Smart Pachislot God Eater Resurrection
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 God Eater Resurrection (スマスロ ゴッドイーター リザレクション) is a SEVEN LEAGUE smart-pachislot AT machine introduced in Japan on July 22, 2024. Normal play uses game-count zones and rare-role draws to reach CZ or the direct AT, Aragami Burst. The payout structure alternates a high-net-increase story part with a 25G+α Aragami battle ST, with Black Predator and Kami-Ochi serving as stronger upper routes.
Last verified: October 8, 2026.
Key terms: Smart Pachislot · AT · CZ · ST · Upper AT · Setting · Setting hint · Initial hit · Payout rate · Net increase · Small role · Rare role · Replay · Weak cherry · Strong cherry · Watermelon · Chance pattern · Ceiling · Reset · Zone · High-probability state · Quit timing
Quick specs
Quick specs
| Item | Value |
|---|---|
| Official Japanese name | スマスロ ゴッドイーター リザレクション |
| Manufacturer | SEVEN LEAGUE |
| Series | God Eater |
| Machine type | AT |
| Japan rollout date | July 22, 2024 |
| Model | LパチスロゴッドイーターリザレクションSLED |
| Normal-play base | Approx. 31G per 50 coins at Setting 1 (Administrator research) |
| AT net increase | Approx. 9.0 coins/G |
| Main AT | Aragami Burst |
| Normal ceiling | 1000G + α (Administrator research) |
| Reset / upper-AT-end ceiling | 600G + α (Administrator research) |
Setting probabilities and payout rate
Setting probabilities and payout rate
Administrator research.
| Setting | Aragami Burst initial hit | Payout rate |
|---|---|---|
| 1 | 1/351.9 | 97.9% |
| 2 | 1/344.5 | 98.9% |
| 3 | 1/330.1 | 101.1% |
| 4 | 1/317.0 | 105.6% |
| 5 | 1/302.2 | 110.0% |
| 6 | 1/290.3 | 114.9% |
CZ routes and explicit success conditions
CZ routes and explicit success conditions
Administrator research. The two normal CZs have different clearing logic.
| CZ | Length / expectation | Success condition / clearing mechanism | Success reward |
|---|---|---|---|
| Aragami Defense Battle | 10G; about 35% | Replay and rare roles draw for a freeze; the freeze is the successful result. Strong cherry / Divine Cherry are success-confirmed classes before the final game. On the final game, replay or better is a very strong/confirmed route. | Aragami Burst AT. |
| Extermination Mode | 15G + α; about 57% | Every role can start an Aragami battle. During battle, replay/rare roles draw for victory and each enemy has a weakness role; pulling the weakness confirms the win. The fifth battle development within one CZ also confirms victory. | Aragami Burst AT. |
Extermination Mode guarantees at least one battle development before its post-guarantee fall-out logic can end the CZ, so “battle entry” and “battle victory” are separate steps.
Administrator research. Additional play and result interpretation:
Why the fifth Extermination battle matters
Extermination Mode guarantees at least one battle development and confirms a win on the fifth battle development within the same CZ. Count developed battles within that attempt; do not substitute five CZ entries or five ordinary role results. The enemy’s weakness role provides another direct victory condition during the battle.
Aragami Defense Battle instead asks for the successful freeze. A strong cherry / Divine Cherry can establish success before the final game; the last-game replay-or-better rule belongs to that final-game context. The two CZ success percentages summarize different mechanisms.
Small-role probabilities
Small-role probabilities
Administrator research. The normal-state role probabilities below are currently treated as common across settings.
| Role | Probability |
|---|---|
| Replay | 1/8.5 |
| 3-coin role | 1/9.8 |
| Watermelon | 1/79.9 |
| Weak cherry | 1/102.4 |
| Chance pattern A | 1/312.1 |
| Chance pattern B | 1/312.1 |
| Strong cherry | 1/799.2 |
| Divine cherry | 1/16384 |
| Rare roles combined | 1/33.3 |
Game flow
Game flow
Normal play uses scheduled game-count zones and rare-role-related draws. The two main CZ routes are Aragami Defense Battle and Extermination Mode. Successful CZ play or a direct AT route starts Aragami Burst.
