Smart Pachislot Hokuto no Ken
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 Hokuto no Ken (スマスロ北斗の拳) is Sammy’s smart pachislot adaptation of the original Hokuto no Ken game flow. It entered Japanese halls on April 3, 2023. Normal play revolves around internal mode movement and rare-role draws, while the main AT is the loop-based Battle Bonus. The premium Muso Tensei Battle uses an approximately 94% average continuation design.
Last verified: October 8, 2026.
Key terms: Smart Pachislot · AT · Setting · Initial hit · Net increase · Small role · Rare role · Watermelon · Chance pattern · Ceiling · Reset · Quit timing · Advantageous section · Payout rate · Bonus
Quick specs
Quick specs
| Item | Value |
|---|---|
| Official Japanese name | スマスロ北斗の拳 |
| Manufacturer | Sammy |
| Series | Hokuto no Ken |
| Machine type | AT |
| Japan rollout date | April 3, 2023 |
| Model | L パチスロ北斗の拳AD XR |
| Manufacturer / manufacturing company | Sammy / Taiyo Elec |
| AT net increase | Approx. 4.1 coins/G |
| Base | Approx. 34.7G per 50 coins at Setting 1 (Administrator research) |
| Normal ceiling | 1268G + α (Administrator research) |
| Battle Bonus | Approx. 110 coins per set; 66% / 79% / 84% / 89% base continuation levels |
Setting probabilities and payout rate
Setting probabilities and payout rate
Administrator research. Setting 3 is not used on this machine.
| Setting | AT initial hit | Hokuto alignment | Payout rate |
|---|---|---|---|
| 1 | 1/383.4 | 1/7274.0 | Approx. 98.0% |
| 2 | 1/370.5 | 1/7274.0 | Approx. 98.9% |
| 4 | 1/297.8 | 1/7274.0 | Approx. 105.7% |
| 5 | 1/258.7 | 1/7274.0 | Approx. 110.0% |
| 6 | 1/235.1 | 1/7274.0 | Approx. 113.0% |
Setting L is a special non-standard setting and is visually indicated by continuous lower-panel blinking.
Small-role probabilities
Small-role probabilities
Administrator research. Several rare roles have setting differences. The most useful long-run samples are weak watermelon, combined strong watermelon, combined middle cherry and reach-pattern roles.
| Setting | Weak watermelon | Strong watermelon combined | Middle cherry combined | Reach-pattern role |
|---|---|---|---|---|
| 1 | 1/109.0 | 1/409.6 | 1/210.1 | 1/16384.0 |
| 2 | 1/108.7 | 1/404.5 | 1/204.8 | 1/13107.2 |
| 4 | 1/105.9 | 1/376.6 | 1/199.8 | 1/10922.7 |
| 5 | 1/100.7 | 1/352.3 | 1/195.0 | 1/9362.3 |
| 6 | 1/98.3 | 1/337.8 | 1/190.5 | 1/8192.0 |
Game flow
Game flow
Normal play uses four main internal states: Hell, Normal, Heaven and genuine pre-AT. Rare roles move the machine between those states. A middle cherry remains the key trigger: current analysis places its Battle Bonus expectation at about 25% from Hell/Normal and effectively 100% while in Heaven.
Stage presentation gives clues to the internal state. Shin and Souther are mainly low-state stages, Jagi raises Heaven expectations, and Raoh strongly suggests a genuine pre-AT state. A successful route starts Battle Bonus, which repeats a small-role part and a battle part until Kenshiro loses.
Administrator research. Additional play and result interpretation:
From normal state to a complete Battle Bonus set
- Normal-play stage and rare-role behavior support an estimate of Hell (地獄), Normal (通常), Heaven (天国) or genuine pre-AT (本前兆). A stage hint is not an immediately playable Battle Bonus.
- After Battle Bonus (バトルボーナス) is confirmed, align the instructed red-7 or Hokuto symbols and follow the displayed navigation. Rare roles on the confirmation screen can draw V stock; that is separate from the initial normal-play hit.
- Play the approximately 30G + α small-role part, then the 8G battle. The battle outcome determines the next set, with V stock able to affect the observed continuation.
- Rei / Toki cooperation and special episodes can lead to Muso Tensei Chance (無想転生チャンス). Winning the premium route reaches Muso Tensei Battle (無想転生バトル), which has its own stronger loop design.
Ceiling, reset and quit timing
Ceiling, reset and quit timing
Administrator research. The normal ceiling is 1268G + α and awards Battle Bonus. A ceiling-triggered bonus receives favorable continuation treatment and an increased chance of Hokuto alignment.
Separate ceiling-shortening lotteries occur at 300G, 777G and 800G. A win starts a genuine pre-AT sequence of up to 32G. After a setting change, the 800G shortening lottery is treated as effectively guaranteed, making the reset ceiling much shorter in practice. A 777G shortening win is associated with Hokuto alignment.
Power cycling alone carries over the internal game state, while a true setting change resets the relevant internal state and game-count progression. After Battle Bonus, check the post-AT state and stage before quitting because higher internal modes can remain.
