Shin'uchi Yoshimune
Yoshimune
🌐Official websiteXOfficial social mediaWWiki
Payout Rate
97.8%~
114.0%
Net gain per game
約2.7枚 or 約9.0枚
Launch date
2026-04-06
Manufacturer
Official
QR code
Model NameL/真打吉宗/A1
Certification No.530504
Net gain per game約2.7枚 or 約9.0枚
Model NameL/真打吉宗/A1
Certification No.530504
Launch date2026-04-06
Manufacturer
Yoshimune
Official Site
Official social media
Wikipediahttps://ja.wikipedia.org/wiki/吉宗_(パチスロ)
UpdatesDraws during Oshirasu Chance
(Last updated: May 14, 2026)

Effects

Effect Rules (Normal Play)

[Cycle Precursor]
The likelihood of a true precursor when advancing to Goyo Inspection ZONE changes according to when the Night Patrol Points light up.
True Precursor Likelihood by Lighting Timing
Timing Hit likelihood
Ending in 00 Approx. 63%
Ending in 10 Approx. 30%
Ending in 20 Approx. 55%
Ending in 30 Approx. 30%
Ending in 40 Approx. 55%
Ending in 50 True precursor is highly likely

[Mission Effect]
If a revival effect occurs during a mission (Swordsmanship Training or Cargo Inspection), Horse and Rider as One Chance or higher is highly likely.

[During Night Patrol Point Specialized Zone]

Effect Rules during Night Patrol Point Specialized Zone
Common
Effects Rule
White! Navigation A rare minor symbol plus a Senryo Box is highly likely
During Hyakka Ryoran Chance
Effects Rule
Sakura or Kurenai Corresponds to cherry-type symbols + chance patterns
A Senryo Box is highly likely when a watermelon-type rare minor symbol is won
Aoi or Midori Corresponds to watermelon-type symbols + chance patterns
A Senryo Box is highly likely when a cherry-type rare minor symbol is won

[During Goyo Inspection ZONE]

Effect Rules during Goyo Inspection ZONE
Aura Color
Aura Rule
Up 2 levels CZ or higher is highly likely
Advances without an aura Very high expectation of CZ or higher
Final color: Red CZ or higher is highly likely
Final color: Purple CZ (vs. Yagyu) or a direct AT hit is highly likely
Other Effects
Effects Rule
77% displayed in the Annihilation Effect AT is highly likely
Effect develops on the 17th game after entry CZ or higher is highly likely
Character Flash occurs Echizen: Corresponds to the Fire Effect
Yoshimune: Corresponds to the Annihilation Effect
If inconsistent, CZ or higher is highly likely, and the enemy character is the Arms Dealer, Big Sis, or Yagyu
Character Flash occurs after the effect 1 time: CZ or higher is highly likely
2 times: CZ or higher is highly likely, and the enemy character is the Arms Dealer, Big Sis, or Yagyu
3 times: CZ or higher is highly likely, and the enemy character is Yagyu

*According to HAZUSE research.

Effect Rules (In AT)

[Effects Mode Customization]
Effects Mode Customization Features
State Feature
In AT Press the down button on the D-pad
Announces Extra Games either when the lever is turned on or when the reels start
During Shin BB Press the up button on the D-pad
Music can be selected
During Shin BB (Original Custom) Press the down button on the D-pad
The Notice method can be changed with Panel Customization

[Sniper Mode]
During Sniper Mode, Extra Games are highly likely when an effect occurs.
If Extra Games are awarded without an effect, a three-digit addition or more is highly likely (not valid for delayed additions).

[Sword-Draw Flash Effect]
If the effect occurs during the wait, an addition of 50 medals or more is highly likely.
If the strong pattern occurs (the sword is drawn farther and the flash is stronger), a three-digit addition is highly likely.

[Boiling Cauldron Punishment]
Upon entry, the guaranteed number of medals (100, 150, or 200) is determined.
A continuation rate (90–98%) for “+1 medal” additions is then allocated, and additions continue until the draw fails.

Special Addition: Boiling Cauldron Punishment Rules
Effects Rule
Magma Bath An addition of 200 medals or more is highly likely + increased expectation of a 95% loop or higher
Washbasin Drop Effect occurs From the time it occurs, additions continue to at least +50 medals

[Arrow Letter Effect]
From the moment it occurs, Reward Good and Punish Evil Chance or higher is highly likely, and the benefit differs by message.
Also, if the arrow letter opens during a showdown, victory is highly likely.

