Smart Pachislot Bakemonogatari

Explore this model alongside other AT pachislot machines in our Japanese pachislot machine library. For the basics, read how pachislot works in Japan.

Smart Pachislot Bakemonogatari (スマスロ 化物語) is a GINZA-made Sammy smart-pachislot AT machine introduced in Japan on December 8, 2025. It revives the first Bakemonogatari pachislot’s core route: normal play reaches Kaiju no Gi CZ through rare roles or selected game counts, and success enters Happy Time AT. The smart-pachislot version adds stronger routes such as Shinobu Happy Time, Kai-Go no Gi and Super Happy Time while retaining Bai-Bai Chance as the signature reward-addition mechanic.

Last verified: October 8, 2026.

Key terms: Smart Pachislot · AT · Upper AT · CZ · Setting · Setting hint · Setting confirmation · Payout rate · Net increase · Initial hit · Small role · Rare role · Replay · Bell · Weak cherry · Strong cherry · Watermelon · Chance pattern · Bonus · Push-order navigation · Penalty · Ceiling · Reset · Zone · Quit timing

Quick specs

Quick specs

ItemValue
Official Japanese nameスマスロ 化物語
ManufacturerGINZA
SeriesBakemonogatari
Machine typeAT
Japan rollout dateDecember 8, 2025
ModelL スマスロ化物語 KH
Machine formatAT / Smart Pachislot / CZ
Main ATHappy Time (倖時間)
AT net increaseApprox. 2.7 coins/G (official)
AT initial reward150 coins (official)
Upper ATSuper Happy Time
BaseApprox. 31.1G per 50 coins (Administrator research)
Ceiling1000G after the post-AT return zone; 600G after setting change → AT + Bai-Bai Chance (Administrator research)
Setting probabilities and payout rate

Setting probabilities and payout rate

Administrator research. AT initial-hit probability improves continuously toward higher settings.

SettingAT initial hitPayout rate
11/265.197.9%
21/260.798.9%
31/252.1100.9%
41/238.8105.0%
51/230.8107.8%
61/219.6112.1%
Kaiju no Gi and CZ progression

Kaiju no Gi and CZ progression

Rare roles and selected game counts can trigger Kaiju no Gi, the main CZ route to Happy Time. The standard CZ runs for 15G followed by a three-game climax judgment. During the CZ, rare roles and Kaii-symbol stops perform the AT success draw; a successful final judgment enters Happy Time. A full Kaii-symbol alignment is one confirmed direct-success condition, while other symbol-stop patterns and rare roles use role-dependent success probabilities.

The machine also contains a CZ-return mode after failure, so consecutive CZ opportunities can occur without treating each attempt as an independent long-run event.

Administrator research. Game-count draws at 100G, 200G and 300G contain setting-sensitive CZ behavior, especially at 200G/300G. These are useful supporting indicators but should not replace direct setting-confirmation elements.

Administrator research. Additional play and result interpretation:

Kaii stop position changes the draw

Administrator research: within Kaiju no Gi (解呪ノ儀), the AT-success draw is 5.0% for middle-only Kaii, 20.0% for right + middle, 25.0% for middle + left, 30.0% for left-only and confirmed for all three. These are conditional on the stop pattern inside this CZ. The order / position matters; simply recording “two symbols” loses part of the information.

Kaiju no Gi EX (解呪ノ儀EX) can appear after an ordinary CZ failure. It is already AT-confirmed and lasts 15G to draw Bai-Bai Chance stock. Kaii symbols or rare roles award at least one stock. Its purpose is building the already-won AT route, rather than another ordinary 43%-class CZ clear.

Role inside Kaiju no GiConditional AT success draw
Weak cherry5.0%
Watermelon12.5%
Strong cherry / chance pattern25.0%
Strong bell A75.0%
Strong bell B / strong chance pattern100%

The role table and the Kaii-stop probabilities above describe alternative qualifying results within the challenge. Do not add their percentages as though every spin draws every listed role. Once AT is already confirmed, subsequent eligible outcomes draw Bai-Bai stock under a separate table.