Battle Bonus and premium AT routes
Battle Bonus and premium AT routes
Battle Bonus is a loop AT made of a roughly 30G+α small-role part followed by an 8G battle part. The net increase is approximately 4.1 coins/G and one completed set is designed around roughly 110 coins.
| Route | Main characteristic |
|---|---|
| Battle Bonus | Base continuation levels of 66% / 79% / 84% / 89%, excluding V-stock effects |
| Rei / Toki cooperation | Can improve continuation performance and create special episode routes |
| Muso Tensei Chance | Gateway to the premium Muso Tensei Battle |
| Muso Tensei Battle | Approximately 94% average loop design |
The machine uses seamless advantageous-section handling during continuing Battle Bonus play. Current analysis indicates that when the section changes, an 84% or higher Battle Bonus continuation level is reset without an obvious break in play.
Administrator research. Additional play and result interpretation:
Symbol alignment and aura give different evidence
| Entry / battle cue | Published continuation implication |
|---|---|
| Ordinary middle red-7 alignment | Base route; no specific high floor |
| Lower red-7 alignment, including the applicable diagonal | 79% or higher |
| Hokuto alignment (北斗揃い) | 84% or higher |
| Rei first attack in the specified battle pattern | 79% or higher |
| Toki first attack in the specified battle pattern | 84% or higher |
Aura colour shifts the expectation among continuation levels; even a rainbow ordinary entry aura is not automatically a guaranteed 89% level. The alignment floors above and particular battle laws are different evidence from a broad colour tendency.
The 66% / 79% / 84% / 89% base levels exclude V-stock effects. A stored guaranteed set can make the observed run continue even when the underlying level is lower. Do not estimate the level by dividing the wins in one short chain.
Setting differences and identification
Setting differences and identification
The strongest broad indicators are AT initial-hit rate, rare-role frequencies, mode transitions and setting-specific presentation clues. AT initial hits improve from 1/383.4 at Setting 1 to 1/235.1 at Setting 6.
Administrator research. Higher settings receive better Heaven/genuine-pre-AT transition rates after resets and Battle Bonus. Ceiling-shortening wins outside the known reset behavior are also high-setting clues. Sammy Trophy appearances and Battle Bonus end voices should be treated as stronger direct evidence when their corresponding confirmed/suggestive patterns appear.
Administrator research. Additional play and result interpretation:
Weak / strong watermelon, middle cherry and the reach-pattern role have setting differences; their appearance frequency is separate from their conditional AT-success draw in the current internal state. One middle cherry in Heaven is a strong immediate AT opportunity, but it cannot establish a high setting without knowing how often that state and role occurred.
The internal-state allocation after a setting change differs from the allocation after Battle Bonus end. Record which transition was actually observed before evaluating early Heaven behavior. A long Muso Tensei run contributes many sets from one initial hit, so maintain a separate initial-hit count.
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.
Weak watermelon
Administrator-research per-game role probability. Count only correctly identified weak-watermelon results; mode affects what the role can trigger, not the listed role frequency used here.
1,000 games
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 1/109.0 | 9.2 | 4–16 | — | — |
| 2 | 1/108.7 | 9.2 | 4–16 | +0.0 | +0.3% |
| 4 | 1/105.9 | 9.4 | 4–16 | +0.3 | +2.9% |
| 5 | 1/100.7 | 9.9 | 4–16 | +0.8 | +8.2% |
| 6 | 1/98.3 | 10.2 | 4–17 | +1.0 | +10.9% |
3,000 games
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 1/109.0 | 27.5 | 18–38 | — | — |
| 2 | 1/108.7 | 27.6 | 18–38 | +0.1 | +0.3% |
| 4 | 1/105.9 | 28.3 | 18–39 | +0.8 | +2.9% |
| 5 | 1/100.7 | 29.8 | 20–41 | +2.3 | +8.2% |
| 6 | 1/98.3 | 30.5 | 20–42 | +3.0 | +10.9% |
5,000 games
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 1/109.0 | 45.9 | 33–60 | — | — |
| 2 | 1/108.7 | 46.0 | 33–60 | +0.1 | +0.3% |
| 4 | 1/105.9 | 47.2 | 34–61 | +1.3 | +2.9% |
| 5 | 1/100.7 | 49.7 | 36–64 | +3.8 | +8.2% |
| 6 | 1/98.3 | 50.9 | 37–65 | +5.0 | +10.9% |
8,000 games
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 1/109.0 | 73.4 | 57–91 | — | — |
| 2 | 1/108.7 | 73.6 | 57–91 | +0.2 | +0.3% |
| 4 | 1/105.9 | 75.5 | 59–93 | +2.1 | +2.9% |
| 5 | 1/100.7 | 79.4 | 63–97 | +6.0 | +8.2% |
| 6 | 1/98.3 | 81.4 | 64–99 | +8.0 | +10.9% |
Strong watermelon combined
Administrator-research combined strong-watermelon probability. This models role appearance only and does not model the mode-dependent Battle Bonus lottery that may follow the role.
