
Pachinko Online Free: Play in Your Browser, No Download (2026)
Play pachinko online free in your browser, no download or sign-up. Then what pachinko is, the full pay table, the RUSH, 94.98% RTP and wins up to 250×.
Play pachinko online free
A free demo of the real game in your browser: 500 balls to start, refilled whenever you run out, no download or sign-up. Then keep playing in Telegram.
Demo balls are free to play with. They cannot be bought or withdrawn.
Play Pachinko- Top payout
- 250×
- Bet tiers
- 1–25
- Mode
- Stars, or 1 Spark a round
- Category
- Plinko
You can play pachinko online free right on this page: the demo is the real Gift Club cabinet, in your browser, with no download and no sign-up. Pachinko is Japan's parlour ball game: a vertical cabinet full of pins, a steady stream of small steel balls, and a pocket in the middle that, when a ball drops into it, spins digital reels for a jackpot. After the demo, you can keep playing in Gift Club on Telegram, where a ball is a bet in Telegram Stars or Gram, or a Spark round, and the whole pay table is published below. Further down, this guide explains the real thing too: the parlours, the start pocket, fever, kakuhen and RUSH, and the prize exchange its legal status rests on.
How to play Pachinko
- 1Play the free demoPress Play the demo on this page. It runs in your browser with no download or sign-up: 500 balls to start, refilled whenever you run out. The steps below work the same way in the demo.
- 2Open Pachinko in Gift ClubTo play for real, Gift Club runs inside Telegram, so there is nothing to install. The Play button on this page opens Pachinko directly.
- 3Choose Stars, Gram or a Spark roundA Stars ball costs 1, 2, 5, 10, 20 or 25 Stars and pays Stars. A Gram (formerly Toncoin) ball costs 0.1 or 0.25 and pays Gram. A Spark round costs 1 Spark and pays XP.
- 4Set the handleThe launch handle at the board's bottom right sets how hard balls are fired, in five clicks: soft shots drop off the dome on the left, hard ones run round to the right. It only changes where balls fly, never what they pay. In a RUSH it swings to its hardest click on its own and back afterwards.
- 5Launch a ball, or hold for a streamTap Launch for one ball. Hold it and a new ball leaves every 0.4 seconds, with up to 12 in the air at once in paid play. Every ball is its own bet at your stake.
- 6Watch where it landsThree balls in four fall to the out hole at the bottom and pay nothing. One in eight drops into a tulip pocket and returns its stake: 1×. One in eight drops into the center pocket under the screen and spins the reels.
- 7Spin the reelsThe reels stop left, right, then middle. When left and right match, the middle reel crawls for the reach and the frame glows. Every spin pays: 3× with no match, 4× to 12× for a pair, 8× to 16× for a jackpot triple.
- 8Shoot the RUSH on a jackpotA jackpot triple on a Bell, Clover, Crown or Seven starts a RUSH: the center pocket's wings open, the rails turn red and you get 7 bonus balls at no stake. A jackpot on a Cherry, Plum, Gift or Diamond gives 4 fast spins instead. Tap Shoot a bonus ball for each one; every bonus ball drops into the center pocket and pays at least 1×, and a jackpot among them starts the 7 again. A RUSH that runs out gets 2 last-chance balls, the round stops at 100× and RUSH total shows at the end.
