4 PlayersCE & UKCAIndoor Use
4 Player Prize Game · Treasure Series
Treasure Alliance X
Four Players. One Rotating Treasure Game.
Treasure Alliance X is a four-player island prize game built around one shared rotating turntable.
Small prizes hang beneath coloured monster targets. Players watch the targets move, press at the right moment, and use the striker arm to knock one down.
Win five different monster colours and the machine can release a big prize from the centre of the cabinet.
Each player has their own five-colour progress, so four people can play at the same time without sharing the same progress board.
4Independent player positions
50 + 6Small-prize + big-prize capacity
650 WPower
How to Play
The prize is visible, the target keeps moving, and the player only needs to judge one timing decision.
1
Watch the Monster Targets
The turntable rotates continuously with coloured monster targets and small prizes around the cabinet.
Each small prize hangs beneath a target.
2
Time Your Press
Press the button when the target reaches the right position.
The button activates the striker arm.
Press too early or too late, and the striker arm can miss.
3
Knock Down the Target
When a small-prize opportunity is available and the timing is correct, the striker arm knocks down the monster target.
The attached small prize drops into the prize outlet.
Winning a new monster colour also lights the matching indicator on that player’s progress board.
Collect all five different colours and the player can win a big prize.
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See Treasure Alliance X in Action
Watch the rotating targets, striker-arm timing, small-prize drop and five-colour bonus-prize progress on the real machine.
Why Operators Choose Treasure Alliance X
Gameplay, prize handling, placement and settings that matter after the machine reaches the floor.
Four Players, Four Independent Progress Boards
Four players can play at the same time.
Each position has its own:
- Button
- Striker arm
- Prize outlet
- Small-prize payout setting
- Five-colour progress board
The four positions share the rotating turntable, small-prize area and central big-prize area.
If one player wins a big prize, only that player’s five-colour progress resets. The other three players keep the colours they have already collected.
The small-prize settings can be adjusted separately for each position or set consistently across the machine.
Timing-Based Small-Prize Gameplay
Treasure Alliance X combines player timing with adjustable payout control.
The small-prize payout setting can be adjusted from 0 to 100. The factory default is 5.
With a setting of 5, over a larger number of plays, approximately one play in five reaches a small-prize opportunity.
This does not mean every fifth play is guaranteed to win.
The player still needs to press at the right moment and knock down the target.
A setting of 0 means the machine does not release small-prize opportunities.
The standard version does not include a forced-win function.
Five Colours Lead to the Big Prize
Each player has five different monster colours to collect.
Winning a new colour lights the matching indicator.
If the player wins a colour that is already lit, they still receive the attached small prize, but that colour does not move the big-prize progress forward.
The bonus prize has a separate play-count setting. The factory setting is 50 combined plays across all four positions.
Reaching 50 plays does not automatically award a big prize. It means later plays can begin allowing a player to complete their final missing colour.
The player still needs to win that colour through normal gameplay.
When a player completes all five colours:
- One big prize is released
- That player’s five-colour progress resets
- The shared bonus-prize play count resets to zero
- The other three players keep the colours they have already collected
Visible Small Prizes and Big Prizes
Treasure Alliance X holds approximately:
- 50 small prizes
- 6 big prizes
Small prizes hang beneath the monster targets around the rotating turntable.
The big prizes hang beneath the central turntable area.
Players can see both reward levels while they play.
Prize size and weight should be confirmed before operation. Very large or heavy prizes can affect available space and the release mechanism.
Big-Prize Result Is Recorded if Staff Have Not Refilled
If a player completes all five colours but the big-prize area is empty, the result is recorded rather than lost.
For example, JP1 means one big prize is still owed.
After staff reload the big-prize area, the machine automatically releases the recorded prize.
Staff should still include both small-prize and big-prize levels in normal floor checks.
Built for Island Placement
Treasure Alliance X is designed to be used from four sides.
It makes the most sense in an open FEC or arcade floor where players can move around the cabinet.
It should not be treated like a standard wall-position machine.
Before ordering, check:
- Open floor space
- Player circulation
- Door-opening clearance
- Prize-refill access
- Service access
- Electrical access
For venues that do not have suitable island space, Treasure Twins or Treasure Rush may be a better fit.
—
One Location Report
At one FEC in the United States, Treasure Alliance X reported approximately US$4,000 in play revenue over one week.
The location used an approximately US$1 play price, a small-prize setting of 5 and an approximately US$2 small-prize cost.
This is one location report, not an average and not a revenue guarantee. Results depend on venue traffic, machine position, play price, prize value, payout settings, operating hours, uptime and local player response.
One location
US$4,000
Reported play revenue
US FEC
1 week
Reporting period
Per play
US$1
Approx. play price
Reported week
~4,000
Approx. paid plays
Specifications
Technical and operating data for procurement and venue planning.
Player positions
4
Machine type
Island prize game
Small-prize capacity
Approx. 50
Big-prize capacity
6
Small-prize payout range
0–100
Factory small-prize setting
5
Factory bonus-prize setting
50 combined plays
Machine size
W1540 × D1540 × H2235 mmW60.6 × D60.6 × H88.0 in
Packing size
W1590 × D1590 × H2050 mmW62.6 × D62.6 × H80.7 in
Net weight
350 kg771.6 lb
Gross weight
395 kg870.8 lb
Power
650 W
Voltage
110–220 V, adjusted for destination market
Standard coin acceptor
LK825
Card reader
Supported
Free play
Supported
Bill acceptor
Not supported on standard cabinet
Physical ticket output
No on standard version
E-ticket output
No on standard version
Certification
CE, UKCA
Use environment
Indoor commercial use
CBM
Approx. 5.18 m³
20GP loading
Approx. 4 units
40HQ loading
Approx. 9 units
Which Model Fits the Venue?