Setting-sensitive small-role probability

Setting-sensitive small-role probability

Administrator research. Watermelon probability has a clear setting difference and is one of the reusable long-run indicators on this machine.

SettingWatermelon
11/87.4
21/85.8
31/84.9
41/79.7
51/74.8
61/69.9
Game flow

Game flow

Normal play uses rare-role and game-count draws to reach Kaiju no Gi CZ, with direct AT also possible. CZ success enters Happy Time. Sammy describes Happy Time as a difference-coin-managed AT with approximately 2.7 coins/G net increase and an initial 150-coin reward.

Inside AT, Bai-Bai Chance multiplies reward additions using acquired multipliers and role results. Stronger routes include Super Bai-Bai Chance and the premium progression toward Super Happy Time.

Ceiling, reset and quit timing

Ceiling, reset and quit timing

Administrator research. After Happy Time and its post-AT return zone are finished, 1000G reaches the normal ceiling. After a setting change, the ceiling is shortened to 600G. The reward is Happy Time AT plus Bai-Bai Chance.

Using approximately 31.1G/50 coins and the site’s standard ¥1,000/46-credit assumption, the estimated maximum to the 1000G counter from 0G is approximately ¥35,000 under normal play without penalties. The reset-shortened 600G counter is roughly ¥21,000 under the same assumptions.

This is an AT ceiling; there is no separate deeper AT-interval ceiling beyond the checked game-count protection. Quit timing should still consider an active post-AT return zone, CZ-return mode and any state already in progress.

Administrator research. Additional play and result interpretation:

At ordinary or upper AT end, Dream Time Must Not End (夢の時間ヲ終わラセルな) is a 3G comeback check; a rare role returns to the corresponding AT route. Let that check resolve before treating the result as an ordinary normal-play stop. The Kaiju-ren possibility after CZ or AT also remains distinct from this immediate three-game check.

Happy Time, Bai-Bai Chance and upper AT

Happy Time, Bai-Bai Chance and upper AT

Happy Time begins from 150 coins and runs at approximately 2.7 coins/G according to Sammy’s official presentation. Only the middle 10-coin bell reduces the managed reward counter, while chance roles and 3-coin bells can preserve it and contribute to additional draws.

Bai-Bai Chance is the signature reward-addition route: payout and acquired multipliers combine to determine the addition. Stronger Bai-Bai routes and the premium Super Happy Time route increase the machine’s upside without changing the fact that results remain probabilistic.

Official developer Q&A: While internally in Moe (萌) outside Mode Up High (モードアップ高確), a watermelon or Strong Bell A (強ベルA) has a 0.4% chance to move to Toron (蕩). This is a conditional chance per qualifying role in that state, not a per-game Toron rate.

Administrator research. Additional play and result interpretation:

What Bai-Bai Chance accumulates

Bai-Bai Chance (倍倍チャンス) keeps a base dividend and acquired multipliers. Multiplier reserves, character reserves and special reserves change different parts of the reward: a character can alter the dividend, multiplier or queued reserves. A large multiplier does not mean that the entire held AT balance is multiplied.

Super Bai-Bai Chance (超倍倍チャンス) lasts 5G + α. From its sixth game, published continuation is 66.7%; returning to ordinary Bai-Bai also restores its 5G protection. That continuation belongs to this temporary reward state, rather than the full Happy Time AT.

Kaikou no Gi (怪逅ノ儀) is the upper-AT challenge, lasting 10G + α with approximately 50% success. Winning leads to Super Happy Time (超倖時間), starting at 150 coins plus the stronger Bai-Bai award, at approximately 5.0 coins/G.

Setting differences and identification

Setting differences and identification

AT initial-hit frequency, watermelon probability, selected CZ draws and weak-cherry direct-AT draws all contain setting-sensitive behavior. Use multiple indicators over a long sample rather than relying on one short CZ streak.

Administrator research. Weak cherry has a separate direct-AT draw. The percentages below are conditional on a weak-cherry occurrence rather than per-game AT frequencies.

