Smart Pachislot Shin Onimusha 3

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 Shin Onimusha 3 (スマスロ 新鬼武者3) is a LEOSTAR smart-pachislot AT machine introduced in Japan on October 6, 2025. Normal play mainly builds Bassari Points toward cycle-based Oni Mode previews, with Onigiri Charge and reach-eye routes providing additional paths into Soken RUSH. The standard AT runs at approximately 2.5 coins/G, while the premium Shin Soken RUSH route increases net speed to approximately 5.5 coins/G.

Last verified: October 8, 2026.

Key terms: Smart Pachislot · AT · Upper AT · Setting · Setting hint · Payout rate · Net increase · Initial hit · Small role · Rare role · Replay · Bell · Weak cherry · Strong cherry · Watermelon · Chance pattern · Bonus · Push-order navigation · Penalty · Ceiling · Reset · Quit timing

Quick specs

Quick specs

ItemValue
Official Japanese nameスマスロ 新鬼武者3
ManufacturerLEOSTAR
SeriesShin Onimusha
Machine typeAT
Japan rollout dateOctober 6, 2025
ModelL新鬼武者3SA (official approval notice)
Machine formatAT / Smart Pachislot
Main ATSoken RUSH
Main AT net increaseApprox. 2.5 coins/G (Administrator research)
Upper ATShin Soken RUSH — approx. 5.5 coins/G (Administrator research)
BaseApprox. 33G per 50 coins (Administrator research)
Game-count ceilingMaximum 1000G + premonition → AT (Administrator research)
Cycle protectionUp to 6 cycles after AT; up to 4 cycles after setting change (Administrator research)
Setting probabilities and payout rate

Setting probabilities and payout rate

Administrator research. AT initial-hit probability improves substantially at higher settings, particularly from Setting 4 onward.

SettingAT initial hitPayout rate
11/379.797.5%
21/372.798.3%
31/352.8100.2%
41/306.5105.2%
51/297.9109.2%
61/293.1113.0%
Published small-role references

Published small-role references

Administrator research. Most currently published rare-role probabilities are common across settings, while the combined reach-eye role has setting-sensitive information still incomplete above Setting 1. Do not manufacture missing Settings 2–6 values. Setting 1’s combined reach-eye reference is approximately 1/39,364.

RoleReference
Weak cherry1/102.2
Strong cherry1/269.7
Weak watermelon1/123.7
Weak chance pattern1/168.9
Strong chance pattern1/383.3
Rare-role combined1/25.7
Game flow

Game flow

Normal play mainly advances Bassari Points. Reaching a selected point threshold sends play into Oni Mode, which functions as the primary preview route toward Soken RUSH. Rare roles can also trigger Onigiri Charge, and a reach-eye can directly create an AT opportunity.

Inside Soken RUSH, the machine keeps the series’ game-addition and bonus/reach-eye-high-state structure while adding Oni Battle and Onigiri Ranbu reward routes. Premium progression can lead through Awakening Challenge or Hideyoshi Final Battle into Shin Soken RUSH.

Administrator research. Additional play and result interpretation:

Three layers lead to Soken RUSH

  1. Normal play advances Bassari Points (バッサリポイント). Ordinary results typically add one point, push-order replays five, and rare roles 10–100; Onigiri Charge (鬼斬チャージ) can accelerate the selected point target.
  2. The point table determines when the current cycle reaches Oni Mode (鬼モード). A different cycle-management mode controls how many such cycle evaluations can be needed for AT.
  3. Hyakki Mode (百鬼モード) is the default preview. Senki (千鬼) indicates the 66%-or-higher AT class and Awakening Mode (覚醒モード) the 89% class. These are preview / AT-route cues rather than setting floors.
  4. An ordinary first Soken RUSH (蒼剣RUSH) set is at least 40G; later sets at least 30G, followed by a 6G Genmakyo Battle (幻魔京バトル). Game additions and stored continuation are separate extensions.
Cycle ceiling, game-count ceiling and reset

Cycle ceiling, game-count ceiling and reset

Administrator research. AT can be protected by either the cycle system or the game-count system. After a normal AT, the cycle ceiling is up to six cycles; after a setting change it is shortened to up to four cycles. Separately, the game-count ceiling is a maximum 1000G plus its premonition and awards AT.

After Hideyoshi Final Battle failure or after the upper AT, the next route is strongly shortened: current analysis places the protection at one cycle plus an early 222-BP region.

Using the approximately 33G/50-coin base and the site’s standard ¥1,000/46-credit assumption, reaching the 1000G counter from 0G is approximately ¥33,000 under normal play without penalties. Additional cash can be required for the premonition after the counter is reached. The cycle ceiling cannot be converted into one fixed yen amount because cycle length depends on Bassari Point progression.

Soken RUSH and upper AT

Soken RUSH and upper AT

蒼剣RUSH (Soken RUSH) is the main AT and runs at approximately 2.5 coins/G in current analysis. Game additions, bonus draws, reach-eye high states, Oni Battle and Onigiri Ranbu can extend the run.