Pachinko payouts
| Ending | Chance | Pays |
|---|---|---|
| Out hole, at the first gate | 50% | Nothing |
| Out hole, at the second gate | 25% | Nothing |
| Tulip pocket (misses at the third gate) | 12.5% | 1× (stake back) |
| Center pocket (clears all three gates) | 12.5% | A reel spin: 3× to 16×, plus a RUSH or fast spins on a jackpot |
| Symbol | Pair | Jackpot triple | Bonus pair | Bonus jackpot | A jackpot opens |
|---|---|---|---|---|---|
| Seven | 12× | 16× | 4× | 8× | RUSH, 7 balls |
| Diamond | 8× | 15× | 3× | 7× | 4 fast spins |
| Crown | 7× | 12× | 3× | 6× | RUSH, 7 balls |
| Gift | 6× | 12× | 2× | 6× | 4 fast spins |
| Clover | 5× | 10× | 2× | 5× | RUSH, 7 balls |
| Plum | 5× | 10× | 2× | 5× | 4 fast spins |
| Bell | 4× | 8× | 2× | 4× | RUSH, 7 balls |
| Cherry | 4× | 8× | 2× | 4× | 4 fast spins |
| No match (any spin) | 3× | — | 1× | — | — |
| Symbol | Pair | Jackpot triple | Bonus pair | Bonus jackpot | A jackpot opens |
|---|---|---|---|---|---|
| Seven | 8× | 29× | 4× | 25× | RUSH, 10 balls |
| Diamond | 5× | 25× | 3× | 20× | 4 fast spins |
| Crown | 5× | 20× | 3× | 15× | RUSH, 10 balls |
| Gift | 4× | 20× | 2× | 15× | 4 fast spins |
| Clover | 4× | 15× | 2× | 12× | RUSH, 10 balls |
| Plum | 4× | 15× | 2× | 12× | 4 fast spins |
| Bell | 4× | 12× | 2× | 10× | RUSH, 10 balls |
| Cherry | 4× | 12× | 2× | 10× | 4 fast spins |
| Screen | What it is | Pays |
|---|---|---|
| Three of a kind | A jackpot | 8× to 16×, then a RUSH or fast spins |
| A pair | Two reels match | 4× to 12× |
| No two reels match | A miss | 3× |
| Property | Value |
|---|---|
| Opened by | A jackpot triple on a Bell, Clover, Crown or Seven, on a Stars or Gram round |
| Fast spins | A jackpot on a Cherry, Plum, Gift or Diamond gives 4 fast spins instead |
| Bonus balls | 7 in a RUSH, at no stake |
| How they are shot | One tap per ball; nothing fires on its own |
| Where they go | The center pocket's wings open, so every bonus ball drops in and pays |
| What a bonus ball pays | 1× with no match, 2× to 4× for a pair, 4× to 8× for a bonus jackpot |
| Restart | A bonus jackpot sets the RUSH back to 7 balls; a jackpot on a fast spin or a last-chance ball turns into a RUSH |
| Last chance | A RUSH that runs out gets 2 last-chance balls |
| Ceiling | The chain stops at 100×; the ball that crosses it pays only what is left |
| Average value of a jackpot chain | About 43.17× the stake, its own triple included |
| In a Spark round | The same RUSH, paying XP instead |
| Property | Value |
|---|---|
| Stars per ball | 1, 2, 5, 10, 20 or 25 |
| Gram per ball | 0.1 or 0.25 |
| Maximum win | 100× the stake: 2,500 Stars at 25 Stars a ball |
| Gram win cap | 25, exactly a 100× round at 0.25 a ball, so the cap never cuts a win |
| RTP | 94.98% at every Stars and Gram stake |
| XP on a Stars ball | 1 XP per Star staked, win or lose |
| XP on a Gram ball | 90 XP per GRAM staked, rounded down, win or lose |
| Spark round | 1 Spark; pays 2 XP in a pocket, 5 XP for no match, 3–9 XP for a pair, 8–12 XP for a jackpot triple and 4 XP for each bonus jackpot, about 1 XP a Spark |
Pachinko pros and cons
Pros
- The full pay table is published per symbol, RUSH and fast spins included, and the app shows the same figures under the board and in its rules
- Every multiplier is a whole number, so a ball pays an exact number of Stars at every stake
- A ball that reaches the center pocket always pays at least 3× the stake
- Stakes start at 1 Star a ball, so a long session can be a cheap one
- A RUSH's bonus balls cost nothing, you shoot each one yourself, every one drops into the center pocket, and every one pays at least 1×
- A jackpot inside a RUSH starts the 7 bonus balls again, so one hit can run on
- Real recorded physics: balls strike the nails, run round the dome and roll off the guide plates, while the result stays the server's provably fair draw
- Stars and Gram balls are provably fair, and each is checked under the pay table version it was played on
- Accepts Gram as well as Stars
Cons
- Three balls in four drain and pay nothing, and a tulip pocket only hands the stake back
- A bonus ball that misses pays just 1×, so a RUSH with no further jackpot ends modestly
- Base pays are modest: a pair tops out at 12× and a jackpot triple at 16×, and the big totals come from chains
- The 100× ceiling cuts a long chain short: the ball that crosses it pays only what is left
- No skill: the launch handle changes where balls fly, never what they pay
- Stakes top out at 25 Stars or 0.25 a ball, so a round never pays more than 2,500 Stars or 25
- Spark rounds are not provably fair
Can you play pachinko online?