SettingWeak cherry → direct AT
10.4%
20.8%
31.3%
42.1%
52.9%
63.8%

Direct AT from roles other than weak cherry is treated as setting-common in the checked research and is therefore not used as a setting-range indicator here.

Administrator research. Additional play and result interpretation:

Setting200G CZ draw300G CZ drawWeak-cherry direct AT draw
110.0%40.0%0.4%
210.0%40.0%0.8%
310.4%40.4%1.3%
415.0%45.0%2.1%
517.5%47.5%2.9%
620.0%50.0%3.8%

Administrator research. The game-count columns apply when the respective eligible game-count draw occurs; the weak-cherry column applies when that role occurs in normal play. None is a per-game AT initial-hit rate. Separate a clear game-count trigger from overlapping rare-role premonitions; leave the trigger unclassified if it cannot be identified.

Statistical setting ranges

Japanese Slot Guide calculation. The expected counts and central 95% count ranges below are calculated from the listed setting probabilities with a binomial model. They describe ordinary statistical variation under that probability; they are not confidence percentages for the actual setting.

Watermelon

Administrator-research per-game watermelon probability. This range is based on correctly identified watermelon results and is separate from state-dependent CZ lotteries that may follow a watermelon.

1,000 games
SettingListed rateExpected countCentral 95% rangeΔ vs S1Relative difference
11/87.411.45–18——
21/85.811.76–19+0.2+1.9%
31/84.911.86–19+0.3+2.9%
41/79.712.56–20+1.1+9.7%
51/74.813.47–21+1.9+16.8%
61/69.914.37–22+2.9+25.0%
3,000 games
SettingListed rateExpected countCentral 95% rangeΔ vs S1Relative difference
11/87.434.323–46——
21/85.835.024–47+0.6+1.9%
31/84.935.324–47+1.0+2.9%
41/79.737.626–50+3.3+9.7%
51/74.840.128–53+5.8+16.8%
61/69.942.931–56+8.6+25.0%
5,000 games
SettingListed rateExpected countCentral 95% rangeΔ vs S1Relative difference
11/87.457.243–72——
21/85.858.344–74+1.1+1.9%
31/84.958.944–74+1.7+2.9%
41/79.762.748–79+5.5+9.7%
51/74.866.851–83+9.6+16.8%
61/69.971.556–88+14.3+25.0%
8,000 games
SettingListed rateExpected countCentral 95% rangeΔ vs S1Relative difference
11/87.491.573–111——
21/85.893.275–113+1.7+1.9%
31/84.994.276–114+2.7+2.9%
41/79.7100.481–120+8.8+9.7%
51/74.8107.087–128+15.4+16.8%
61/69.9114.494–136+22.9+25.0%
Weak cherry → direct AT

Administrator-research conditional draw. Treat each eligible weak-cherry occurrence during ordinary normal play as one trigger observation; do not mix in direct ATs from other roles, ceiling routes or CZ success.

25 trigger observations
SettingListed rateExpected countCentral 95% rangeΔ vs S1Relative difference
10.4%0.10–1——
20.8%0.20–1+0.1+100.0%
31.3%0.30–2+0.2+225.0%
42.1%0.50–2+0.4+425.0%
52.9%0.70–3+0.6+625.0%
63.8%1.00–3+0.9+850.0%
50 trigger observations
SettingListed rateExpected countCentral 95% rangeΔ vs S1Relative difference
10.4%0.20–1——
20.8%0.40–2+0.2+100.0%
31.3%0.70–3+0.5+225.0%
42.1%1.10–3+0.9+425.0%
52.9%1.50–4+1.3+625.0%
63.8%1.90–5+1.7+850.0%
100 trigger observations
SettingListed rateExpected countCentral 95% rangeΔ vs S1Relative difference
10.4%0.40–2——
20.8%0.80–3+0.4+100.0%
31.3%1.30–4+0.9+225.0%
42.1%2.10–5+1.7+425.0%
52.9%2.90–7+2.5+625.0%
63.8%3.81–8+3.4+850.0%
200 trigger observations
SettingListed rateExpected countCentral 95% rangeΔ vs S1Relative difference
10.4%0.80–3——
20.8%1.60–4+0.8+100.0%
31.3%2.60–6+1.8+225.0%
42.1%4.21–9+3.4+425.0%
52.9%5.82–11+5.0+625.0%
63.8%7.63–13+6.8+850.0%

How to read this: overlapping ranges are expected. A result inside one setting’s range can also be plausible under another setting. Do not use these ranges as a setting confirmation or as a promise of future results.

