Smart Pachislot Yajikita Dochuuki Mairu!
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 Yajikita Dochuuki Mairu! (スマスロ やじきた道中記参る!) is a UNIVERSAL BROS. smart-pachislot AT machine introduced in Japan on August 3, 2026. Normal play builds mairu distance and other state-specific opportunities toward Sekisho Challenge, while successful progression reaches Yajikita Matsuri AT. Repeated Wasshoi Chance events inside AT create the main path toward the stronger Super Yajikita Matsuri route.
Last verified: October 8, 2026.
Key terms: Smart Pachislot · AT · Upper AT · CZ · Setting · Setting hint · Payout rate · Initial hit · Small role · Rare role · Replay · Bell · Bonus · Push-order navigation · Penalty · Ceiling · Reset · Quit timing · Mode · Zone · Advantageous section
Quick specs
Quick specs
| Item | Value |
|---|---|
| Official Japanese name | スマスロ やじきた道中記参る! |
| Manufacturer | UNIVERSAL BROS. |
| Series | Yajikita Dochuuki |
| Machine type | AT |
| Japan rollout date | August 3, 2026 |
| Model | Lやじきた道中記参る!BG |
| Machine format | AT / Smart Pachislot |
| Main CZ | Sekisho Challenge |
| Main AT | Yajikita Matsuri |
| Upper AT | Super Yajikita Matsuri |
| CZ success reference | Approx. 50% average expectation (official) |
| Mairu ceiling | Up to 999 mairu for Sekisho Challenge (Administrator research) |
| AT failure-count protection | Seventh Sekisho Challenge after six failures (Administrator research) |
| AT net increase | Main AT: approx. 2.5 coins/G; upper AT: approx. 5.0 coins/G (Administrator research) |
Setting probabilities and payout rate
Setting probabilities and payout rate
Administrator research. Both CZ and AT initial-hit probabilities improve consistently toward higher settings.
| Setting | CZ initial hit | AT initial hit | Payout rate |
|---|---|---|---|
| 1 | 1/231.1 | 1/473.9 | 97.7% |
| 2 | 1/222.7 | 1/457.5 | 98.7% |
| 3 | 1/209.5 | 1/431.6 | 100.6% |
| 4 | 1/191.5 | 1/388.1 | 105.2% |
| 5 | 1/173.1 | 1/352.1 | 109.5% |
| 6 | 1/157.5 | 1/318.3 | 114.5% |
Sekisho Challenge and upper CZ success conditions
Sekisho Challenge and upper CZ success conditions
Administrator research. Yajikita uses several CZ forms, and their success logic is not interchangeable.
| CZ | Length / expectation | Success condition / clearing mechanism | Success reward |
|---|---|---|---|
| Sekisho Challenge | 11G; average about 50% | The final win rate is selected on entry (25/50/80/100%) and can be increased by mushroom items. After the introduction and two gates, the 1G finish resolves that rate; a friendly character winning the race clears the CZ. | AT plus Appare Chance based on the winning character. |
| Miko Oyobi Zone | 10G; freeze expectation over 50% | Enter freeze-high and pull replay/rare roles to trigger the freeze. The freeze is the clear condition. | Miko Fes bonus, then upper AT. |
| Shinken Challenge | 3G character selection + judgement | Small roles during the first 3G add friendly participants. During judgement, a small role on a friendly character confirms success; rare roles can overturn enemy-side outcomes. | Upper-route Appare Chance / upper AT path. |
The seventh Sekisho Challenge after six failures is protected at a 100% win rate, so that failure-count ceiling guarantees the AT route even though ordinary Sekisho Challenge entries are not guaranteed.
Administrator research. Additional play and result interpretation:
| Progress cue | What it controls | Actual success point |
|---|---|---|
| Sekisho percentage | 25 / 50 / 80 / 100% selected rate, improved by mushrooms | Friendly character wins final race |
| Miko Oyobi Zone (巫女お呼びゾーン) | 10G freeze opportunity | Successful freeze |
| Shinken participants | Friendly-side coverage built over first 3G | Small role on friendly character / applicable rare-role reversal |
A Sekisho percentage is a CZ-success rate, not a next-mode percentage. The seventh-attempt protection applies after six failed Sekisho Challenges and fixes that attempt at 100%; it is separate from the mairu table. A mairu-target entry is therefore not automatically the seventh protected success.
Small-role probabilities
Small-role probabilities
Administrator research. The following small-role probabilities are common to all settings. A short run of these roles does not identify the setting.
| Role | Probability (all settings) |
|---|---|
| Common bell | 1/27.8 |
| Watermelon | 1/100.8 |
| Weak cherry | 1/75.0 |
| Strong cherry | 1/364.1 |
| Chance pattern A | 1/360.1 |
| Chance pattern B | 1/360.1 |
| Chance pattern C | 1/1024.0 |
| Strong chance replay | 1/565.0 |
| Matsuri pattern | 1/19.8 |
Game flow
Game flow
Normal play accumulates mairu distance and can enter mairu-charge or rare-role-related progression. Reaching Sekisho Challenge creates the main route toward Yajikita Matsuri AT.
