SKU: 69560257720

笑四季 RED LABEL

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Description

笑四季 RED LABELK1401 2 : Emishiki ( funashibori(50cm20cm)

酵母為滋賀當地廣為人知的K1401,帶清爽柑橘香味,並有柔和的甘甜和清爽的後味。
原料米為滋賀渡船2號,使用古式生酛製法,甘酸味突岀。


【酒蔵 : 笑四季酒造 Emishiki
笑四季酒造位於滋賀縣甲賀市、於明治25年創業。蔵本身位於旧東海道、江戸時代是用作住宿的水口宿、市內保留住往時的感覺。「只有笑四季才能造出個性獨特的日本酒、現代的餐桌上或是生活上都一樣適合」就是笑四季酒造的理念。
笑四季的出品有以下特徴。

1.原料米全部使用滋賀縣産的特約培植米。
2.全量純米化。2012年度起將所有商品改為只釀造純米。
3.2014年度起只採用生酛系酒母
4.全是無濾過的酒、造酒來說一般是使用乳酸・酵素剤、加工助剤等、一切無添加。

而且、生酛類的日本酒有個特徴、倒進杯內並接觸空氣後、令酒味更濃郁、層次更豐富、飲笑四季時必定要試試這種飲法。

以上特徴跟新政一樣。喜歡新政的你一定要試試笑四季。

 

笑四季酒造上槽(壓榨清酒)方法
「槽搾り(funashibori)」傳統壓榨清酒方式,把醪放進專用酒袋(長50cm、闊20cm的布袋)。

把醪放入酒袋時要非常小心。

之後,在酒袋上加上壓力把清酒壓出,加上壓力時要溫柔的慢慢地壓榨出來避免雑味,令清酒保持原來風味。這樣做法由於花費大量時間和精力,近期使用這方法的酒蔵並不多,但笑四季酒造保持這種方法,令其清酒充分展現出的豐富獨有韻味。

 

