Smart Pachislot Kabaneri: Unato Decisive Battle
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 Kabaneri: Unato Decisive Battle (スマスロ 甲鉄城のカバネリ 海門(うなと)決戦) is a Sammy smart pachislot AT machine manufactured by Taiyo Elec and introduced in Japan on March 2, 2026. Normal play uses three counters and chance-pattern lotteries to reach CZ or a direct initial bonus, after which the main loop is built around ST, Kabaneri Attack and payout-managed pseudo bonuses.
Last verified: October 8, 2026.
Key terms: Smart Pachislot · AT · CZ · Setting · Setting hint · Payout rate · Net increase · Small role · Bell · Chance pattern · Bonus · Ceiling · Reset · High-probability state · Quit timing
Quick specs
Quick specs
| Item | Value |
|---|---|
| Official Japanese name | スマスロ 甲鉄城のカバネリ 海門(うなと)決戦 |
| Manufacturer | Sammy |
| Series | Kabaneri of the Iron Fortress |
| Machine type | AT |
| Japan rollout date | March 2, 2026 |
| Model | L 甲鉄城のカバネリ 海門決戦 XX |
| Kabaneri Bonus net increase | Approx. 6.0 coins/G |
| Base | Approx. 31G per 50 coins (Administrator research) |
| Game-count ceiling | 996G |
| Cycle ceiling | Maximum 6 cycles |
Setting probabilities and payout rate
Setting probabilities and payout rate
Administrator research.
| Setting | Initial bonus | ST | Payout rate |
|---|---|---|---|
| 1 | 1/254.2 | 1/422.5 | 97.5% |
| 2 | 1/242.3 | 1/405.9 | 98.5% |
| 3 | 1/239.6 | 1/398.7 | 100.8% |
| 4 | 1/214.0 | 1/357.2 | 106.0% |
| 5 | 1/203.2 | 1/332.6 | 111.0% |
| 6 | 1/195.1 | 1/318.5 | 114.9% |
Kabaneri Chance CZ success conditions
Kabaneri Chance CZ success conditions
Administrator research. The three Kabaneri Chance variants use different self-driven clearing rules.
| CZ | Length / expectation | Success condition | Success reward |
|---|---|---|---|
| Mumei CZ | 10G + α / about 36% | Small roles defeat Kabane. Full defeat is reached with five combos or ten kills; the final judgement can also succeed. | Bonus |
| Ikoma CZ | Up to 20G / about 46% | Finish 20G before all three lives are exhausted. Small roles can restore a life. | Bonus |
| Douran CZ | 10G / about 78% | Chance patterns draw for bonus; stopping the Rokkonsheijo pattern confirms the hit. | Bonus; stronger patterns can route to Episode Bonus or premium ST |
Mumei and Ikoma CZ can be won simultaneously; that combined hit routes to the stronger Douran CZ. Entry probability and clearing probability are separate values.
Small-role probabilities
Small-role probabilities
Administrator research. All-settings-common values unless noted.
| Role | Probability |
|---|---|
| Mumei chance pattern | 1/38.9 |
| Kabane chance pattern | 1/77.7 |
| Ikoma chance pattern | 1/44.5 |
| Each two-character combined chance pattern | 1/546.1 |
| All-Star pattern | 1/7281.0 |
| Single chance-pattern total | 1/16.4 |
| Combined chance-pattern total | 1/182.0 |
| All chance patterns | 1/15.0 |
During the chance-pattern high-probability state, the combined chance-pattern rate rises to approximately 1/6.3.
The common 13-coin lower-row bell is setting-dependent and can be counted during normal play or AT.
| Setting | Lower-row bell (common 13-coin role) |
|---|---|
| 1 | 1/121.1 |
| 2 | 1/114.4 |
| 3 | 1/112.8 |
| 4 | 1/106.2 |
| 5 | 1/104.2 |
| 6 | 1/99.1 |
Game flow
Game flow
Normal play uses three counters. Mumei and Ikoma counters handle their corresponding CZ lotteries, while the Kabane counter advances toward the Unato foreshadowing/direct-bonus route. If both Mumei CZ and Ikoma CZ are won together, the upper Doran CZ becomes available.
- Mumei CZ is a small-role-combo challenge with an expected success rate around 36%.
- Ikoma CZ uses its own corresponding chance-pattern route.
- Episode Bonus confirms ST entry.
- Hayajiro Bonus is a 20G initial bonus that aims to enter ST; expected ST entry is around 20%.
- ST bonus wins lead to Kabaneri Attack, which determines the following Kabaneri Bonus payout amount.
