Smart Pachislot Monster Hunter Rise
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 Monster Hunter Rise (スマスロ モンスターハンターライズ) is an ADELLION smart-pachislot AT machine introduced in Japan on November 18, 2024. Normal play builds Kamura points toward quests, uses replay-count CZ routes and rare-role direct hits, then enters the hunt-based AT. Monster defeats loop bonuses, while stronger routes raise net increase and reward quality.
Last verified: October 8, 2026.
Key terms: Smart Pachislot · AT · CZ · Setting · Setting hint · Initial hit · Payout rate · Net increase · Small role · Rare role · Replay · Bell · Weak cherry · Strong cherry · Watermelon · Chance pattern · Bonus · Ceiling · Reset · Zone · High-probability state · Quit timing
Quick specs
Quick specs
| Item | Value |
|---|---|
| Official Japanese name | スマスロ モンスターハンターライズ |
| Manufacturer | ADELLION |
| Series | Monster Hunter |
| Machine type | AT |
| Japan rollout date | November 18, 2024 |
| Model | LモンスターハンターライズXA |
| Normal-play base | Approx. 32.7G per 50 coins (Administrator research) |
| AT net increase | Approx. 2.7 or 4.0 coins/G |
| Game-count ceiling | 999G (Administrator research) |
| AT-interval protection | Seventh quest (Administrator research) |
Setting probabilities and payout rate
Setting probabilities and payout rate
Administrator research.
| Setting | AT initial hit | Payout rate |
|---|---|---|
| 1 | 1/309.5 | 97.9% |
| 2 | 1/301.4 | 98.8% |
| 3 | 1/290.8 | 100.3% |
| 4 | 1/256.4 | 105.4% |
| 5 | 1/237.1 | 110.1% |
| 6 | 1/230.8 | 114.3% |
CZ routes and clearing conditions
CZ routes and clearing conditions
Administrator research.
| CZ | Entry and duration | How to clear / reward |
|---|---|---|
| Airou Daruma Drop | Selected replay-count target; 5G ST. Small-role hits reset the countdown. | Knock down every daruma to clear. A 1G reward challenge then determines the AT reward; the drawn role can improve it. |
| Hyakuryu Yakou | Some Kamura-point targets; 12G. | Build the fort level, then defeat the monster to receive Dairenzoku BONUS. Approximate success expectation: 70%. Replays and rare roles can upgrade the outcome. |
Hyakuryu Yakou uses entry (1–3G), attack (4–9G) and judgement (10–12G) phases. These are success expectations and game counts, not CZ entry probabilities.
Administrator research. Additional play and result interpretation:
| CZ progress | What to record | Why |
|---|---|---|
| Airou Daruma Drop (アイルーだるま落とし) | Remaining daruma and the current 5G ST | Small roles reset time; all daruma must fall |
| Its 1G reward challenge | Actual drawn role | Occurs after the clear; can improve reward |
| Hyakuryu Yakou (百竜夜行) | Fort level and current phase | Build then judge the monster defeat |
| Hyakuryu phases | 1–3G entry; 4–9G attack; 10–12G judgment | One phase result does not summarize the entire CZ |
Small-role probabilities
Small-role probabilities
Administrator research. The listed role probabilities are common across settings.
| Role | Probability |
|---|---|
| 3-coin blank role | 1/6.5 |
| Replay | 1/7.3 |
| 3-coin bell | 1/8.1 |
| Weak chance pattern | 1/99.9 |
| Watermelon | 1/105.3 |
| Weak cherry | 1/114.9 |
| Strong cherry | 1/532.8 |
| Strong chance pattern | 1/585.1 |
| Rare roles combined | 1/31.4 |
Game flow
Game flow
Normal play mainly earns Kamura points from small roles. Reaching a selected point target starts a quest; a successful hunt starts AT. A separate replay-count route can enter Airou Daruma Drop CZ, and rare roles can also award a direct AT hit. Hyakuryu Yakou acts as the stronger CZ route.
AT uses the series’ hunt loop: each bonus gives a protected game count and the monster battle continues while time remains. Defeating the monster returns the machine to the gathering-hall reward sequence and then to another hunt.
