Smart Pachislot Hokuto no Ken: Tensei no Sho 2

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: Tensei no Sho 2 (スマスロ 北斗の拳 転生の章2) is Sammy’s smart-pachislot revival of the Tensei system, introduced in Japan on January 5, 2026 and manufactured by GINZA. Normal play primarily accumulates abeshi points toward a direct AT hit. The main AT, Toushin Enbu, uses Shoubu-dama stocks to challenge ShinKen Shoubu after each set, while the upper Ura Toushin Enbu strengthens stock generation.

Last verified: October 8, 2026.

Key terms: Smart Pachislot · AT · CZ · Setting · Initial hit · Payout rate · Net increase · Small role · Rare role · Replay · Bell · Weak cherry · Strong cherry · Watermelon · Chance pattern · Bonus · Ceiling · Reset · Zone · Quit timing · Advantageous section

Quick specs

Quick specs

ItemValue
Official Japanese nameスマスロ 北斗の拳 転生の章2
ManufacturerSammy / GINZA
SeriesHokuto no Ken
Machine typeAT
Japan rollout dateJanuary 5, 2026
ModelL スマスロ北斗の拳 転生の章2 MW
Normal-play baseApprox. 31.5G per 50 coins (Administrator research)
Main AT net increaseApprox. 4.0 coins/G
Normal ceilingMaximum 1536 abeshi (Administrator research)
Upper ATUra Toushin Enbu; approx. 4.0 coins/G
Setting probabilities and payout rate

Setting probabilities and payout rate

Administrator research.

SettingAT initial hitPayout rate
11/366.097.6%
21/357.098.4%
31/336.3100.7%
41/298.7106.2%
51/283.2111.1%
61/273.1114.9%
Small-role probabilities

Small-role probabilities

Administrator research. The normal-state small-role probabilities below are common across settings.

RoleProbability
Down-right bell1/8.2
Watermelon1/79.9
Weak cherry combined1/99.6
Strong cherry combined1/198.6
Shoubu alignment1/198.6
Chance pattern1/199.2
Confirmed cherry1/16384.0
Rare roles combined1/26.5
Game flow

Game flow

Normal play mainly targets a scheduled abeshi value. Rare roles can enter Tenpa no Toki, which accelerates abeshi acquisition, or can directly award AT in some cases. Internal low/normal/high states influence Tenpa no Toki entry, and Tenpa no Toki itself is followed by a Den-Sho mode that can produce repeat entries.

Reaching the selected abeshi target starts Toushin Enbu directly. There is no required bonus-before-AT route.

Administrator research. Additional play and result interpretation:

Use abeshi for the target, games for elapsed play

  1. The selected normal mode sets an abeshi target. Ordinary play advances it, while Tenpa no Toki (天破の刻) can add many abeshi in a short run.
  2. Tenpa lasts 7G, 14G, 21G or an unlimited route according to its level. The role-dependent addition is 5–999 abeshi. Unused abeshi carries to the post-AT route.
  3. A qualifying target awards Toushin Enbu (闘神演舞) directly. Tenpa is point acceleration, not a mandatory CZ whose clear must then win a separate bonus.
  4. During the 30G set, gather Shoubu-dama (勝舞魂). ShinKen Shoubu (神拳勝舞) spends those balls on individual battle attempts; one win continues the AT.
Ceiling, reset and quit timing

Ceiling, reset and quit timing

Administrator research. The deepest normal target is 1536 abeshi. An AT whose win notification occurs after crossing 1473 abeshi receives AT Level 3 or higher treatment. The actual target depends on the internal mode, so displayed abeshi behavior and mode information matter more than a simple real-game counter.

Setting changes reset the relevant internal state and select reset-specific mode behavior; ordinary power cycling carries over the underlying state. After AT, check the post-AT mode/abeshi information before quitting because a shallow target or favorable state can remain.

Administrator research. Additional play and result interpretation:

Because Tenpa accelerates the abeshi counter and surplus can carry forward, the real-game count and the displayed abeshi count can diverge. The existing money estimate must be read with its stated assumptions, rather than treating one abeshi as one game in every phase. Check surplus abeshi, an active Tenpa / Den-Sho opportunity and the next target hints before applying a normal-play stopping point.