Aragami Burst begins with a story section that rapidly adds medals, then moves to an Aragami battle section. Defeating the target returns to the story section, creating the machine’s core story/ST loop.
Administrator research. Additional play and result interpretation:
A hunt opportunity is not the same as a won hunt
- The normal-play CZs use different rules: the freeze clears Aragami Defense Battle (アラガミ防衛戦), while Extermination Mode (殲滅モード) first creates a battle that must be won.
- Aragami Burst (アラガミバースト) starts with the story reward. The next 25G + α battle ST is the opportunity to defeat the target and return to another story reward.
- When a battle develops, the ST countdown pauses. Read the battle result before deciding that the remaining-ST display represents the end.
- Black Predator (漆黒の捕喰者) strengthens the ST route, while Kami-Ochi (神堕) is its premium reward-loop progression. These are current AT states, not setting confirmations.
Ceiling, reset and quit timing
Ceiling, reset and quit timing
Administrator research. The deepest normal AT ceiling is 1000G + α and awards Aragami Burst. Published game-count opportunities are concentrated around 100G, 200G, 300G, 450G, 600G, 750G and 1000G + α. After a true setting change, the ceiling is shortened to 600G + α. Black Predator end also uses a 600G + α ceiling, and Reverse-Scale Hannibal defeat strongly targets the 100G zone.
After AT, check the current post-AT state, prior battle result and any strong zone indication before quitting. Power cycling without a setting change does not by itself justify treating the machine as a fresh reset.
Aragami Burst, Black Predator and Kami-Ochi
Aragami Burst, Black Predator and Kami-Ochi
Aragami Burst alternates a high-net-increase story section at approximately 9.0 coins/G with a 25G+α Aragami battle ST. The battle opponent and role draws change the defeat expectation, and winning sends the machine back into the story section.
Black Predator is an upper ST route with improved battle performance. Kami-Ochi is the premium route and is designed around repeated large reward sections with a loop expectation around 90% in current analysis.
From payout to the next battle
Administrator research. The story part starts at 100 coins on the first hit and at 200 or more on later wins. After payout, enter the 25G + α Aragami battle ST. Replays and rare roles lead to active battles; the countdown pauses during them. Winning returns to the reward/payout loop.
At 0G, play has not necessarily ended: blank results draw for termination, while replays or rare roles strongly indicate another battle. Follow the displayed state until the actual end.
Administrator research. Additional play and result interpretation:
| Measure | What it represents | Read it with |
|---|---|---|
| Story reward coins | Current payout portion | Initial 100 coins; later wins 200 or more |
| ST remaining games | Time available to create another battle | 25G + α; pauses during battle |
| Enemy weakness role | Conditional battle victory opportunity | Current enemy and role |
| Black Predator / Kami-Ochi state | Stronger continuation / premium progression | Actual route indication |
A 9-coins/G story speed does not describe every ST game. The cycle alternates payout and battle opportunity. Likewise, a target defeated with little ST time left can restart the payout loop; a low remaining count is not by itself evidence that the whole AT has ended.
Setting differences and identification
Setting differences and identification
Aragami Burst initial-hit probability improves from 1/351.9 at Setting 1 to 1/290.3 at Setting 6. Current analysis also uses direct-hit behavior from strong roles and setting-hint presentations as supporting evidence. Because game-count zones and internal states create substantial variance, short-session AT frequency should not be treated as conclusive by itself.
Administrator research. During ordinary normal play, strong cherry has a separate direct-AT draw. Converted strong cherry uses the same direct-hit lottery.
| Setting | Strong cherry → direct AT |
|---|---|
| 1 | 0.4% |
| 2 | 1.2% |
| 3 | 2.4% |
| 4 | 4.3% |
| 5 | 5.1% |
| 6 | 5.9% |
Normal-state weak-role CZ entry also has setting differences, but visible stages do not map perfectly to the hidden Normal/High/Special-high/Super-high state. It is therefore not included in the statistical range until the trial state can be classified reliably without inference.