Inside Yajikita Matsuri, Wasshoi Chance is the primary game-addition/progression event. Repeated Wasshoi Chance activations create an opportunity to move into a stronger challenge route and eventually Super Yajikita Matsuri, where the manufacturer describes the pure net speed as roughly doubled while preserving the fast game tempo.
Administrator research. Additional play and result interpretation:
Distance leads to a gate, then character rewards
- Normal play advances mairu (まいる). A charge feature accelerates distance, so mairu and real games are different counters.
- Sekisho Challenge (関所チャレンジ) resolves its selected win percentage after the gates. Mushroom items can improve that percentage; the final friendly-character win is the actual clear.
- The winner determines Appare Chance (あっぱれチャンス), which sets the opening games for Yajikita Matsuri (やじきた祭). A larger opening award is not itself a higher net-speed state.
- Count Wasshoi Chance (わっしょいチャンス) activations inside AT. Every fifth creates Sanpai Chance (参拝チャンス), which can award Shinken Challenge (真剣チャレンジ), rather than guaranteeing upper AT directly.
- Miko Fes (巫女フェス) and the successful upper challenge lead to Super Yajikita Matsuri (超やじきた祭); that route uses approximately 5 coins/G instead of ordinary AT’s 2.5.
Ceiling, failure-count protection and quit timing
Ceiling, failure-count protection and quit timing
Administrator research. The mairu-distance protection reaches Sekisho Challenge at up to 999 mairu. The checked mode structure also contains shallower maximums, so the deepest 999-mairu value is not the only possible CZ trigger.
| Mode | Maximum mairu |
|---|---|
| Normal A | 999 mairu |
| Normal B | 699 mairu |
| Special A | 399 mairu |
| Special B | 999 mairu |
| Heaven A | 199 mairu |
| Heaven B | 199 mairu / next-heaven behavior |
A separate AT protection applies after six failed Sekisho Challenges: the seventh challenge is the protected attempt and leads to AT under the checked specification. This is a failure-count ceiling rather than a fixed real-game AT ceiling.
The production budget estimate of about ¥31,000 for the 999-mairu route deliberately treats one mairu as one game for conservative planning. Actual mairu advances can be larger, so actual cash required can be lower; the six-failure AT protection cannot be converted into one fixed yen amount. Quit timing should therefore consider current mairu distance, CZ failure count and any active special-mode cues.
Bonus details
Bonus details
Administrator research. Both bonus types last 20G at approximately 5.0 coins/G net increase. Red-7 Yajikita Bonus draws for AT game additions. Blue-7 Miko Fes draws for upper-AT game additions and immediate repeat bonuses; after it ends, play enters Super Yajikita Matsuri.
Administrator research. Additional play and result interpretation:
The red-7 Yajikita Bonus (やじきたボーナス) draws ordinary AT game additions. Blue-7 Miko Fes instead draws upper-AT additions and immediate repeat bonuses, then awards the upper AT after it finishes. Both are 20G at approximately 5 coins/G, but their follow-up awards differ. The same bonus duration does not mean the same route.
Yajikita Matsuri and Super Yajikita Matsuri
Yajikita Matsuri and Super Yajikita Matsuri
Yajikita Matsuri is the main AT. Wasshoi Chance provides game additions and progression opportunities; repeated activations create the main route toward the stronger state.
The manufacturer explains that every fifth Wasshoi Chance creates a Super Yajikita Matsuri entry opportunity. Super Yajikita Matsuri is the premium AT route and raises the pure net performance relative to normal AT.
Administrator research. Main AT runs at approximately 2.5 coins/G, with its starting game count determined by Appare Chance. Super Yajikita Matsuri raises net increase to approximately 5.0 coins/G; its game count is determined through Appare Chance or Miko Fes. Every fifth Wasshoi Chance leads to Sanpai Chance, where the upper CZ, Shinken Challenge, can be awarded; it does not guarantee direct upper-AT entry.
Setting differences and identification
Setting differences and identification
CZ and AT initial-hit rates both improve steadily across Settings 1–6, making them the broad numerical indicators for setting estimation. Because mairu progression, mode selection and CZ outcomes influence short-run results, use a long sample and give direct setting-confirmation patterns greater weight than ordinary hit frequency.