Toushin Enbu and upper AT

Toushin Enbu and upper AT

Toushin Enbu is a 30G-per-set AT with approximately 4.0 coins/G net increase. During the set, down-right bell and rare roles can add Shoubu-dama. After 30G, ShinKen Shoubu consumes the accumulated stocks one by one; a battle win continues the AT.

Ura Toushin Enbu is the upper AT. It also runs at approximately 4.0 coins/G, but strengthens Shoubu-dama generation and uses a variable 30G–300G starting-game structure. Current published analysis places its entry-route expected payout above 3,000 coins when related post-AT continuation is included.

Official developer Q&A: During Toushin Enbu (闘神演舞), the chance that a replay or lower-right bell is converted to a Shoubu alignment (勝舞揃い) depends on the current Toushin level (闘神レベル). Each percentage is conditional on that role occurring during the indicated AT level; it is not a per-game Shoubu-alignment probability.

Qualifying roleLevel ALevel BLevel CLevel D
Replay10.90%11.60%26.20%40.80%
Lower-right bell2.90%3.10%7.00%10.90%

The developer also publishes the resulting level-dependent Shoubu-alignment appearance rates: 1/46.4 at A, 1/44.2 at B, 1/22.4 at C and 1/15.0 at D during AT. These rates combine the relevant role routes and must not be added to the conditional conversion percentages above.

Setting differences and identification

Setting differences and identification

AT initial-hit probability improves from 1/366.0 at Setting 1 to 1/273.1 at Setting 6. Current analysis also points to setting differences in direct AT behavior and state/mode transitions. Direct setting-confirmation presentation should be weighted more heavily than short-term initial-hit results because the abeshi system creates substantial session-to-session variation.

Administrator research. Additional play and result interpretation:

SettingAT by 256 abeshi after setting changeEffective Tenpa frequency, including Den-Sho loops
136.4%1/100.2
237.1%1/99.4
341.0%1/97.1
447.7%1/91.4
551.4%1/85.8
652.6%1/81.3

Administrator research. The first column is conditional on a setting-change start and an abeshi range. The second includes repeat Tenpa entries under Den-Sho. Do not compare an ordinary randomly selected 256-game session or only fresh Tenpa entries with these columns.

Modes and states

Modes and states

Normal play uses internal states related to Tenpa no Toki probability plus abeshi-target modes. Rare roles can move the Tenpa state, while each selected mode changes the likely abeshi target. Because the AT route is point-based, raw real-game counts alone do not describe the machine’s current position.

Administrator research. Additional play and result interpretation:

Abeshi modeMaximum targetUnit
Normal A (通常A)1536; true reset at most 1280Abeshi, not games
Normal B (通常B)896Abeshi
Normal C (通常C)576Abeshi
Heaven (天国)128Abeshi

Den-Sho Mode (伝承モード) determines repeat Tenpa opportunities. Its Short / Middle / Long loop expectations are approximately 24.5% / 69.4% / 90.1%. These are Tenpa-loop descriptions, separate from the selected abeshi target and from AT continuation.

At a setting change, the published low / normal / high role-state allocation is 25% / 25% / 50%. This state affects Tenpa draws. It does not mean that half of reset machines are in Heaven abeshi mode.

Setting hints and confirmed-setting elements

Setting hints and confirmed-setting elements

Administrator research. Additional play and result interpretation:

Lamp A and Lamp B answer different questions

The frame-lamp presentations at 100G intervals include an abeshi-target hint family (Lamp A) and a setting hint family (Lamp B). Preserve the lamp location / pattern in addition to its colour. A light-blue abeshi hint must not be read as the light-blue high-setting hint of the other family.

Lamp B presentationPublished interpretation
White steady / blinkingPreference for Settings 2・4 / 3・5
Light blue steady / blinkingHigh-setting hint, weaker / stronger
Yellow-green steadySetting 2+
Yellow-green blinkingSetting 4+
Gold steadySetting 6

Sammy Trophy provides separate bronze / silver / gold / giraffe / rainbow floors of Setting 2+ / 3+ / 4+ / 5+ / 6. The lamp and trophy are distinct presentations; do not classify every golden animation as either one.

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. During normal play, aim the ShinKen BAR or blue BAR on the left reel. When watermelon is possible, use red 7 as a guide on the middle and right reels to cover it. Follow every push-order instruction during AT and navigation states; middle-first or reverse play outside instructed situations can trigger a penalty.

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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