Administrator research. Additional play and result interpretation:
Three normal counters, then two ST entry outcomes
- Mumei, Ikoma and Kabane counters target different entry routes. A combined Mumei / Ikoma award creates the stronger Douran CZ (銅藍CZ); it is not two separately consumed ordinary CZ clears.
- Hayajiro Bonus (駿城ボーナス) collects points for its final ST-entry draw. Episode Bonus (エピソードボーナス) establishes ST instead. Record whether ST was actually entered after the initial bonus.
- In Kabaneri ST (カバネリST), the current high-probability character changes the strength of its corresponding chance pattern. Resolve the continuous presentation while the countdown is paused.
- A won ST bonus leads first to Kabaneri Attack (カバネリアタック), which determines coins, then Kabaneri Bonus (カバネリボーナス), which pays them and builds black-plasma progression for the next ST.
Ceiling, reset and quit timing
Ceiling, reset and quit timing
Administrator research. The standard game-count ceiling is 996G and the cycle ceiling is a maximum of six cycles; reaching either is strongly associated with an Episode Bonus and therefore ST entry. At 996G the machine also receives impurity accumulation.
After a setting change, the ceiling is shortened to 596G / maximum four cycles. The same 596G / four-cycle shortened condition applies after an ST run-through and after Kageyuki ST ends. A setting change also adds a small randomized game-count offset on the display.
Because ST run-through, upper-ST end and reset states have shortened ceilings, immediate quitting can discard meaningful remaining value. At minimum, check the current cycle, sub-display background, lit Mumei/Ikoma lamps and post-ST omikuji information before leaving.
Bonus / ST details
Bonus / ST details
Hayajiro Bonus
A 20G initial bonus. Roles award Hayajiro points and the final accumulated amount is used to decide ST entry, with an overall expectation around 20%.
Kabaneri Attack
A self-controlled payout-addition feature. Standard Kabaneri Attack lasts 4G; Super Kabaneri Attack lasts 6G. Each game adds at least 50 coins, and a chance pattern adds 100 coins or more.
Kabaneri Bonus
A payout-managed pseudo bonus using the amount earned in Kabaneri Attack, at approximately 6.0 coins/G. Chance patterns and reverse-order cut-ins can build black-plasma points used for the following ST.
Upper routes
Kageyuki ST and the premium Reverse Kageyuki ST sit above the normal ST path. The official Sammy promotion describes Reverse Kageyuki ST as the machine’s premium ST, with an expected acquisition around 3,600 coins.
AT / ST progression
AT / ST progression
Administrator research. Additional play and result interpretation:
One ordinary ST cycle
Administrator research. The ordinary ST has a 22G Cooperation Part (共闘パート) and a 3G Awakening Part (覚醒パート), with an approximate 76% continuation expectation. Chance-pattern appearance is approximately 1/9.9 within ST. A matching Kabaneri-high role is stronger than a non-matching one.
In the Awakening Part, chance-pattern bonus expectation improves; on the final game a chance pattern confirms a bonus. After a chance pattern, the ST countdown stops until the continuous presentation resolves. A paused counter is still active ST, not ordinary play.
Ordinary Kabaneri Attack lasts 4G and guarantees at least 50 coins per game, hence at least 200 coins in total. Super Kabaneri Attack (超カバネリアタック) lasts 6G. A chance pattern adds at least 100 coins, with a matching character pattern providing stronger reward expectations. The paid bonus uses the amount determined here.
| Phase | Counter / objective |
|---|---|
| Cooperation Part (共闘パート) | 22G; chance-pattern bonus draw |
| Awakening Part (覚醒パート) | 3G; stronger chance-pattern draw |
| Kabaneri Attack (カバネリアタック) | 4G; determine payout coins |
| Super Kabaneri Attack (超カバネリアタック) | 6G; stronger payout-determination route |
| Kabaneri Bonus (カバネリボーナス) | Pay determined coins; build black-plasma points |
Setting differences and hints
Setting differences and hints
Initial-bonus and ST probabilities improve with setting and form the main numerical baseline. ST-end screens also provide setting hints: the group screen is a high-setting suggestion, while the Mumei + Ayame swimsuit screen is treated by current analysis as a Setting 6 confirmation pattern.
The setting-dependent lower-row bell is suitable for long-run counting because its appearance probability is defined per game rather than through the machine’s cycle/CZ mixture. Sammy Trophy patterns and post-ST omikuji/voice information provide additional setting evidence. No single ordinary hit should be used as a setting guarantee without a confirmed pattern.