Arrow Letter Effect Rules
Text Benefit
Opportunity (red text) Reward Good and Punish Evil Chance or higher is highly likely
Extremely hot Shin High Chance or higher is highly likely
Yagyu Yagyu is highly likely to be the opponent in Reward Good and Punish Evil Chance
Shin High Chance Shin High Chance is highly likely
One-Shot Shin High Chance: One-Shot is highly likely
Win to enter Shin High Chance Winning Reward Good and Punish Evil Chance makes Shin High Chance highly likely

[Lantern Effect]
The benefit differs according to the lantern color and text color.

Lantern Effect Rules
Lantern Benefit
Orange Reward Good and Punish Evil Chance is highly likely
Red Victory in Reward Good and Punish Evil Chance is highly likely
Red + gold text Shin High Chance is highly likely

[Enemy Character Effect]
If the Enemy Character Effect develops into Reward Good and Punish Evil Chance, a showdown with the character that appeared is highly likely.
If inconsistent, victory is highly likely at that point.

Enemy Character Effect Rules
Effects Rule
Thief or Arms Dealer appears Corresponds to Watermelon
If Cherry, a three-digit addition is highly likely
Gambling Family appears Corresponds to Cherry
If Watermelon, a three-digit addition is highly likely

[Stage Rules during the Reward Good and Punish Evil Chance Precursor]

Stage Rules during the Reward Good and Punish Evil Chance Precursor
Stage Rule
Transition to the Mansion Stage Reward Good and Punish Evil Chance is highly likely
Transition to the Burning Mansion Stage Victory in Reward Good and Punish Evil Chance is highly likely

[Music Change]
If the music changes, Shin High Chance or higher is highly likely.

[During Oshirasu Chance]

Effect Rules during Oshirasu Chance
Effects Rule
Enemy character looks sad from the start Special addition or higher is highly likely
Enemy character keeps a normal expression throughout Capital Punishment or higher is highly likely

[During Reward Good and Punish Evil Chance]

Effect Rules during Reward Good and Punish Evil Chance
Effects Rule
Gold text appears
(The title upon entry or “Reward Good and Punish Evil” during the judgment)
Shin High Chance or higher is highly likely
Rare minor symbol won on the final game High expectation of Shin High Chance or higher
If it is a strong rare minor symbol, Shin High Chance or higher is highly likely

*According to HAZUSE research.

Effect Rules (During Shin High Chance)

[“Aim for Blue 7!” Cut-In Rules]
The likelihood of lining up Blue 7s and the line where Blue 7 stops on the right reel differ by cut-in type. An inconsistency raises the likelihood of lining up Blue 7s.
Blue 7 Alignment Likelihood by Cut-In
Cut-In Hit likelihood
Shin'uchi Yoshimune Hit likelihood Low
Shin'uchi Yoshimune Low
Shin'uchi Yoshimune Effect Rules (During Shin High Chance)
Shin'uchi Yoshimune Effect Rules (During Shin High Chance)
Shin'uchi Yoshimune Effect Rules (During Shin High Chance) High

“Aim for Blue 7!” Cut-In Rules
Cut-In Stop Position
Echizen Cut-In Blue 7 symbol stops on the top row
Yoshimune Cut-In Blue 7 symbol stops on the bottom row
Echizen & Yoshimune Cut-In Blue 7 symbol stops on the middle row

[Stop Pattern Rules when the “Aim for Blue 7!” Cut-In Occurs]
The winning combinations that can be expected differ according to the stop pattern on the right reel.