Administrator research. Additional play and result interpretation:
A protected hunt timer still needs a victory
- Kamura Points (カムラポイント) determine a quest opportunity, while the selected replay-count target determines Airou Daruma Drop (アイルーだるま落とし). Record the counter that actually triggered the route.
- A won route starts a hunt bonus. BAR, red 7 or purple 7 determines the protected game allowance, rather than an automatic monster defeat.
- During the hunt, bell streaks can recruit companions and trigger hunter action. The monster’s speed, current companion count and stun state alter the applicable draws.
- Defeat the target to reach the carving / gathering-hall rewards and another hunt. A part break or knockdown helps the current battle but is not by itself the same as the final defeat.
Ceiling, reset and quit timing
Ceiling, reset and quit timing
Administrator research. The normal game-count ceiling is 999G and awards a Red 7 Bonus or better. A separate AT-interval ceiling exists: the seventh quest between AT hits awards Red 7 or better.
After a true setting change, the point mode starts at Mode B or better and the quest table is biased toward stronger early tables. After AT, always play the first game because a rare role on that game activates the Enta Chance pullback. Strong next-quest or Magaimagado-mode clues can also justify continuing beyond the first game.
Bonus types and protected game counts
Bonus types and protected game counts
Administrator research. The symbol determines the protected hunt time:
| Bonus | Protected games |
|---|---|
| BAR | 25G + α |
| Red 7 | 40G or 50G + α |
| Purple 7 | 60G or 100G + α |
Defeating the monster leads to carving rewards and the gathering hall before the next hunt. Protected time is not a guaranteed monster defeat.
Hunt bonus: 仲間ハンター (companion hunter) joining draw
Manufacturer Q&A. The following percentages apply to each eligible bell-streak draw during the hunt bonus. The row is the number of companion hunters already participating, and the column is the current consecutive bell count. These are joining-draw rates, not the probability of drawing a bell or the probability of defeating a monster.
| Companions already present | 1st bell | 2nd bell | 3rd–4th bell | 5th bell onward |
|---|---|---|---|---|
| 0 | 20.3% | 35.2% | 50.0% | 87.5% |
| 1 | 14.8% | 21.9% | 28.9% | 50.0% |
| 2 | 7.8% | 15.6% | 23.4% | 39.1% |
Hunt bonus: ハンター行動 (hunter action) draw
Manufacturer Q&A, while the monster is not stunned (非めまい状態). Action probability also depends on モンスターの素早さ (monster speed) and how many companions are already present. Speed 5/3/1 are the manufacturer’s speed grades. The table shows representative conditions; do not apply one row to a different speed, companion count or stun state.
| Companions | Monster speed | 1st bell | 2nd bell | 3rd–4th bell | 5th bell onward |
|---|---|---|---|---|---|
| 0 | 5 | 5.1% | 25.0% | 37.1% | 50.0% |
| 0 | 3 | 6.3% | 31.2% | 46.4% | 62.5% |
| 0 | 1 | 7.6% | 37.5% | 55.7% | 75.0% |
| 2 | 1 | 10.2% | 50.0% | 74.2% | 100.0% |
While めまい状態 (stunned) with zero companions, the manufacturer lists action probabilities for a three-blank result versus a bell: speed 5 = 18.0% / 50.0%, speed 3 = 22.5% / 62.5%, and speed 1 = 27.0% / 75.0%. Other companion counts have their own published rates. These are per-draw action probabilities within the stated hunt condition, not the full bonus win rate.
Administrator research. Additional play and result interpretation:
Use bell-streak tables with their complete conditions
The companion-joining table counts hunters already present before the eligible draw. If a companion joins, the next eligible draw uses the new row. The fifth-bell-onward column applies to the current uninterrupted streak; it is not every fifth total bell of the bonus.
Hunter action is a different draw from companion joining. A 100% action entry under a slow-monster / two-companion condition means action under that condition, not a guaranteed monster defeat. Damage and the remaining HP still matter.
The manufacturer also separates stunned and non-stunned tables. Preserve the actual monster condition before comparing a missed action or a blank-result action with the listed rate. Without that context, one observed action cannot identify which speed grade is active.