Yes. The free demo at the top of this page plays in your browser with no download or sign-up. What you can't play online is the Japanese parlour game for money: real pachinko exists in licensed halls, so what you find online are simulators of specific cabinets, played for fun, and digital games built on the same idea. Gift Club's Pachinko is the second kind: a pachinko board with the parlour's shape — nails, a launch handle, tulips, a center pocket under a reel screen, a RUSH — and one big difference in how the money works once you move to Telegram. Every ball is its own bet, it pays Telegram Stars or Gram rather than more balls, and the pay table is published, not kept inside the cabinet.
What is pachinko in Japan?
Pachinko is a mechanical and, today, largely digital ball game played in dedicated halls across Japan. It descends from Western bagatelle and pin-ball games and became a mass pastime after the Second World War. A pachinko parlour is a long, loud room of upright cabinets, each a glass-fronted board studded with brass pins, with its own tray of steel balls.
You rent balls at the counter — the price per ball varies by hall and machine, a few yen being typical — and feed them into the machine. A round handle on the front sets how hard each ball is fired up the rail; turn it and hold it, and the machine launches balls continuously. They fall back down through the pins, and the only real skill in the game is finding the handle position that sends them towards the middle.
The start pocket, the reels, fever and RUSH
Almost every ball falls through to the bottom and is lost. The ones that matter drop into the start pocket, a small cup near the centre of the board. Each ball that lands there pays back a few balls and spins the digital reels on the screen in the middle of the cabinet — this is the “digipachi” design that took over from the 1980s onwards.
Three matching symbols is a jackpot. The machine then goes into what players call fever: a large gate, the attacker, opens on the board for a series of rounds, swallowing balls and paying many more back out. On many machines certain jackpots also switch on kakuhen, short for “probability change”: for a period afterwards the next jackpot becomes far more likely, which is how a single hit can turn into a long chain. Many modern machines call that stretch a RUSH and ask the player to switch to shooting at the right-hand side of the board, which the cabinet marks 右打ち, “shoot right”. A shorter mode, jitan, “time-shortened”, speeds the reels up without the bigger odds. Exactly how each mode behaves varies from machine to machine.
Is pachinko gambling, and is it legal?
Gambling for cash is broadly prohibited in Japan, outside state-sanctioned betting such as horse racing and the lottery. Pachinko is licensed as an amusement business instead, and a parlour does not pay out money. Winning balls are counted and exchanged for prizes on the premises — snacks, household goods, or special prize tokens.
Those tokens are the part everyone knows about. They can be sold for cash at a small exchange window that is nearby but run as a separate business, and the tokens then find their way back to the parlour through a third party. This is usually called the three-shop system. It is long tolerated and widely described as a legal grey area rather than as something the law expressly allows.
How Gift Club's Pachinko works
The board is a Neon Tokyo cabinet: chrome nails on smoked glass, cyan rails, a ring of lamps round the dome, and a reel screen in a magenta frame with a center pocket under it. Over the screen, a crest bent from neon tube reads パチンコ, Japanese for pachinko; it switches to リーチ on a reach, to 大当り, the parlour word for a jackpot, on a jackpot triple, and in a RUSH it bends RUSH with 右打ち→ under it. Along the screen's lower edge lives the cabinet's mascot, a lucky cat drawn in the same neon. Hold Launch and balls stream onto the board, one every 0.4 seconds, while a light runs round the button's neon tube for each ball that leaves. Each one is a separate bet at your stake, settled on its own, and in paid play the board can carry up to 12 at a time.

The physics is real. Every flight on the board was recorded from a rigid-body simulation of this exact board, so a ball strikes the nails it touches, runs round the dome and rolls off the guide plates. What a ball pays is still decided by the server, before you see it land: the board then plays a recorded flight that really ended where the server said. The launch handle at the bottom right sets the launch strength in five clicks — soft shots drop off the dome on the left, hard ones run round to the right — but it only changes where balls fly, never what they pay. In a RUSH the handle swings to its hardest click for you, for the right-hand shots, and back when the RUSH ends.
