SKU: 1912985493

どれも甘いよ甘口6本

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どれも甘いよ甘口6本411 5211

こいくち 甘露/吉村醸造(鹿児島県)

吉村醸造の代表作。コクのあるうま味と奥深い甘みのバランスが良い鹿児島の定番甘口醤油です。料理の味を調えやすく、これだけで煮物がおいしくできると関東の方にも人気。

甘口醤油が好きな方は、もちろんかけ醤油として使ってください。鹿児島の甘口醤油の中ではとろみがないタイプなので、口に中にまったりと残りません。うま味と甘さは感じながら、しつこさがないのが特徴。

大葉の醤油漬けなどの醤油漬けを作る時にもおすすめです。浅漬けにすると、大葉のフレッシュさも感じながら程よい甘さでまとまりのある味わいに。

天龍/吉永醸造店(鹿児島県)

まろやかな甘み、程よいとろみ、コクのバランスのとれた醤油です。単に甘いだけではないうま味がクセになります。マグロやブリなど赤身のさしみ醤油として人気。

醤油のコク・程よい甘さ・とろみのバランスが取れいるので、赤身の刺身の甘口醤油を初めて試すならまずは天龍から。もっと甘い方が良いとかもっと味わいが強い方が良いとなったら、他の甘口醤油に変えてみるのがおすすめです。

はさめず/福岡醤油店(三重県)

三重県伊賀市の自然の中にありながら店内は平日でも大盛況。「山を越えて奈良県から来てるのよ!」という方も。甘さ控えめなので、甘口初心者にはちょうどよい加減のはず。

特におすすめは卵かけごはん。普通の濃口ではしょっぱく感じ、でもだし入りにはしたくないという方にははさめずがぴったりのはずです。醤油のさっぱり感とほんのり優しい甘みが卵を引き立ててくれます。

大野のおしょうゆ/野村醤油(福井県)

北陸の小京都とよばれ冬には豪雪地帯となる地。醤油のしょっぱさを最初に感じ、口の中で甘さがじわっと伸びてくるタイプ。焼きおにぎりにおいしかったという声も多いです。

醤油感と甘みのバランスが良い大野のおしょうゆは、酢の物にもおすすめ。酢:醤油:砂糖を4:1:1で味付け。甘さと酸っぱさのバランスがとれ、砂糖は少なめでもコクと甘みを感じる味わいになります。

そして、ぽん酢づくりにも甘い醤油は大活躍。だし・醤油・酢・果汁を5:2:1:1で合わせるだけで簡単自家製ぽん酢の出来上がり。市販のぽん酢のあの味が苦手…という方はぜひ試してみてください。さっぱりとした甘みが豚しゃぶとの相性もいいですよ。

カネナしょうゆ/長友味噌醤油(宮崎県

はじめての方はこの甘さに驚かれるかも。九州の中でも比較的甘めですが、どろっとではなく、さらっとタイプ。肉巻きおにぎりや魚の煮つけなど。山葵や生姜の薬味を添えても。

カネナしょうゆは色が淡くすっきりとした甘口醤油なので、白身の刺身に使うと、魚の味わいを引き立てながら甘さもしっかりと感じます。甘さの強い九州醤油の中でもこってり系ではなく、とろみもなくさっぱり系です。

さしみ醤油/久保醸造合名会社(鹿児島県)

タレのようにとろっとしていて、鹿児島県特有の強い甘みが特徴。こっくり甘い醤油で刺身を食べたい方に。重厚感のあるくせになる味わいは、地元はもちろん県外の方にも人気。

実は刺身に甘口醤油が苦手な関東人の私は、さしみ醤油を煮物に使うことが多いです。甘口醤油の中でも特に甘みの強いさしみ醤油ですが、煮物に使うと〝いい甘さ″で、味が決まりやすいんです。お好みで砂糖やみりんで甘みを加えて、肉じゃがや豚の角煮におすすめです。

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SKU: 1912985493

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NS
Chelsea, US
★★★★★ 1
price
Format: Paperback
Price is high
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Reviewed in the United States on April 15, 2026
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Tinkerer
Grantham, US
★★★★★ 5
There's nothing else out there that's this comprehensive
Format: Hardcover
Unlike my last review, this one I'm happy to write. I'm a game engine programmer, but I don't have a long history with games, and how their engines are typically structured. Every in-house AAA engine will be different of course, and obviously you won't find books (or typically any docs at all really) on the structure of these behemoths, so the best you can hope for is something that tries to give you the high level overview of what to look for - how a tools pipeline is setup, what subsystems to expect, how they interact, etc. This book provides all of that, and so, so much more. I really can't believe how much is packed in this thing. A really nice section on OS fundamentals, extensive coverage of concurrent programming, tools, audio, physics, it's all there (in one way or another). Like most of these kinds of books, you probably don't want to try and read it front to back (although that would be awesome, who has the time for that?) Instead, I've been going to sections on an as-needed basis and picking up just the stuff I need most at that time, and it's been great. I'm at the point in my career where I'm just not buying as many books as I used to, either because they don't deliver on their promises, they only cover the basics, or they just rehash things that have already been covered extensively in other books. This book's definitely got me excited, because it provides a ton of real-world info that's hard to get anywhere else. 100% recommend to anyone new to game engine software development. UPDATE: 6 months later, and this book continues to amaze. After studying every line of code in the section on memory allocators, I've added this feature to my engine and it works great. Same with quaternions. I just keep finding myself reaching for this book! What a great resource, rock solid.
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Reviewed in the United States on August 18, 2019
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robert thompson
Draper, US
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022
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Vincent Marias
Port Orchard, US
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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Reviewed in the United States on October 29, 2024
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Joan Rubio
Belleville, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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Reviewed in the United States on October 15, 2025

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