Hunt AT and upper routes
Hunt AT and upper routes
The main AT uses approximately 2.7 coins/G, with some routes increasing to about 4.0 coins/G. BAR, Red 7 and Purple 7 bonuses provide different protected game counts. During the hunt, role draws and the Wirebug system influence damage, knockdowns and part breaks; defeating the target continues the loop.
Upper progression strengthens the hunt/reward structure rather than replacing it with a completely separate normal-play system.
Setting differences and identification
Setting differences and identification
AT initial-hit probability improves from 1/309.5 at Setting 1 to 1/230.8 at Setting 6. Direct AT hits from rare roles also have clear setting differences.
| Setting | Weak rare-role direct AT | Strong rare-role direct AT |
|---|---|---|
| 1 | 0.031% | 1.56% |
| 2 | 0.046% | 3.13% |
| 3 | 0.076% | 3.91% |
| 4 | 0.098% | 4.69% |
| 5 | 0.146% | 5.47% |
| 6 | 0.195% | 6.25% |
Weak rare-role Rise Zone entry also varies by setting and current internal state. Super-high is 100% at every setting, so it is excluded as a setting discriminator.
| Setting | Weak rare role → Rise Zone (Normal) | Weak rare role → Rise Zone (High) |
|---|---|---|
| 1 | 25.0% | 55.1% |
| 2 | 25.4% | 55.5% |
| 3 | 28.1% | 56.3% |
| 4 | 30.5% | 57.4% |
| 5 | 34.4% | 59.4% |
| 6 | 35.2% | 60.2% |
Only stratify the Rise Zone samples when the pre-draw state can be identified reliably. Mixing Normal and High observations creates a changing probability mixture and is not suitable for the binomial ranges below. Weak rare-role Rise Zone entry and three-coin-bell state promotion improve toward higher settings. Use those repeated samples together with setting-hint end screens rather than relying only on AT count.
Administrator research. Additional play and result interpretation:
Record normal-play initial hunts separately from the later hunts created by carving / gathering-hall rewards. Bell execution, hunter composition and monster compatibility affect how far one initial route continues. A series of easy wins is information about those hunts; it should not be treated as a measured normal-play AT probability without the corresponding normal-game denominator.
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 rare role → direct AT
Administrator-research conditional direct-AT draw during ordinary normal play outside a precursor. One eligible weak chance pattern, watermelon or weak cherry is one trigger observation.
25 trigger observations
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 0.031% | 0.0 | 0–0 | — | — |
| 2 | 0.046% | 0.0 | 0–0 | +0.0 | +48.4% |
| 3 | 0.076% | 0.0 | 0–0 | +0.0 | +145.2% |
| 4 | 0.098% | 0.0 | 0–0 | +0.0 | +216.1% |
| 5 | 0.146% | 0.0 | 0–1 | +0.0 | +371.0% |
| 6 | 0.195% | 0.0 | 0–1 | +0.0 | +529.0% |
50 trigger observations
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 0.031% | 0.0 | 0–0 | — | — |
| 2 | 0.046% | 0.0 | 0–0 | +0.0 | +48.4% |
| 3 | 0.076% | 0.0 | 0–1 | +0.0 | +145.2% |
| 4 | 0.098% | 0.0 | 0–1 | +0.0 | +216.1% |
| 5 | 0.146% | 0.1 | 0–1 | +0.1 | +371.0% |
| 6 | 0.195% | 0.1 | 0–1 | +0.1 | +529.0% |
100 trigger observations
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 0.031% | 0.0 | 0–1 | — | — |
| 2 | 0.046% | 0.0 | 0–1 | +0.0 | +48.4% |
| 3 | 0.076% | 0.1 | 0–1 | +0.0 | +145.2% |
| 4 | 0.098% | 0.1 | 0–1 | +0.1 | +216.1% |
| 5 | 0.146% | 0.1 | 0–1 | +0.1 | +371.0% |
| 6 | 0.195% | 0.2 | 0–1 | +0.2 | +529.0% |
200 trigger observations
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 0.031% | 0.1 | 0–1 | — | — |
| 2 | 0.046% | 0.1 | 0–1 | +0.0 | +48.4% |
| 3 | 0.076% | 0.2 | 0–1 | +0.1 | +145.2% |
| 4 | 0.098% | 0.2 | 0–1 | +0.1 | +216.1% |
| 5 | 0.146% | 0.3 | 0–2 | +0.2 | +371.0% |
| 6 | 0.195% | 0.4 | 0–2 | +0.3 | +529.0% |
Strong rare role → direct AT
Administrator-research conditional direct-AT draw during ordinary normal play outside a precursor. One eligible strong cherry or strong chance pattern is one trigger observation.