Choose around floor space, player capacity, prize display, traffic flow, and payment requirements.
1 Player
Treasure Rush
One-player cabinet with approximately 30 small prizes and 6 hanging big prizes.
The smallest footprint in the Treasure series.
2 Players
Treasure Twins
Two fully independent games in one cabinet.
Each side has its own small prizes, five-colour progress and front-displayed big prizes.
4 Players
Treasure Alliance X
Four independent player positions around one shared rotating turntable.
Approximately 50 small prizes and 6 central hanging big prizes.
Built for island placement and open FEC floors.
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Frequently Asked Questions
Direct answers to the questions buyers usually ask before ordering Treasure Alliance X.
Treasure Alliance X is a four-player island prize game.
Players watch coloured monster targets rotate around a shared turntable and press a button to activate a striker arm.
Knock down the target at the right time to win the small prize attached to it.
Each player also collects five different monster colours. Completing all five can trigger a big prize.
Yes.
Treasure Alliance X has four player positions around one shared rotating turntable.
Each position has its own button, striker arm, prize outlet, payout setting and five-colour progress board.
No.
Each player has their own five-colour progress.
The four positions do share the combined play count used for the bonus-prize threshold.
The small-prize payout setting can be adjusted from 0 to 100. The factory default is 5.
Over a larger number of plays, a setting of 5 means that approximately one play in five reaches a small-prize opportunity.
It does not mean every fifth play is guaranteed to win. The player still needs to press at the right moment and knock down the target.
A setting of 0 means the machine does not release small-prize opportunities.
No.
The standard version combines timing-based player input with operator-adjustable payout control.
Winning a monster colour for the first time lights the matching indicator on that player’s progress board.
The player needs five different colours to complete the bonus-prize progress.
If the player wins a colour that is already lit, they still receive the attached small prize, but the repeated colour does not add another step toward the big prize.
The factory bonus-prize setting is 50 combined plays across all four positions.
It does not mean one big prize is guaranteed every 50 plays.
The machine must first reach the 50-play threshold before later plays can begin allowing a player to complete the final missing colour.
The player can continue winning small prizes.
However, until the combined play count reaches the bonus-prize threshold, the final missing colour cannot complete the five-colour set.
The player may still win colours that are already lit.
The bonus prize becomes eligible.
Later plays can then allow a player to win the final missing colour.
The player still needs to reach a small-prize opportunity, press at the correct time and knock down the correct target.
Reaching 50 plays does not automatically award a big prize.
The machine automatically releases one big prize.
That player’s five-colour progress resets and the combined bonus-prize play count returns to zero for the next cycle.
No.
Each player position keeps its own five-colour progress.
When one player completes all five colours and wins a big prize, only that player’s colour progress resets.
The other three players keep the colours they have already collected.
The shared bonus-prize play count resets to zero and begins counting again for the next big-prize cycle.
The machine holds approximately 50 small prizes and 6 big prizes.
Yes.
Small prizes hang beneath the monster targets around the rotating turntable.
The big prizes are also visible beneath the central turntable area.
The machine records the unpaid prize.
The display shows a code such as `JP1`.
`JP1` means one big prize is still owed.
After staff reload the big-prize area, the machine automatically releases the recorded prize.
No.
Staff refill and arrange the small prizes and big prizes manually through the front doors.
It depends on play volume, payout settings, operating hours and prize size.
Staff should check prize levels and prize arrangement during normal floor rounds.
No.
Treasure Alliance X is designed as a four-sided island machine.
Players and staff need suitable access around the cabinet.
It is most suitable for indoor commercial venues with enough open floor space for four-sided access, including FECs, larger arcade centres and mall entertainment venues.
The standard machine uses LK825 vertical coin acceptors.
It can also be prepared for common commercial card-reader systems.
Free-play mode is supported.
Not on the standard cabinet.
Not in the standard version.
Treasure Alliance X is supplied as a direct-prize game.
Ticket- or capsule-related custom versions can be evaluated for suitable projects and order volumes.
The machine can be prepared for 110–220 V according to the destination market.
Treasure Alliance X currently has CE and UKCA documentation.
For North American projects, UL-market materials and technical requirements can be reviewed on request.
This does not mean the standard machine is supplied with full UL certification by default.
No.
Treasure Alliance X is designed for indoor commercial use.
Strong sunlight, high humidity and salt air can affect sensors, electronics, artwork, metal parts and moving mechanisms.
Normal daily work mainly includes refilling prizes, arranging hanging prizes, cleaning the play area, checking that prize paths are clear, and watching for unusual sound or movement.
Sensors and motors should be included in periodic maintenance rather than treated as a daily inspection item.
Recommended spare parts can include sensors, motors, buttons, power supplies, switches, conductive slip rings and selected prize-release parts.
No.
One FEC in the United States reported approximately US$4,000 in play revenue over one week.
That location used a play price of approximately US$1, a small-prize setting of 5 and small prizes costing approximately US$2.
This is one location report, not an average or guarantee.
All three use the same core striker-arm and five-colour prize concept.
Treasure Alliance X is a four-player island machine with a shared rotating turntable and central hanging big prizes.
Treasure Twins has two independent play positions and uses front-displayed big prizes that are pushed toward the prize outlet.
Treasure Rush is a one-player version with a smaller cabinet and hanging big prizes.
Ready to Add Treasure Alliance X to Your Floor?
Tell us about your floor layout, destination market, payment system, play price and planned prizes.
We will help confirm whether the four-player island layout, prize setup and payout settings fit the venue.
Guangzhou Jiuyou Animation Technology Co., Ltd. builds arcade machines for FECs, shopping mall arcades, distributors, and commercial amusement venues worldwide.
Contact
info@gz9u.com
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Guangzhou, China
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