The server settles each ball as three gate checks. At every gate a quarter of balls drain to the left, a quarter drain to the right, and half pass. That makes the board a survival chain, not a spread. Half of all balls fall to the out hole after the first check and another quarter after the second. The eighth that clears two but misses the third drops into a tulip pocket and gives the stake back. The last eighth clears all three, drops into the center pocket and spins the reels — and a spin never pays less than 3×.
This is the deliberate difference from Plinko. A Plinko ball's landing slot follows a bell curve, so most balls land near the middle and pay less than the stake. A Pachinko ball mostly pays nothing and occasionally pays a lot.
The reels, pairs and jackpots
A ball in the center pocket spins three reels over the same eight symbols, each equally likely. As on a parlour machine, the jackpot is its own lottery, drawn separately from the reels, and the reels only show it: when it hits, all three stop on the same symbol. Every other spin shows the reels as they fell, with one exception — a triple that the reels would roll by chance is shown, and paid, as a pair — so three of a kind on the screen is always a jackpot. A spin with no match pays 3×, a pair 4× to 12× and a jackpot triple 8× to 16×. The symbols differ only in what they pay — Cherry and Bell at the bottom, Seven at the top — so a Seven pair is exactly as common as a Cherry pair, and pays 12× instead of 4×. A paid spin prints its multiple on the screen.
The reels stop left, then right, then middle, as on a parlour machine. When the left and right reels match, that is the reach: the middle reel slows to a crawl, the screen frame pulses, the crest flickers リーチ and “One more!” shows while it decides between a pair and a jackpot. The frame glows in tiers — white, cyan, green, magenta, red and rainbow — picked from the result the server has already drawn, and rainbow shows only before a jackpot. The cat sits up and watches the middle reel with you. Balls that reach the center pocket while the reels are still spinning wait their turn, and the hold lamps under the reels show how many are waiting.



The RUSH, fast spins and last chance
A jackpot triple pays 8× to 16× and then opens the chain. On a Bell, Clover, Crown or Seven it is a RUSH: the center pocket's wings open, the rails and the Launch button turn red, the crest bends RUSH, and you get 7 bonus balls that cost nothing. You shoot them one by one with a tap on Shoot a bonus ball — nothing fires on a timer, and pips on the button count the balls still to shoot — and with the wings open every one drops into the center pocket and pays: 1× with no match, 2× to 4× for a pair, 4× to 8× for a bonus jackpot. A bonus jackpot sets the RUSH back to 7 balls, so one hit can run on for as long as it keeps hitting.
A RUSH that runs out is not over yet: it gets 2 last-chance balls. A jackpot on a Cherry, Plum, Gift or Diamond opens 4 fast spins instead, and a jackpot on a fast-spin or last-chance ball turns into a full RUSH of 7. The whole chain stops at 100×: the ball that crosses it pays only what is left, and the screen shows Max win reached. When the last ball pays, it shows the RUSH total. The server settles the entire chain in the same round as the first ball, before you shoot the first bonus ball; your taps reveal it one ball at a time.


Where the 94.98% comes from
Pachinko returns 94.98% of what is staked, at every Stars and Gram stake. The backend computes that exactly rather than by simulation, walking every chain a chucker spin can start, ceiling included. A jackpot chain, its own triple included, is worth about 43.17× the stake on average. Split by where the money comes from:
- Tulip pockets: 12.5 points. One ball in eight hands its stake back.
- Spins with no match: 23.07 points.
- Pairs: 25.68 points.
- Jackpot chains: 33.72 points — the largest single share: the jackpot triples, the RUSHes and fast spins they open, and their last-chance balls.
Jackpot chains carry about a third of the return and pairs about a quarter, so the swings are wide. By the backend's own simulation, the median session of 100 balls at a 1-Star stake ends about 20 stakes down (20,000 sessions in PachinkoSimulationTests.HundredBallSessions), worse than the 5 stakes the average would suggest, because the average includes the jackpot chains most sessions never see.
Why 94.98% and not 95%? Every multiplier is a whole number, which is what lets a 1-Star ball pay out exactly, and the chain's exact total comes to 94.9756%, published rounded to two places. The house edge is the other 5.02%.
What is Pachinko Max, the Oni cabinet?
