| Model Name | L/真打吉宗/A1 |
|---|---|
| Certification No. | 530504 |
| Net gain per game | 約2.7枚 or 約9.0枚 |
| Official Site | — |
|---|---|
| Official social media | — |
| Wikipedia | https://ja.wikipedia.org/wiki/吉宗_(パチスロ) |
(Last updated: May 14, 2026)
Effects
Effect Rules (Normal Play)
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 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)
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 |
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Low |
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↓ |
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↓ |
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↓ |
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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 |
![]() Blue 7 stops on the top row |
blank, Weak Cherry, Weak Watermelon, strong rare minor symbol, or Blue 7 alignment |
![]() Blue 7 stops on the bottom row |
blank, Weak Cherry, strong rare minor symbol, or Blue 7 alignment |
![]() 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 |
![]() Blue 7 Tenpai on the top row |
blank, Weak Cherry, Weak Watermelon, or Blue 7 alignment |
![]() Blue 7 downward-right Tenpai |
Weak Cherry, strong rare minor symbol, or Blue 7 alignment |
![]() Blue 7 Tenpai on the bottom row |
blank, Weak Cherry, strong rare minor symbol, or Blue 7 alignment |
![]() Blue 7 upward-right Tenpai |
Weak Cherry, strong rare minor symbol, or Blue 7 alignment |
![]() 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 |
![]() Katsu symbol stops on the bottom row |
Rare minor symbol or higher |
![]() Katsu symbol upward-right Tenpai |
Strong rare minor symbol or higher |
![]() Katsu symbol sandwich Tenpai |
Blue 7 alignment two-reel confirmation |
![]() Katsu symbol alignment |
Blue 7 alignment |
| At the First stop on the middle reel | |
| Stop Pattern | Winning combination |
![]() Katsu symbol stops on the middle row |
Strong rare minor symbol or higher |
![]() Katsu symbol downward-right Tenpai |
Blue 7 alignment two-reel confirmation |
![]() Katsu symbol upward-right Tenpai |
Strong rare minor symbol or higher |
![]() Downward-right Bell |
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)
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
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 |
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Under investigation |
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|
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|
| Cycle Mode Hint Pattern | |
| Screen | Hint detail |
![]() |
Under investigation |
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|
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|
| CZ Enemy Character Hint Pattern | |
| Screen | Hint detail |
![]() |
Under investigation |
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|
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|
*According to HAZUSE research.
Oshirasu Vision
Various hints are given according to the screen type.
| Oshirasu Vision Hints | |
| Setting Hint Pattern | |
| Screen | Hint detail |
![]() |
Basic pattern |
![]() |
Even-setting hint |
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High-setting hint |
| Night Patrol Point Hint Pattern | |
| Screen | Hint detail |
![]() |
300 pt or less remaining to the threshold is highly likely |
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200 pt or less remaining to the threshold is highly likely |
![]() |
100 pt or less remaining to the threshold is highly likely |
| Cycle Mode Hint Pattern | |
| Screen | Hint detail |
![]() |
Hints at Mode B or higher |
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Mode B or higher is highly likely |
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Mode C or higher is highly likely |
![]() |
Heaven mode is highly likely |
| CZ Enemy Character Hint Pattern | |
| Screen | Hint detail |
![]() |
At 50%, the opponent is highly likely to be the Arms Dealer, Big Sis, or Yagyu |
![]() |
At 50%, the opponent is highly likely to be Yagyu |
![]() |
The opponent is highly likely to be the Arms Dealer, Big Sis, or Yagyu |
![]() |
The opponent is highly likely to be Yagyu |
| Heaven Count Hint Pattern up to 5 Cycles Ahead (Cycle Mode) | |
| Screen | Hint detail |
![]() |
Heaven mode is highly likely in 2 of the 5 cycles |
![]() |
Heaven mode occurs within the next 3 cycles |
![]() |
Heaven mode occurs within the next 2 cycles |
![]() |
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 |
![]() |
For the next 3 cycles, the opponent is highly likely to be the Arms Dealer, Big Sis, or Yagyu |
![]() |
Yagyu appears as an opponent within the next 3 cycles |
![]() |
Yagyu appears as an opponent within the next 2 cycles |
| Hint Pattern for Cycles Needed to Reach CZ | |
| Screen | Hint detail |
![]() |
Rules out cycle 6 |
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Cycle 1, 3, or 5: High expectation |
![]() |
Cycle 1, 2, or 4: High expectation |
![]() |
CZ is highly likely in the current or next cycle |
![]() |
CZ is highly likely in the current cycle |
*According to HAZUSE research.
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
Setting hints are given according to the screen type.
| AT End Screen Hints | |
| End screen | Hint detail |
![]() Default |
Basic pattern |
![]() Crescent Moon |
High-setting hint (weak) |
![]() Full Moon |
High-setting hint (strong) |
![]() Ooka Echizen |
Setting 2 or higher is highly likely |
![]() Yagyu |
Setting 4 or higher is highly likely |
![]() Ooku |
Setting 5 or higher is highly likely |
![]() Yoshimune |
Setting 6 is highly likely |
*According to HAZUSE research.
Voices during Shin BB/Treasure Ship Part
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.
































