1,000 games
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 1/409.6 | 2.4 | 0–6 | — | — |
| 2 | 1/404.5 | 2.5 | 0–6 | +0.0 | +1.3% |
| 4 | 1/376.6 | 2.7 | 0–6 | +0.2 | +8.8% |
| 5 | 1/352.3 | 2.8 | 0–7 | +0.4 | +16.3% |
| 6 | 1/337.8 | 3.0 | 0–7 | +0.5 | +21.3% |
3,000 games
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 1/409.6 | 7.3 | 3–13 | — | — |
| 2 | 1/404.5 | 7.4 | 3–13 | +0.1 | +1.3% |
| 4 | 1/376.6 | 8.0 | 3–14 | +0.6 | +8.8% |
| 5 | 1/352.3 | 8.5 | 3–15 | +1.2 | +16.3% |
| 6 | 1/337.8 | 8.9 | 4–15 | +1.6 | +21.3% |
5,000 games
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 1/409.6 | 12.2 | 6–19 | — | — |
| 2 | 1/404.5 | 12.4 | 6–20 | +0.2 | +1.3% |
| 4 | 1/376.6 | 13.3 | 7–21 | +1.1 | +8.8% |
| 5 | 1/352.3 | 14.2 | 7–22 | +2.0 | +16.3% |
| 6 | 1/337.8 | 14.8 | 8–23 | +2.6 | +21.3% |
8,000 games
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 1/409.6 | 19.5 | 11–29 | — | — |
| 2 | 1/404.5 | 19.8 | 12–29 | +0.2 | +1.3% |
| 4 | 1/376.6 | 21.2 | 13–31 | +1.7 | +8.8% |
| 5 | 1/352.3 | 22.7 | 14–32 | +3.2 | +16.3% |
| 6 | 1/337.8 | 23.7 | 15–34 | +4.2 | +21.3% |
Middle cherry combined
Administrator-research combined middle-cherry probability. Battle Bonus expectation after middle cherry changes with internal mode, so only the role count itself is modelled here.
1,000 games
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 1/210.1 | 4.8 | 1–9 | — | — |
| 2 | 1/204.8 | 4.9 | 1–10 | +0.1 | +2.6% |
| 4 | 1/199.8 | 5.0 | 1–10 | +0.2 | +5.2% |
| 5 | 1/195.0 | 5.1 | 1–10 | +0.4 | +7.7% |
| 6 | 1/190.5 | 5.2 | 1–10 | +0.5 | +10.3% |
3,000 games
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 1/210.1 | 14.3 | 7–22 | — | — |
| 2 | 1/204.8 | 14.6 | 8–23 | +0.4 | +2.6% |
| 4 | 1/199.8 | 15.0 | 8–23 | +0.7 | +5.2% |
| 5 | 1/195.0 | 15.4 | 8–23 | +1.1 | +7.7% |
| 6 | 1/190.5 | 15.7 | 9–24 | +1.5 | +10.3% |
5,000 games
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 1/210.1 | 23.8 | 15–34 | — | — |
| 2 | 1/204.8 | 24.4 | 15–35 | +0.6 | +2.6% |
| 4 | 1/199.8 | 25.0 | 16–35 | +1.2 | +5.2% |
| 5 | 1/195.0 | 25.6 | 16–36 | +1.8 | +7.7% |
| 6 | 1/190.5 | 26.2 | 17–37 | +2.4 | +10.3% |
8,000 games
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 1/210.1 | 38.1 | 27–51 | — | — |
| 2 | 1/204.8 | 39.1 | 27–52 | +1.0 | +2.6% |
| 4 | 1/199.8 | 40.0 | 28–53 | +2.0 | +5.2% |
| 5 | 1/195.0 | 41.0 | 29–54 | +2.9 | +7.7% |
| 6 | 1/190.5 | 42.0 | 30–55 | +3.9 | +10.3% |
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
The normal-state hierarchy is Hell < Normal < Heaven < genuine pre-AT. Weak watermelon, chance patterns, strong watermelon, middle cherry and reach-pattern roles have progressively stronger mode-up or direct-hit expectations. Higher settings are more likely to enter Heaven after a setting change and after Battle Bonus, so early mode behavior is useful supporting evidence.
Setting hints and confirmed-setting elements
Setting hints and confirmed-setting elements
Administrator research. Additional setting hints and result interpretation:
| Sammy Trophy colour | Published setting floor |
|---|---|
| Gold | 4+ |
| Giraffe pattern | 5+ |
| Rainbow | 6 |
Use this model’s own trophy table. Do not import bronze / silver floors from a different Sammy machine when those presentations are absent from the listed model table. A no-trophy ending does not exclude a higher setting because 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.
Follow all push-order navigation. For this beginner guide, keep the left-first procedure consistent during unassisted play so cherry and watermelon patterns can be identified. A separate middle-first technique is also used to identify rare-role patterns; it is optional and does not replace any navigation 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.