Since 1 November 2026 Gift Club's Pachinko runs two machines behind one tile, the way a Japanese hall runs one title in several specs. A chip on the deck picks the cabinet: Neko, the neon cat machine described above, or Oni, the high-risk one. Oni keeps the same board, reels and RUSH rules, with three changes: its base jackpot comes up less often, a RUSH runs 10 bonus balls instead of 7, and bonus jackpots pay two to three times Neko's (25× on a Seven against 8×). A round on Oni can reach 250× instead of 100×.
The return is the same 94.98% on both, so Oni is not a better bet, only a wilder one: longer quiet stretches and bigger chains. Because of the 250× ceiling, Oni takes stakes of 1 to 10 Stars or 0.1 a ball, so its top round pays 2,500 Stars or 25, both exactly the cap. Picking Oni on a bigger stake steps it down to 10 Stars. Spark rounds always play Neko. Oni has its own look too: a vermilion cabinet with violet tubes and incense haze.
The 100× ceiling
The largest possible win is 100× the stake, or 2,500 Stars at the 25-Star tier. A chain stops the moment it reaches that, and the ball that crosses it pays only what is left, so no round pays more. A Gram win is capped at 25, which is exactly 100× at the top 0.25 tier, so the cap never cuts a round short and costs Gram no return: the RTP above already includes the ceiling, and Stars and Gram share it. A long RUSH can reach it, and what the chain would have paid beyond it is not played.
Real pachinko and Gift Club's, side by side
- What you win. In a parlour, more balls, then prizes. In Gift Club, Telegram Stars or Gram paid straight into your balance.
- What a bet is. In a parlour you buy balls and keep firing. Here each ball is a separate bet at a stake you choose, from 1 to 25 Stars or 0.1 to 0.25.
- Skill. A parlour handle gives you a little control over where the balls go. Here the handle changes where balls fly, but never what they pay.
- RUSH. A parlour's fever, kakuhen and RUSH can chain for a long time. Here a RUSH is 7 bonus balls that start again on each bonus jackpot, with 2 last-chance balls at the end, and the whole chain stops at 100×.
- The odds. A parlour does not print its machine's return on the glass. This page gives the whole table and the exact 94.98%.
What is the difference between pachinko and Plinko?
Both drop balls through pins, but they are different games. A pachinko ball is fired up the side of a vertical cabinet with a handle, and it mostly drains: what matters is the rare ball that reaches the center pocket and spins the reels. A Plinko ball is dropped from the top of a peg board and always lands in a slot, and the multiplier under that slot is the whole result. There are no reels and no RUSH. Plinko pays something on most balls, and pachinko pays nothing on most balls and a lot on a few.
A realistic way to play
- Learn on Spark rounds first. They cost a Spark each, use the same board, tulips, center pocket, reels and RUSH, and pay XP. They are not provably fair, and they pay no Stars or Gram.
- Count balls, not wins. Holding Launch spends fast — two and a half balls a second. Decide how many balls a session is before you start.
- Expect long dry runs. Seven balls in eight return at most the stake. A jackpot is due exactly as often after a hundred dry balls as after none.
Is Gift Club's Pachinko provably fair?
Stars and Gram balls are. Before a ball is launched, the server has published the hash of a seed; the ball's gates, its jackpot lottery, its reels and every bonus ball a RUSH could ever need are derived from that seed, your client seed and a round number in one pass, before the result is shown. A round draws 468 numbers: 8 for the ball and 5 for each of up to 92 bonus balls, the most the 100× ceiling allows (the earlier fever tables drew 27). When you rotate the seed, the old one is revealed and every ball played on it can be replayed — the whole chain, including whether a RUSH should have started — under the pay table version it was played on, so a later retune can never make an old ball fail its check. How this kind of verification works in general is explained in how to verify a provably fair game.
Spark rounds are drawn from the server's secure random number generator instead of the seed chain, so they are not verifiable in the same way. And provable fairness proves the result was not changed after the fact; it does not make the game a winning bet. The house edge is in the tables above.
Pachinko FAQ
What is pachinko?
Pachinko is a Japanese ball game played in parlours. Steel balls are fired up a vertical board full of brass pins; most fall out of the bottom, but one that drops into the start pocket near the centre spins a set of digital reels, and three matching symbols is a jackpot that opens a gate paying out many more balls. Winning balls are exchanged for prizes rather than cash.
How do you play pachinko?