Normal states and Kaiju-ren return modes

Normal states and Kaiju-ren return modes

Administrator research. Normal play contains Normal, High and Super-high internal states that change the rare-role-based Kaiju no Gi CZ draw. A separate mode layer affects entry into the Kaiju-ren return system, and the return system itself has Short, Middle and Long variants with different expected CZ-loop behavior.

These layers should not be treated as the same thing: the Normal/High/Super-high state changes the current rare-role CZ lottery, while Kaiju-ren governs repeated CZ opportunities after its entry conditions are met. A visible stage or one fast CZ return is therefore evidence of machine state, not proof of a specific long-run setting.

Official developer Q&A: For a non-rare-role outcome during the selected heroine’s weak animation, the presentation is approximately 2 times as frequent in Mode B High (モードB HIGH) as in Low. For the selected heroine’s strong animation with a non-rare-role outcome, it is approximately 20 times as frequent. These are relative animation frequencies by hidden mode, not the probability that High is active after seeing one animation.

Administrator research. Additional play and result interpretation:

LayerWhat it affectsExamples
Normal role stateCurrent CZ draw after a rare roleNormal / High / Super-high
Kaiju-ren (解呪連)Repeated CZ opportunitiesShort: about two; Middle: about four; Long: about ten average CZs
AT reward stateBonus / Bai-Bai opportunity inside ATNormal (並) / Moe (萌) / Toron (蕩)

The Kaiju-ren averages describe the selected return route, not a guaranteed count. Right–middle–left reel startup indicates a Kaiju-ren route; left–middle–right indicates Middle or Long. These startup patterns identify state, not a machine setting.

Setting hints and confirmations

Setting hints and confirmations

Administrator research. The machine contains direct setting-confirmation classes in AT-end presentations, specific acquired-coin displays and Sammy Trophy presentations. Confirmation patterns should override probabilistic estimates. Do not infer a confirmed setting from an ordinary character screen that has only a tendency meaning.

Administrator research. Additional play and result interpretation:

PresentationPublished setting floor / class
Sammy Trophy: bronze / silver / gold / giraffe / rainbow2+ / 3+ / 4+ / 5+ / 6
Acquired-coin display: 174Setting 2+
Acquired-coin display: 543Setting 3+
Acquired-coin display: 331Setting 6

These meanings require the specific trophy or special acquired-coin presentation. A running ordinary coin counter passing 331 coins is not the special 331 display. The no-trophy result also does not exclude a higher setting, because trophy occurrence is not guaranteed.

How to play

How to play

No navigation: stop the left reel first. If numbered stop instructions appear, press the stop buttons in the displayed order (1, then 2, then 3). A symbol-target instruction tells you which symbol to aim for; follow it together with any displayed stop order.

Use left-first play during ordinary normal play and aim the black BAR on the left reel. If a watermelon stops, aim watermelon on the middle and right reels using the Kaii symbols as guides; missing the middle-reel watermelon can lose payout. For a cherry stop, targeting Kaii on the remaining reels makes strong/weak identification easier.

Middle-first or reverse-order play during unassisted normal play can cause a penalty. During AT/bonus play, follow every push-order navigation and any displayed symbol-target instruction.

Data policy and official references

Data policy and official references

First-party manufacturer information is labelled official. Administrator research identifies the administrator’s review of published information; it does not by itself mean original measurement or manufacturer confirmation. Calculated examples are labelled separately and explain their inputs. A page verification date records an editorial check, not a new experiment or a remeasurement of every value. See our editorial policy for the distinction.


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