Rules by Right-Reel Stop Pattern
Stop Pattern Winning combination
Shin'uchi Yoshimune Winning combination
Blue 7 stops on the top row
blank, Weak Cherry, Weak Watermelon, strong rare minor symbol, or Blue 7 alignment
Shin'uchi Yoshimune Blue 7 stops on the top row
Blue 7 stops on the bottom row
blank, Weak Cherry, strong rare minor symbol, or Blue 7 alignment
Shin'uchi Yoshimune Blue 7 stops on the bottom row
Blue 7 stops on the middle row
Strong rare minor symbol or Blue 7 alignment
Winning Combination Details at the Second Stop
Stop Pattern Winning combination
Shin'uchi Yoshimune Winning combination
Blue 7 Tenpai on the top row
blank, Weak Cherry, Weak Watermelon, or Blue 7 alignment
Shin'uchi Yoshimune Blue 7 Tenpai on the top row
Blue 7 downward-right Tenpai
Weak Cherry, strong rare minor symbol, or Blue 7 alignment
Shin'uchi Yoshimune Blue 7 downward-right Tenpai
Blue 7 Tenpai on the bottom row
blank, Weak Cherry, strong rare minor symbol, or Blue 7 alignment
Shin'uchi Yoshimune Effect Rules (During Shin High Chance)
Blue 7 upward-right Tenpai
Weak Cherry, strong rare minor symbol, or Blue 7 alignment
Shin'uchi Yoshimune Blue 7 upward-right Tenpai
Blue 7 Tenpai on the middle row
Strong rare minor symbol or Blue 7 alignment

Reverse Stop Flag Rules
Stop Pattern Winning combination
Downward-right Bell or rare minor symbol stops rare minor symbol
Replay stops Blue 7 alignment fake Replay or Blue 7 alignment
(Blue 7 alignment fake Replays are managed by 2 Replay types, and Blue 7 alignments by 5 Replay types)

You can also target the “Katsu” symbol instead of Blue 7.

When the “Aim for Blue 7!” Cut-In occurs
Rules when Targeting the Katsu Symbol
At the First stop on the right reel
Stop Pattern Winning combination
Shin'uchi Yoshimune Winning combination
Katsu symbol stops on the bottom row
Rare minor symbol or higher
Shin'uchi Yoshimune Rare minor symbol or higher
Katsu symbol upward-right Tenpai
Strong rare minor symbol or higher
Shin'uchi Yoshimune Effect Rules (During Shin High Chance)
Katsu symbol sandwich Tenpai
Blue 7 alignment two-reel confirmation
Shin'uchi Yoshimune Katsu symbol sandwich Tenpai
Katsu symbol alignment
Blue 7 alignment
At the First stop on the middle reel
Stop Pattern Winning combination
Shin'uchi Yoshimune Winning combination
Katsu symbol stops on the middle row
Strong rare minor symbol or higher
Shin'uchi Yoshimune Effect Rules (During Shin High Chance)
Katsu symbol downward-right Tenpai
Blue 7 alignment two-reel confirmation
Shin'uchi Yoshimune Effect Rules (During Shin High Chance)
Katsu symbol upward-right Tenpai
Strong rare minor symbol or higher
Shin'uchi Yoshimune Effect Rules (During Shin High Chance)
Downward-right Bell
Weak Cherry or Weak Watermelon
Shin'uchi Yoshimune Weak Cherry or Weak Watermelon
Replay
Blue 7 alignment fake Replay

[Stop Flash Effect]
The Stop Flash Effect occurs when the cut-in rules above are inconsistent.
If it occurs without an inconsistency, the likelihood of lining up Blue 7s increases. If it occurs at every stop from the First stop through the Third stop, Blue 7 alignment is highly likely.

[Lower Panel Blackout]
If the lower panel goes dark, Blue 7 alignment is highly likely at that point.

[During Sniper Mode]

Effect Rules during Sniper Mode
Effects Rule
Effect occurs when the reels start An addition of 100 medals or more is highly likely
Stop Flash Effect occurs An addition of 300 medals or more is highly likely
Only the “Aim for Blue 7!” Cut-In occurs (no Extra Games notification) Blue 7 alignment is highly likely

*According to HAZUSE research.

Effect Rules (During Shin BB)

[During Yoshimune BB/Ooku BB]
If the corresponding winning combination (Punishment/Favor combination) flashes when the lever is turned on, that combination is highly likely to be won on the current game.

[Result Screen]
Pressing the PUSH button on the result screen after play displays the corresponding winning combination.
When a 1G streak is obtained, the lamp illumination pattern hints at what triggered it.

1G Streak Trigger Hints by Lamp Pattern
Illumination pattern Trigger
Red lit Weak cherry
Red flashing Strong Cherry
Green lit Weak Watermelon
Green flashing Strong Watermelon
Purple lit Weak chance pattern
Purple flashing Strong Chance Pattern

*According to HAZUSE research.