In a Japanese parlour you rent balls, turn the handle to fire them onto the board and aim for the start pocket, which spins the reels. In Gift Club you pick a stake of 1 to 25 Stars or 0.1 to 0.25, set the launch handle, tap Launch for one ball or hold it for a stream, and each ball pays according to where it ends: nothing in the out hole, your stake back from a tulip pocket, and a reel spin paying 3× to 16× in the center pocket, with a RUSH or fast spins on a jackpot.
Does the launch handle change what I win?
No. In Gift Club's Pachinko the handle sets how hard balls are fired, so it changes where they fly on the board, but what each ball pays is decided by the server's provably fair draw. The board then plays a real recorded flight that ends where the draw says.
Can you play pachinko online?
Yes. The free demo on this page plays in your browser with no download or sign-up. The Japanese parlour game itself is played in licensed halls, not online for money, so online you find simulators and pachinko-style games. Gift Club's Pachinko is one of the latter: after the demo it runs inside Telegram, each ball is a bet of 1 to 25 Stars or 0.1 to 0.25, and a Spark round costs 1 Spark and pays XP.
Is pachinko gambling in Japan?
Legally it is an amusement, not gambling: parlours pay out balls that are exchanged for prizes, not money. In practice special prize tokens can be sold for cash at a separate shop nearby, an arrangement known as the three-shop system. It has long been tolerated and is widely described as a legal grey area.
What are fever, kakuhen and RUSH in pachinko?
Fever is the jackpot state after three matching reels, when a large gate opens and pays out many balls. Kakuhen, 'probability change', is a mode many machines enter after certain jackpots that makes the next one far more likely for a while, and many modern machines call that stretch a RUSH. In Gift Club, a jackpot triple on a Bell, Clover, Crown or Seven starts a RUSH: the center pocket's wings open and you get 7 bonus balls at no stake. You shoot each one with a tap, every one drops into the center pocket and pays at least 1×, and a bonus jackpot starts the 7 again. A jackpot on a Cherry, Plum, Gift or Diamond gives 4 fast spins instead, a RUSH that runs out gets 2 last-chance balls, and the whole chain stops at 100×.
What is the RTP and max win of Gift Club's Pachinko?
The RTP is 94.98% at every Stars and Gram stake, computed exactly from the pay table, RUSH included. The maximum win is 100× the stake, where a chain stops: 2,500 Stars at the 25-Star tier and 25 at 0.25, exactly the Gram cap, so the cap never trims the return. On the Oni cabinet (the Max spec) a chain stops at 250× instead, at stakes up to 10 Stars or 0.1, at the same 94.98%. A jackpot chain, its own triple included, is worth about 43.17× the stake on average.
Is Pachinko the same as Plinko?
No. A Plinko ball's landing slot follows a bell curve, so most balls land near the middle and return less than the stake. A Pachinko ball mostly pays nothing: three in four fall to the out hole, one in eight gets the stake back from a tulip pocket, and one in eight drops into the center pocket and spins reels that pay at least 3×.
Can I bet Gram on Pachinko?
Yes. Pachinko accepts Gram stakes of 0.1 or 0.25 a ball alongside the 1 to 25 Star tiers. A Gram ball pays Gram at the same multipliers, RUSH included, at the same 94.98% RTP. A single Gram win is capped at 25, which is exactly the 100× top round at 0.25, so the cap never cuts a win short.
What are Neko and Oni in Gift Club's Pachinko?
Two machines behind the same tile, picked with a chip on the deck since 1 November 2026. Neko pays up to 100× a round at stakes of 1 to 25 Stars. Oni, the high-risk Max spec, has a rarer base jackpot, a RUSH of 10 balls and bigger bonus jackpots, and pays up to 250× at stakes of 1 to 10 Stars or 0.1. Both return 94.98%, and Spark rounds play Neko.
Play within your limits. Paid rounds cost Telegram Stars or Gram, and every game on Gift Club is built so the house keeps a margin — over enough rounds the maths runs against you, by design. Stars cannot be converted back into money. Treat paid play as entertainment you have budgeted for, set a limit before you start, and play Spark rounds whenever you just want to play. Gift Club is 18+.
Spark roundReady to play Pachinko?
Opens straight into the game inside Telegram. No download, no signup.
Play PachinkoIn-app Stars can't be redeemed or withdrawn. 18+.




0.1 or 0.25