25 trigger observations
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 1.56% | 0.4 | 0–2 | — | — |
| 2 | 3.13% | 0.8 | 0–3 | +0.4 | +100.6% |
| 3 | 3.91% | 1.0 | 0–3 | +0.6 | +150.6% |
| 4 | 4.69% | 1.2 | 0–4 | +0.8 | +200.6% |
| 5 | 5.47% | 1.4 | 0–4 | +1.0 | +250.6% |
| 6 | 6.25% | 1.6 | 0–4 | +1.2 | +300.6% |
50 trigger observations
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 1.56% | 0.8 | 0–3 | — | — |
| 2 | 3.13% | 1.6 | 0–4 | +0.8 | +100.6% |
| 3 | 3.91% | 2.0 | 0–5 | +1.2 | +150.6% |
| 4 | 4.69% | 2.3 | 0–6 | +1.6 | +200.6% |
| 5 | 5.47% | 2.7 | 0–6 | +2.0 | +250.6% |
| 6 | 6.25% | 3.1 | 0–7 | +2.3 | +300.6% |
100 trigger observations
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 1.56% | 1.6 | 0–4 | — | — |
| 2 | 3.13% | 3.1 | 0–7 | +1.6 | +100.6% |
| 3 | 3.91% | 3.9 | 1–8 | +2.4 | +150.6% |
| 4 | 4.69% | 4.7 | 1–9 | +3.1 | +200.6% |
| 5 | 5.47% | 5.5 | 2–10 | +3.9 | +250.6% |
| 6 | 6.25% | 6.3 | 2–11 | +4.7 | +300.6% |
200 trigger observations
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 1.56% | 3.1 | 0–7 | — | — |
| 2 | 3.13% | 6.3 | 2–11 | +3.1 | +100.6% |
| 3 | 3.91% | 7.8 | 3–14 | +4.7 | +150.6% |
| 4 | 4.69% | 9.4 | 4–16 | +6.3 | +200.6% |
| 5 | 5.47% | 10.9 | 5–18 | +7.8 | +250.6% |
| 6 | 6.25% | 12.5 | 6–20 | +9.4 | +300.6% |
Weak rare role → Rise Zone (Normal state)
Administrator-research conditional Rise Zone draw. Use only weak rare-role observations known to occur in Normal state; do not mix High or Super-high state trials.
25 trigger observations
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 25.0% | 6.3 | 2–11 | — | — |
| 2 | 25.4% | 6.4 | 2–11 | +0.1 | +1.6% |
| 3 | 28.1% | 7.0 | 3–12 | +0.8 | +12.4% |
| 4 | 30.5% | 7.6 | 3–12 | +1.4 | +22.0% |
| 5 | 34.4% | 8.6 | 4–13 | +2.4 | +37.6% |
| 6 | 35.2% | 8.8 | 4–14 | +2.6 | +40.8% |
50 trigger observations
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 25.0% | 12.5 | 7–19 | — | — |
| 2 | 25.4% | 12.7 | 7–19 | +0.2 | +1.6% |
| 3 | 28.1% | 14.1 | 8–20 | +1.6 | +12.4% |
| 4 | 30.5% | 15.3 | 9–22 | +2.8 | +22.0% |
| 5 | 34.4% | 17.2 | 11–24 | +4.7 | +37.6% |
| 6 | 35.2% | 17.6 | 11–24 | +5.1 | +40.8% |
100 trigger observations
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 25.0% | 25.0 | 17–34 | — | — |
| 2 | 25.4% | 25.4 | 17–34 | +0.4 | +1.6% |
| 3 | 28.1% | 28.1 | 20–37 | +3.1 | +12.4% |
| 4 | 30.5% | 30.5 | 22–40 | +5.5 | +22.0% |
| 5 | 34.4% | 34.4 | 25–44 | +9.4 | +37.6% |
| 6 | 35.2% | 35.2 | 26–45 | +10.2 | +40.8% |
200 trigger observations
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 25.0% | 50.0 | 38–62 | — | — |
| 2 | 25.4% | 50.8 | 39–63 | +0.8 | +1.6% |
| 3 | 28.1% | 56.2 | 44–69 | +6.2 | +12.4% |
| 4 | 30.5% | 61.0 | 48–74 | +11.0 | +22.0% |
| 5 | 34.4% | 68.8 | 56–82 | +18.8 | +37.6% |
| 6 | 35.2% | 70.4 | 57–84 | +20.4 | +40.8% |
Weak rare role → Rise Zone (High state)
Administrator-research conditional Rise Zone draw. Use only weak rare-role observations known to occur in High state; Super-high is 100% for all settings and is not a setting discriminator.