Official developer figures: The following are the expectation percentages at the third and fourth cycle (3周期目・4周期目の期待度) for each setting. The denominator is a cycle at that position, not a game and not a percentage of all play sessions.
| Setting | Third-cycle expectation | Fourth-cycle expectation |
|---|---|---|
| 1 | 18.4% | 33.6% |
| 2 | 23.8% | 35.2% |
| 3 | 21.1% | 36.3% |
| 4 | 28.5% | 40.2% |
| 5 | 32.4% | 43.4% |
| 6 | 37.1% | 46.9% |
Setting 2 has a higher official third-cycle figure than Setting 3; keep that ordering when comparing observations. Cycles reached depend on prior play, so these figures should be read together with the per-game lower-row bell and the initial-hit table.
Administrator research. Additional play and result interpretation:
Normal-play CZ entries, initial bonuses and successful ST entries are different denominators. Hayajiro has only an approximately 20% ST-entry expectation, whereas Episode establishes it. An unusually good short run of Hayajiro clears can improve ST-entry frequency without changing how often the initial bonus was drawn. Keep the bonus type and its outcome together in the session record.
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.
Lower-row bell (common 13-coin role)
Administrator-research per-game role probability. Count the completed common 13-coin lower-row bell during normal play and AT; do not substitute other bell alignments.
1,000 games
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 1/121.1 | 8.3 | 3–14 | — | — |
| 2 | 1/114.4 | 8.7 | 3–15 | +0.5 | +5.9% |
| 3 | 1/112.8 | 8.9 | 4–15 | +0.6 | +7.4% |
| 4 | 1/106.2 | 9.4 | 4–16 | +1.2 | +14.0% |
| 5 | 1/104.2 | 9.6 | 4–16 | +1.3 | +16.2% |
| 6 | 1/99.1 | 10.1 | 4–17 | +1.8 | +22.2% |
3,000 games
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 1/121.1 | 24.8 | 16–35 | — | — |
| 2 | 1/114.4 | 26.2 | 17–37 | +1.5 | +5.9% |
| 3 | 1/112.8 | 26.6 | 17–37 | +1.8 | +7.4% |
| 4 | 1/106.2 | 28.2 | 18–39 | +3.5 | +14.0% |
| 5 | 1/104.2 | 28.8 | 19–40 | +4.0 | +16.2% |
| 6 | 1/99.1 | 30.3 | 20–41 | +5.5 | +22.2% |
5,000 games
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 1/121.1 | 41.3 | 29–54 | — | — |
| 2 | 1/114.4 | 43.7 | 31–57 | +2.4 | +5.9% |
| 3 | 1/112.8 | 44.3 | 32–58 | +3.0 | +7.4% |
| 4 | 1/106.2 | 47.1 | 34–61 | +5.8 | +14.0% |
| 5 | 1/104.2 | 48.0 | 35–62 | +6.7 | +16.2% |
| 6 | 1/99.1 | 50.5 | 37–65 | +9.2 | +22.2% |
8,000 games
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 1/121.1 | 66.1 | 51–82 | — | — |
| 2 | 1/114.4 | 69.9 | 54–87 | +3.9 | +5.9% |
| 3 | 1/112.8 | 70.9 | 55–88 | +4.9 | +7.4% |
| 4 | 1/106.2 | 75.3 | 59–93 | +9.3 | +14.0% |
| 5 | 1/104.2 | 76.8 | 60–94 | +10.7 | +16.2% |
| 6 | 1/99.1 | 80.7 | 64–99 | +14.7 | +22.2% |
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.
Setting hints and confirmed-setting elements
Setting hints and confirmed-setting elements
Administrator research. Additional play and result interpretation:
| Specific presentation | Published setting implication |
|---|---|
| Sammy Trophy: bronze / silver / gold / giraffe / rainbow | 2+ / 3+ / 4+ / 5+ / 6 |
| ST ending: iron sandals (鉄下駄) | Default |
| ST ending: Koutetsujou members (甲鉄城メンバー) | High-setting hint |
| ST ending: swimsuits (水着) | Setting 6 |
| Item lottery: Small / Medium / Great Luck (小吉・中吉・大吉) | 2+ / 4+ / 6 |
The item lottery, bonus character introduction and ST ending are different observation sources. MySlot (マイスロ) can preserve some of these counts, but an unclassified illustration should not be promoted into a setting confirmation merely because it looks rare.
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-reel first whenever there is no navigation. The reel design does not require targeting to avoid small-role loss, so after starting with the left reel the remaining reels can be stopped freely. Middle-first or reverse-order play without navigation can trigger a penalty. Follow all push-order navigation during normal play, ST and bonuses.
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.