Hidden PUSH

Hidden PUSH Rules
Normal state
State Rule
Goyo Inspection ZONE entry game Hints at the likelihood of entering CZ
During Goyo Inspection ZONE CZ is highly likely when a Notice occurs
First game of Sword-Draw Chance CZ or higher is highly likely when a Notice occurs
When the “Aim for BAR!” Cut-In occurs CZ is highly likely when a Notice occurs
During CZ
State Rule
When the “Aim for BAR!” Cut-In occurs Character Flash (red): AT is highly likely
Character Flash (rainbow): AT + Oshirasu Chance stock is highly likely
In AT
State Rule
When a rare minor symbol is won Added medals to the medal difference are highly likely when a Notice occurs
(If no Notice occurs after pressing PUSH → a three-digit addition is highly likely if an addition is awarded)
During the Oshirasu Chance precursor Oshirasu Chance is highly likely when a Notice occurs
During the Reward Good and Punish Evil Chance precursor Victory is highly likely when a Notice occurs
When the “Aim for BAR!” Cut-In occurs lining up the BAR symbols (Shin High Chance) is highly likely when a Notice occurs
(If no Notice occurs after pressing PUSH → Shin High Chance: One-Shot is highly likely when lining up the BAR symbols)
During Oshirasu Chance Special addition or higher is highly likely when a Notice occurs
During the Shin High Chance judgment Lantern lamp lit white: Shin High Chance is highly likely
Lantern lamp lit red: Shin High Chance: One-Shot is highly likely
During Shin High Chance (One-Shot) Blue 7 alignment is highly likely when a Notice occurs
During Character BB A 1G streak is highly likely when a Notice occurs

*According to HAZUSE research.

Menu Screen

Press the OK button in the center of the D-pad to display the menu screen.
Various hints are given according to the character shown on the menu screen.
The character-change draw is performed at the start of each cycle.
Menu Screen Hints
Setting Hint Pattern
Screen Hint detail
Shin'uchi Yoshimune Hint detail Under investigation
Shin'uchi Yoshimune Under investigation
Shin'uchi Yoshimune Menu Screen
Cycle Mode Hint Pattern
Screen Hint detail
Shin'uchi Yoshimune Hint detail Under investigation
Shin'uchi Yoshimune Under investigation
Shin'uchi Yoshimune Menu Screen
CZ Enemy Character Hint Pattern
Screen Hint detail
Shin'uchi Yoshimune Hint detail Under investigation
Shin'uchi Yoshimune Under investigation
Shin'uchi Yoshimune Menu Screen

*According to HAZUSE research.