Administrator research. Additional play and result interpretation:
A converted cherry result can change the effective occurrence seen during play. The source distinguishes raw strong-cherry / Divine-Cherry flags from rates including cherry conversion. Keep the definition used by your counter consistent with the probability column; mixing raw counts with conversion-inclusive rates can give a misleading setting comparison.
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.
Strong cherry → direct AT
Administrator-research conditional direct-AT draw during ordinary normal play. One strong cherry, including a converted strong cherry, is one eligible trigger observation.
25 trigger observations
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 0.4% | 0.1 | 0–1 | — | — |
| 2 | 1.2% | 0.3 | 0–2 | +0.2 | +200.0% |
| 3 | 2.4% | 0.6 | 0–2 | +0.5 | +500.0% |
| 4 | 4.3% | 1.1 | 0–3 | +1.0 | +975.0% |
| 5 | 5.1% | 1.3 | 0–4 | +1.2 | +1175.0% |
| 6 | 5.9% | 1.5 | 0–4 | +1.4 | +1375.0% |
50 trigger observations
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 0.4% | 0.2 | 0–1 | — | — |
| 2 | 1.2% | 0.6 | 0–2 | +0.4 | +200.0% |
| 3 | 2.4% | 1.2 | 0–4 | +1.0 | +500.0% |
| 4 | 4.3% | 2.2 | 0–5 | +2.0 | +975.0% |
| 5 | 5.1% | 2.6 | 0–6 | +2.4 | +1175.0% |
| 6 | 5.9% | 3.0 | 0–7 | +2.8 | +1375.0% |
100 trigger observations
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 0.4% | 0.4 | 0–2 | — | — |
| 2 | 1.2% | 1.2 | 0–4 | +0.8 | +200.0% |
| 3 | 2.4% | 2.4 | 0–6 | +2.0 | +500.0% |
| 4 | 4.3% | 4.3 | 1–9 | +3.9 | +975.0% |
| 5 | 5.1% | 5.1 | 1–10 | +4.7 | +1175.0% |
| 6 | 5.9% | 5.9 | 2–11 | +5.5 | +1375.0% |
200 trigger observations
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 0.4% | 0.8 | 0–3 | — | — |
| 2 | 1.2% | 2.4 | 0–6 | +1.6 | +200.0% |
| 3 | 2.4% | 4.8 | 1–9 | +4.0 | +500.0% |
| 4 | 4.3% | 8.6 | 3–15 | +7.8 | +975.0% |
| 5 | 5.1% | 10.2 | 5–17 | +9.4 | +1175.0% |
| 6 | 5.9% | 11.8 | 6–19 | +11.0 | +1375.0% |
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.
Modes and states
Modes and states
Normal play uses normal, high, special-high and super-high internal states. Weak cherry and watermelon are important state-transition roles, and the current state changes the strength of CZ-related draws. Stage changes and game-count zones should therefore be read together rather than as independent guarantees.
Setting hints and end screens
Setting hints and end screens
Administrator research. Selected AT-end-screen indications:
| Screen | Meaning |
|---|---|
| Yuu | Excludes Settings 2, 3 and 4; Setting 1 remains possible. |
| Shio | Strong indication of Setting 4 or higher. |
| Mini characters | Strong indication of Setting 6. |
These apply to AT end screens. Character appearances and voices in other scenes have different meanings; do not transfer this table to them.
Administrator research. Additional play and result interpretation:
| Additional AT-ending image | Published setting interpretation |
|---|---|
| Lindow (リンドウ) | Setting 3+ |
| Cafe (カフェ) | Even setting |
| Character group (キャラ集合) | Setting 5+ |
The Yuu exclusions listed above leave Setting 1 possible. A restricted candidate set is different from a setting floor. The Cafe screen confirms parity rather than Setting 4+, and the same characters in story or battle scenes carry different meanings from these specific ending images.
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.
This is a left-first recommended machine. Aim BAR or red 7 on the left reel to cover rare roles. If watermelon stops, use red 7 as the guide on the middle reel to cover watermelon; the right reel can then be stopped freely. Follow every push-order instruction during AT, CZ and other navigated states.
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.