25 trigger observations
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 55.1% | 13.8 | 9–19 | — | — |
| 2 | 55.5% | 13.9 | 9–19 | +0.1 | +0.7% |
| 3 | 56.3% | 14.1 | 9–19 | +0.3 | +2.2% |
| 4 | 57.4% | 14.4 | 9–19 | +0.6 | +4.2% |
| 5 | 59.4% | 14.9 | 10–20 | +1.1 | +7.8% |
| 6 | 60.2% | 15.1 | 10–20 | +1.3 | +9.3% |
50 trigger observations
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 55.1% | 27.6 | 21–34 | — | — |
| 2 | 55.5% | 27.8 | 21–35 | +0.2 | +0.7% |
| 3 | 56.3% | 28.2 | 21–35 | +0.6 | +2.2% |
| 4 | 57.4% | 28.7 | 22–35 | +1.2 | +4.2% |
| 5 | 59.4% | 29.7 | 23–36 | +2.2 | +7.8% |
| 6 | 60.2% | 30.1 | 23–37 | +2.6 | +9.3% |
100 trigger observations
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 55.1% | 55.1 | 45–65 | — | — |
| 2 | 55.5% | 55.5 | 46–65 | +0.4 | +0.7% |
| 3 | 56.3% | 56.3 | 47–66 | +1.2 | +2.2% |
| 4 | 57.4% | 57.4 | 48–67 | +2.3 | +4.2% |
| 5 | 59.4% | 59.4 | 50–69 | +4.3 | +7.8% |
| 6 | 60.2% | 60.2 | 51–70 | +5.1 | +9.3% |
200 trigger observations
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 55.1% | 110.2 | 96–124 | — | — |
| 2 | 55.5% | 111.0 | 97–125 | +0.8 | +0.7% |
| 3 | 56.3% | 112.6 | 99–126 | +2.4 | +2.2% |
| 4 | 57.4% | 114.8 | 101–128 | +4.6 | +4.2% |
| 5 | 59.4% | 118.8 | 105–132 | +8.6 | +7.8% |
| 6 | 60.2% | 120.4 | 107–134 | +10.2 | +9.3% |
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
Normal play uses normal, high and super-high internal states that affect Rise Zone entry. Three-coin bell and weak rare roles can raise the state. Quest tables and point modes separately control how quickly the machine reaches the next hunt opportunity.
Administrator research. Additional play and result interpretation:
Normal / High / Super-high states affect Rise Zone (ライズゾーン) entry. The quest point table and replay-count target are separate normal-play systems. A favourable Rise Zone state does not establish that the next replay is at its selected count ceiling, and an early quest does not establish a stronger companion-joining rate inside a later hunt.
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 machine recommends left-first play. Aim BAR on the left reel to cover rare roles. If watermelon stops, use BAR as the middle-reel guide to cover watermelon; the right reel can then be stopped freely. Follow every push-order and symbol instruction during AT and CZ states. Some alternative stop orders are allowed during specified AT situations only.
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.
