't fit anywhere else in the gamedata schema. The asset viewer can be pre-filtered to this scene.

Side-quest chains

Sol Tower is the hub for several multi-step quests that thread back through other towns. Each row is the sequence of beats; rewards reference items in the curated tables.

Slot machines

Two coin-economy prize tables sit behind the slot-machine pulls: the Vidna casino exchanges casino coins won at its slots for items, while the Sol Tower F4 Muscle Dome counter exchanges the same coin pool (also earned through Muscle Dome runs and Baka Fighter rounds) for a higher-value prize ladder. Each ladder is capped at the 100,000-coin Earth Egg.

The Sol rows below are technically the Muscle Dome prize-exchange counter on F4, not the slot machine itself - the slot machine only pays out coins. The same coin pool funds Muscle Dome entry fees, Baka Fighter games, and counter purchases.

Muscle Dome courses

Three fixed-progression arenas. Entry fee is a flat 100 coins. Restrictions are enforced at course entry - Beginner and Expert disable equipment and items but allow magic; Master adds a magic ban. Accessories are always permitted.

Muscle Paradise secrets

Baka Fighter

A rock-paper-scissors variant with life meters, played across a 14-round ladder that pays out coins on a full clear.

The round table below is the curated walkthrough data, which describes each round as a button sequence to reproduce. It is kept as a cross-check against the binary rather than as the primary source: the playable duel higher up the page is driven instead by the roster the cabinet's own overlay carries, read out of your disc. Where the two disagree, the disc wins.

The fighters (3D meshes)

The minigame's fighters reuse the party's battle character models: playing as Vahn/Noa/Gala loads the same higher-detail meshes and texture atlases the turn-based battles use (the pre-assembled default-gear pack). The PLAYER SELECT roster is exactly these models.

View them in 3D. These models render textured + animated in the interactive viewer on the characters page - open your disc image, pick a slot, and toggle battle form or Baka Fighter to orbit and play each fighter's animation.
About this data — what runs where, saves & coins, the traced internals

You supply the disc image; it is read locally and nothing is uploaded. Load an emulator save into the save bar and its casino coin bank funds the session across the coin games (export writes the balance back). The rest of the page is reference: prize ladders, Muscle Dome courses, and the Sol Tower side-quests (scene town0d).

Each playable game is the retail machinery - beat clock, duel resolver, reel RNGs - rewritten in Rust, and the step chart, fighter roster and payout table are read out of the disc image you load. The odds you're beating are the odds the cabinet shipped with.

Internals (reverse-engineered)

Each minigame's runtime - per-frame state machine, scoring math, data tables - is traced from the captured overlay code and written up in the linked repo docs:

  • Fishing - a reel tug-of-war against a tension gauge, with per-species parameter tables and two per-venue prize counters decoded from the disc - including a hidden 50,000-point War God Icon at Vidna the walkthrough prize lists miss.
  • Slot machine - a reel state machine with two RNGs and a per-symbol payout table; the feature odds bracket on a hidden net-take counter, and the per-spin balance only commits to the shared coin bank at the cash-out counter.
  • Baka Fighter - rock-paper-scissors, best of 3, against 17 scripted opponents each with their own prize and attack pattern.
  • Dance - a beat clock with an accuracy-weighted timing judge, a baked step chart selected by difficulty, and per-tier score multipliers.
  • Muscle Dome - not a card battle at all, and not turn-limited either: a ladder of ordinary battles, three courses of 8 / 8 / 13 rounds, each staging one real monster into the ordinary battle formation cell. Each turn you enter a directional command string under an AP budget, it plays out through the game's regular battle engine, and the round ends when one side is knocked out.
Runtime write-ups (repo docs) Fishing Slot machine Baka Fighter Dance Muscle Dome

All five are playable in the clean-room engine's native play-window (dance K, fishing L, slot machine O, Baka Fighter B, Muscle Dome M), and all five also run right here in the browser, compiled to WebAssembly. The browser fishing session reads its rod, lures, point record and lifetime cast counter from a loaded save (with pickers as the fallback), and the Muscle Dome resolves each card through the ported battle formulas against disc-record fighter stats — the deals, budgets, tension and scoring are the game's own tables.