Oshirasu Vision

The “Oshirasu Vision” sub-display at the top of the cabinet appears at various times.
Various hints are given according to the screen type.
Oshirasu Vision Hints
Setting Hint Pattern
Screen Hint detail
Shin'uchi Yoshimune Hint detail Basic pattern
Shin'uchi Yoshimune Basic pattern Even-setting hint
Shin'uchi Yoshimune Even-setting hint High-setting hint
Night Patrol Point Hint Pattern
Screen Hint detail
Shin'uchi Yoshimune Hint detail 300 pt or less remaining to the threshold is highly likely
Shin'uchi Yoshimune Oshirasu Vision 200 pt or less remaining to the threshold is highly likely
Shin'uchi Yoshimune Oshirasu Vision 100 pt or less remaining to the threshold is highly likely
Cycle Mode Hint Pattern
Screen Hint detail
Shin'uchi Yoshimune Hint detail Hints at Mode B or higher
Shin'uchi Yoshimune Hints at Mode B or higher Mode B or higher is highly likely
Shin'uchi Yoshimune Oshirasu Vision Mode C or higher is highly likely
Shin'uchi Yoshimune Oshirasu Vision Heaven mode is highly likely
CZ Enemy Character Hint Pattern
Screen Hint detail
Shin'uchi Yoshimune Hint detail At 50%, the opponent is highly likely to be the Arms Dealer, Big Sis, or Yagyu
Shin'uchi Yoshimune Oshirasu Vision At 50%, the opponent is highly likely to be Yagyu
Shin'uchi Yoshimune Oshirasu Vision The opponent is highly likely to be the Arms Dealer, Big Sis, or Yagyu
Shin'uchi Yoshimune Oshirasu Vision The opponent is highly likely to be Yagyu
Heaven Count Hint Pattern up to 5 Cycles Ahead (Cycle Mode)
Screen Hint detail
Shin'uchi Yoshimune Hint detail Heaven mode is highly likely in 2 of the 5 cycles
Shin'uchi Yoshimune Oshirasu Vision Heaven mode occurs within the next 3 cycles
Shin'uchi Yoshimune Oshirasu Vision Heaven mode occurs within the next 2 cycles
Shin'uchi Yoshimune Oshirasu Vision Heaven mode is highly likely in 3 of the 5 cycles
CZ Enemy Character Hint Pattern up to 5 Cycles Ahead (Cycle Mode)
Screen Hint detail
Shin'uchi Yoshimune Hint detail For the next 3 cycles, the opponent is highly likely to be the Arms Dealer, Big Sis, or Yagyu
Shin'uchi Yoshimune Oshirasu Vision Yagyu appears as an opponent within the next 3 cycles
Shin'uchi Yoshimune Oshirasu Vision Yagyu appears as an opponent within the next 2 cycles
Hint Pattern for Cycles Needed to Reach CZ
Screen Hint detail
Shin'uchi Yoshimune Hint detail Rules out cycle 6
Shin'uchi Yoshimune Rules out cycle 6 Cycle 1, 3, or 5: High expectation
Shin'uchi Yoshimune Oshirasu Vision Cycle 1, 2, or 4: High expectation
Shin'uchi Yoshimune Oshirasu Vision CZ is highly likely in the current or next cycle
Shin'uchi Yoshimune Oshirasu Vision CZ is highly likely in the current cycle

*According to HAZUSE research.

Number of Medals Won Display

Shin'uchi Yoshimune Number of Medals Won Display

During AT, the number-of-medals display may appear when a certain number of medals has been won.
A setting hint is given when a specific medal-count display appears.

Hints from Specific Number of Medals Won Displays
Number of medals won display Hint detail
Over 456 medals Setting 4 or higher is highly likely
Over 555 medals Setting 5 or higher is highly likely
Over 666 medals Setting 6 is highly likely

*According to HAZUSE research.

AT End Screen

There are multiple AT end screens.
Setting hints are given according to the screen type.
AT End Screen Hints
End screen Hint detail
Shin'uchi Yoshimune Hint detail
Default
Basic pattern
Shin'uchi Yoshimune Basic pattern
Crescent Moon
High-setting hint (weak)
Shin'uchi Yoshimune High-setting hint (weak)
Full Moon
High-setting hint (strong)
Shin'uchi Yoshimune High-setting hint (strong)
Ooka Echizen
Setting 2 or higher is highly likely
Shin'uchi Yoshimune Ooka Echizen
Yagyu
Setting 4 or higher is highly likely
Shin'uchi Yoshimune Yagyu
Ooku
Setting 5 or higher is highly likely
Shin'uchi Yoshimune Ooku
Yoshimune
Setting 6 is highly likely

*According to HAZUSE research.

Voices during Shin BB/Treasure Ship Part

During the Treasure Ship Part, pressing the PUSH button when a rare minor symbol is won triggers a voice.
Setting hints are given according to the voice type.
Hints by Voice when PUSH is Pressed during the Treasure Ship Part
Voice Hint detail
Aoi: “As expected!” Odd-setting hint (weak)
Sakura: “Where are you looking?!” Odd-setting hint (strong)
Midori: “Not bad!” Even-setting hint (weak)
Kurenai: “Hurry and catch me!” Even-setting hint (strong)
Ten-eiin: “Well done!” High-setting hint (weak)
Ten-eiin: “I have a feeling tonight will be a special night!” High-setting hint (strong)
Yoshimune: “My heart is racing!!!” Setting 2 or higher is highly likely
Echizen: “For me, Echizen, there is no greater joy!” Setting 4 or higher is highly likely
Yoshimune: “Now Edo is safe! Ha ha ha!” Setting 5 or higher is highly likely
Yoshimune, Echizen & Ten-eiin: “We will protect Edo!” Setting 6 is highly likely

*According to HAZUSE research.