Administrator research. After Mairu Charge has occurred at least four times since the previous Sekisho Challenge, a Mairu Charge that ends without reaching the prescribed mairu target can transition to a hot-spring premonition. The transition rate is setting-dependent.
| Setting | Eligible Mairu Charge end → hot-spring premonition |
|---|---|
| 1 | 4.7% |
| 2 | 4.7% |
| 3 | 4.7% |
| 4 | 7.0% |
| 5 | 7.0% |
| 6 | 11.7% |
Administrator research. Additional play and result interpretation:
Log Sekisho entries, their final rate and actual AT wins separately. Mushroom upgrades and the protected seventh attempt change the success mix; combining them with unprotected attempts obscures the ordinary CZ behavior. Upper-route wins after the fifth Wasshoi milestone also belong to AT progression rather than fresh normal-play initial hits.
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.
Mairu Charge end → hot-spring premonition
Administrator-research conditional lottery. Count one observation when Mairu Charge has already occurred at least four times since the previous Sekisho Challenge and an eligible Mairu Charge ends without reaching the prescribed mairu target.
25 trigger observations
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 4.7% | 1.2 | 0–4 | — | — |
| 2 | 4.7% | 1.2 | 0–4 | +0.0 | +0.0% |
| 3 | 4.7% | 1.2 | 0–4 | +0.0 | +0.0% |
| 4 | 7.0% | 1.8 | 0–5 | +0.6 | +48.9% |
| 5 | 7.0% | 1.8 | 0–5 | +0.6 | +48.9% |
| 6 | 11.7% | 2.9 | 0–6 | +1.8 | +148.9% |
50 trigger observations
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 4.7% | 2.4 | 0–6 | — | — |
| 2 | 4.7% | 2.4 | 0–6 | +0.0 | +0.0% |
| 3 | 4.7% | 2.4 | 0–6 | +0.0 | +0.0% |
| 4 | 7.0% | 3.5 | 0–7 | +1.2 | +48.9% |
| 5 | 7.0% | 3.5 | 0–7 | +1.2 | +48.9% |
| 6 | 11.7% | 5.9 | 2–11 | +3.5 | +148.9% |
100 trigger observations
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 4.7% | 4.7 | 1–9 | — | — |
| 2 | 4.7% | 4.7 | 1–9 | +0.0 | +0.0% |
| 3 | 4.7% | 4.7 | 1–9 | +0.0 | +0.0% |
| 4 | 7.0% | 7.0 | 2–12 | +2.3 | +48.9% |
| 5 | 7.0% | 7.0 | 2–12 | +2.3 | +48.9% |
| 6 | 11.7% | 11.7 | 6–18 | +7.0 | +148.9% |
200 trigger observations
| Setting | Listed rate | Expected count | Central 95% range | Δ vs S1 | Relative difference |
|---|---|---|---|---|---|
| 1 | 4.7% | 9.4 | 4–16 | — | — |
| 2 | 4.7% | 9.4 | 4–16 | +0.0 | +0.0% |
| 3 | 4.7% | 9.4 | 4–16 | +0.0 | +0.0% |
| 4 | 7.0% | 14.0 | 7–21 | +4.6 | +48.9% |
| 5 | 7.0% | 14.0 | 7–21 | +4.6 | +48.9% |
| 6 | 11.7% | 23.4 | 15–33 | +14.0 | +148.9% |
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.
Mairu-table internal modes
Mairu-table internal modes
Administrator research. Six mairu tables determine the next Checkpoint Challenge target. Each game adds mairu and other features can add more, so the mairu target is not the same thing as a fixed real-game ceiling.
| Mode | Maximum / characteristic |
|---|---|
| Normal A | 999 mairu |
| Normal B | 699 mairu |
| Special A | 399 mairu; selected only after setting/advantageous-section reset |
| Special B | 999 mairu; next Heaven strongly favored |
| Heaven A | 199 mairu |
| Heaven B | 199 mairu; next Heaven strongly favored |
The mairu table is reselected after a setting/advantageous-section reset and after CZ or AT. If a Checkpoint Challenge is reached at 900 mairu or later, the next required mairu is corrected to 300 or less in current research.
Administrator research. Additional play and result interpretation:
Special A is selected only after a setting / favorable-section reset. Special B and Heaven B can preserve a strong next-Heaven expectation after their current result. The selected target and its next-mode tendency are different pieces of information; a 199-mairu hit alone does not identify Heaven A versus Heaven B.
A CZ reached at 900 mairu or later corrects the next target to 300 mairu or less in current research. This is a next-target correction, not an unconditional upper-AT award or a 300-real-game cash guarantee.
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-first play whenever no navigation is displayed. Aim the red 7 or blue 7 area on the left reel so small-role patterns remain recognizable; when the pattern requires it, use the red 7 on the middle reel as a guide. Follow every push-order/navigation instruction during CZ and AT play.
Middle-first or reverse-order play without machine navigation can cause a penalty, so do not change the reel order during ordinary normal play.
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.