真蒼剣RUSH (Shin Soken RUSH) is the upper AT, with approximately 5.5 coins/G net increase and a high continuation reference. Entry is tied to the premium challenge routes rather than to a routine normal-play hit.

Stage 2 reel lock: game additions and 一閃フリーズ (Issen Freeze)

Manufacturer Q&A, conditional on リールロック2段階 (Stage 2 Reel Lock) occurring during AT. The first table is the distribution of added games for the resulting role; it is not the probability of a reel lock or the probability of a game addition on every AT spin. “—” means that outcome is absent from the published table.

Role when Stage 2 lock occurs+50G+100G+200G+300G
Strong bell / strong cherry (強ベル/強チェリー)87.5%6.3%3.1%3.1%
Strong chance pattern (強チャンス目)87.5%6.3%3.1%3.1%
Weak watermelon / weak cherry / weak chance pattern (弱スイカ/弱チェリー/弱チャンス目)—93.8%3.1%3.1%
Strong watermelon / strong replay (強スイカ/強リプレイ)——50.0%50.0%

The separate 一閃フリーズ (Issen Freeze) trigger draw under the same Stage 2 lock condition is 22.7% for strong bell/strong cherry, 11.3% for strong chance pattern, 0.4% for each of weak watermelon, weak cherry and weak chance pattern, and 75.0% for strong watermelon/strong replay. The freeze can add 100G, 200G or 300G according to the role. These freeze rates are a separate draw; do not add them to the first table or read them as the unconditional AT rates. Rounded table percentages may total 99.9% or 100.1%.

Administrator research. Additional play and result interpretation:

Added balls announce game additions later

Ball cuePublished game-addition floor
White / yellow / red10G or more
Purple30G or more
Green50G or more
Blue / cherry-blossom100G or more
Maple300G or more

These stored additions are revealed through Oni Bukkyo (鬼武侠). A blue ball is stronger than a red ball in this specific table; do not import a generic colour ranking from another model. A ball colour is a reward cue and not an Enta Trophy setting cue.

The Stage 2 Reel Lock addition and Issen Freeze tables already provided above apply after that particular lock occurs. Ordinary AT rare roles have different unconditional draws; the lock-specific distribution cannot be used for every strong cherry in a session.

Setting differences and identification

Setting differences and identification

The strongest broad numerical signal currently published is AT initial-hit frequency. Because cycle selection, point accumulation and direct-hit routes change short-run behavior, evaluate a large sample and combine it with direct setting-hint/confirmation patterns when available.

Administrator research. Additional play and result interpretation:

The all-cast bonus navigation voice is a higher-setting tendency after its applicable four-position aiming condition. It does not guarantee a setting floor. Execution changes whether the relevant voice opportunity was created, so count eligible observations rather than all bonuses when using that tendency.

Cycle modes and internal states

Cycle modes and internal states

Administrator research. Normal play uses three cycle-management modes: Normal, Chance and Heaven. Normal can extend to a maximum of six cycles, Chance is protected within three cycles, and Heaven reaches AT by the first cycle. A setting change shortens the Normal-mode maximum to four cycles.

A separate Normal/High internal state changes the rare-role lottery for Onigiri Charge, with High making the charge easier to obtain. These layers are different from the visible Oni Mode preview reached when a selected Bassari Point cycle is evaluated. In other words, the cycle-management mode determines where AT is more likely to be selected, the internal state modifies the charge lottery, and Oni Mode presents the cycle’s result.

Administrator research. Additional play and result interpretation:

Bassari point tableMaximum target per cycleEarlier feature
A666BP444BP opportunity
B555BP333BP opportunity
C222BPCycle within 222BP
D111BPCycle within 111BP

The point-table letters above are different from the Normal / Chance / Heaven cycle mode. Heaven reaches AT on the first cycle and uses an early point route; Chance protects within three cycles. Reaching an early point target is evidence of that cycle’s table, not by itself proof that the cycle mode is Heaven.

Setting hints and confirmed-setting elements

Setting hints and confirmed-setting elements

Administrator research. Additional play and result interpretation:

Specific presentationPublished setting class
Enta Trophy: bronze / silver / gold / maple / rainbow2+ / 3+ / 4+ / 5+ / 6
Special +4G / +5G / +6G display4+ / 5+ / 6
256 coins OVERSetting 2, 5 or 6
456 / 555 / 666 coins OVER4+ / 5+ / 6

The 256 display is a restricted set of candidate settings, not simply “Setting 2+.” The special +4G / +5G / +6G confirmation presentation is distinct from a cumulative remaining-game counter incidentally reaching that value. Record the actual special display.

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.

Left-first play is recommended. Aim around the BAR on the left reel to identify rare roles. If a watermelon stops, use the BAR on the middle reel as the watermelon guide; the right reel can then be stopped freely. The machine supplies substitute roles in some miss positions, but targeting the role keeps the result easier to identify.

During AT and bonus states, follow every push-order navigation and any displayed symbol-target 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.


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