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Thomas J. Shandorf
Boise, US
★★★★★ 5
Comprehensive, clear and coherent!
Format: Paperback
The iTEP Practice Guide combines a no-nonsense approach to the specific iTEP tests and at the same time offers exercises that task the student with what they need to know. Exercises not only serve the purpose of scoring well, but the overall approach is communicative competence. We use the text in our group and one-to-one classes with very positive--and lasting--results.
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Reviewed in the United States on July 23, 2019
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Sarah Sofía Ortiz Campos
Belleville, US
★★★★★ 1
No recomiendo
Format: Paperback
Muy malo, no vine completo, además se demoró mucho más de lo que decía al momento de comprarlo. Solo aplazaban la fecha de entrega sin consultar cómo afectaba al cliente. Yo tuve que presentar el examen sin el libro, porque no llegó en la fecha que decía al comprarlo y después se cambió 3 veces la fecha, casi cumpliendo el mes.
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Reviewed in the United States on December 30, 2025
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Znapp
Pawtucket, US
★★★★★ 5
An absolute must for everyone dabbling with Unity 6 Game Development
Format: Paperback
Half of this book is about C# (until Chapter 6), and the other half is about actually making games. The book is very well written, and it is everything I needed to get a few problems solved with Unity 6 projects. I love how clearly things are explained, and the only thing I wish for is that I was able to spend more time delving into this while maintaining my financial status...
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Reviewed in the United States on January 3, 2026
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Christopher West
Belleville, US
★★★★★ 5
A Seasoned Developer's Fresh Perspective on Game Development
Format: Paperback
Finally, a game dev book that respects your existing programming knowledge As someone who's spent two decades architecting enterprise web applications in C# and ASP.NET, I approached game development with what I thought was a solid foundation. I was wrong—not about C#, but about how differently it's applied in game engines. After five frustrating years of trying to bridge that gap through scattered tutorials and documentation, Harrison Ferrone's eighth edition finally gave me the structured path I needed. What This Book Gets Right for Experienced Developers: The pacing is deceptive. Yes, it starts with programming fundamentals, but don't skip ahead. Ferrone's approach to OOP in the context of Unity's component architecture was revelatory. In web dev, I'd been writing services, repositories, and dependency injection for years. Here, the MonoBehaviour lifecycle and component-based thinking required a genuine mental shift that the book handles exceptionally well in chapters 5-6. Chapter 10's revisit of types and methods isn't redundant—it's strategic. By this point, you've written enough Unity scripts to appreciate why game code patterns differ from traditional enterprise patterns. The discussion of value types vs reference types hits differently when you're optimizing frame rates instead of HTTP response times. The Unity 6 Update Matters: Having struggled with outdated Unity tutorials for years, the Unity 6-specific content is invaluable. The screenshots are comprehensive (full-screen mode can make text small, but the GitHub repo and graphics bundle solve this). More importantly, the code samples reflect current Unity APIs and best practices, not deprecated approaches that still litter Stack Overflow. Where It Shines for Career Transitioners: Chapters 11-13 are worth the price alone. LINQ in Unity isn't just about querying collections—it's about performance considerations I never had to think about in web apps. The coverage of generics, delegates, and events finally connected how Unity's event system relates to patterns I already knew, but in a real-time context where every allocation matters. The serialization chapter (12) bridged my understanding of data persistence from databases and JSON APIs to Unity's PlayerPrefs and ScriptableObjects. This practical grounding is what most tutorials skip. Minor Quibbles: The FPS prototype is solid for learning, but I wish there was more discussion of common anti-patterns experienced developers bring from other domains. I still catch myself over-engineering solutions when Unity's component system offers simpler approaches. Also, while the book touches on performance, those coming from async/await-heavy web development will need supplementary resources on Unity's coroutines and the Job System for more complex scenarios. Bottom Line: If you're a professional developer trying to break into game development, stop collecting random Udemy courses. This book provides the structured progression and context-appropriate examples that respects your intelligence while teaching you to think like a game developer. The C# you know is necessary but not sufficient—Ferrone bridges that gap methodically. After years of false starts, I finally have a working game prototype and, more importantly, the mental models to keep building. That's worth significantly more than the cover price. Disclosure: I received an advance review copy from Packt Publishing. This honest review reflects my genuine experience as a career-changing developer.
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Reviewed in the United States on October 21, 2025
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Blake Lynch
Birmingham, US
★★★★★ 5
A Worthy Touchstone for Anyone Who Wants to Master Unity
Format: Paperback
Harrison Ferrone’s Learning C# by Developing Games with Unity 6 is one of the strongest beginner-to-intermediate Unity guides I’ve read: carefully structured, patient in its explanations, and quietly packed with insight about how Unity 6 and C# truly work together. I read the physical edition while sitting in front of a blank Unity project, and the experience felt like having a seasoned sailor point out the currents of a river I’ve been navigating for years. You see the familiar terrain differently. The book’s early decision to spend real time on C# fundamentals is a welcome choice. Most Unity books skip past the language; Harrison slows down, defines concepts, and gives you enough clarity that when you finally enter Unity, you understand why things behave the way they do. Those chapters are dense in the best way: they prep beginners to stand on solid ground and give experienced users a clean, refreshed mental model of the language under the engine. Ferrone’s real strength is his voice. He strikes a balance I rarely see in technical writing: conversational introductions that explain what you’re about to learn and why it matters, followed by crisp, accessible technical walkthroughs. The pacing (explanation → example → implementation) is excellent. And the inclusion of ready-to-use assets removes one of the biggest barriers for new developers who want to understand systems without getting lost creating placeholder art. The book doesn’t talk down to anyone. It makes Unity feel more accessible without flattening its complexity. Beginners will come away with genuine competence; advanced users will appreciate the clear framing of new Unity 6 tools and the subtle recognition of how AI-assisted coding is shaping modern workflows. It’s a guide you can read once for understanding, then keep at your desk as a reference. If you’re a serious hobbyist, a technically inclined beginner, or someone who’s ready to work through your first real project, this is the Unity book I’d hand you first. It bridges concept and execution with clarity and confidence, and it does so with a tone that feels patient, practical, and quietly encouraging. In a space crowded with copy-paste tutorials, Harrison Ferrone has written a Unity 6 guide with real staying power.
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Reviewed in the United States on December 16, 2025

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