, , Japan To play pachinko, players get a number of metal balls by inserting cash or cards directly into the machine they want to use. They then shoot the balls into the machine. Older pachinko machines use a spring-loaded lever for shooting balls individually; while later ones use a round knob, controlling the strength of a mechanically fired plunger that shoots the balls. The balls fall vertically through an array of pins, levers, cups, trapsand obstacles until they enter a payoff target or reach the bottom of the playfield. The player has a chance to get more balls if a launched ball lands in one of certain places as it falls. More balls allow the player to remain in the game longer, creating a larger chance to win. Newer "pachislot" machines have a digital
slot machine display on a large screen, where the objective is to get three numbers or symbols in a row for a jackpot. Every ball that goes into the center gate results in one spin, but there is a limit on the number of spins at onetime because of the possibility of balls passing through the centergate while a spin is still in progress. Each spin pays out a small number of balls, but the objective is to hit the jackpot.
Design Pachinko machines vary in several aspects—including decorative mechanics, sound, gimmicks, modes, and gates. The playing field is usually a wooden board with a transparent acrylic overlay containing artwork. Most modern machines have an
LCDscreen over the main start pocket. The game is played by keeping the stream of balls to the left of the screen, but many models have their optimized ballstream. Vintage machines vary in pocket location and strategy, with most having a specific center area containing winpockets.
Payout mode If the first two numbers, letters, or symbols of the spin match up, the digital program will display many animations before the third reel stops spinning, to give the player an added excitement. This is called a "reach" (or ) and sometimes longer animations are played, called "superreaches". Pachinko machines offer different odds in hitting a jackpot; if the player manages to obtain a jackpot, the machine will enter into "payoutmode". The payout mode lasts for a number of rounds. During each round, amidst more animations and movies playing on the center screen, a large payoutgate opens up at the bottom of the machine layout and the player must try to shoot balls into it. Each ball that successfully enters into this gate results in many balls being dropped into a separate tray at the bottom of the machine, which can then be placed into a ballbucket.
Hidden modes, hints, and instant wins To enhance gameplay, modern machines have integrated several aspects not possible in vintage machines. A common one is the ability to switch between different playmodes, including rare and hidden modes that can differ significantly from normalplay. Twoexamples can be seen in the
NeonGenesis Evangelion series of pachinko machines, which include "MissionMode" and "BerserkerMode", ranging from having little effect on winning to being an almost-guaranteed win. Graphics in videos and light patterns can also give players a general idea of what these winningodds are. For example, a "superreach" may cause a change in animation, or show an introductory animation or picture. This adds excitement, with some changes having much more significance than others in terms of odds of winning on a given spin. Some machines feature instant wins. There are also second-chancewins, where a spin that appears to have lost, or to have a verylow winning chance, gives the player three matching numbers and starts "fevermode".
Post-payout systems After the payout mode has ended, the pachinko machine may do oneof two things. Most pachinko machines employ the system (short for ), where some percentage of the possible jackpots on the digital slotmachine result in the odds of hitting the next jackpot multiplying by a large amount, followed by another spin regardless of the outcome. The probability of a occurring is determined by a
random number generator. Hence, under this system, it is possible for a player to get a string of consecutive jackpots after the first one, commonly referred to as "fevermode". Another type of system is a "specialtime" or "ST"'
. With these machines, every jackpot earned results in a ', but in order to earn a payout beyond the first jackpot, the player must hit a certain set of odds within a given number of spins. When a jackpot does not result in a combination, the pachinko machine will enter into (short for ) mode, with a much larger number of spins than '
. Under the original payoutodds, the centergate widens to make it considerably easier for balls to fall into it; this system is also present in '. To compensate for the increase in the number of spins, the digital slotmachine reveals the outcome of each spin sooner. STpachinko machines do not offer this mode; after it ends, the machine spins as in ''''. Once no more jackpots have been made, the pachinko machine reverts to its original setting.
Koatari Starting in 2007, the majority of Japanese pachinko machines started to include into their payout systems. is shorter than the normal jackpot and during payoutmode the payoutgate opens for a shorttime only, even if no balls go into it. The timing of the opening of the gates is unpredictable, effectively making it a jackpot where the player receives no payout. jackpots can result in a as per normal operation, depending on the payout scheme of the machine in question. The main purpose of is so that pachinko manufacturers can offer payout schemes that
appear to be largely favorable to customers, without losing any profit. In addition to being able to offer higher percentages, this made it possible for manufacturers to design machines. Unlike pachinko machines that offer a fullpayout or a for any type of jackpot earned, these machines require players to hit a jackpot with a certain probability in order to get a fullpayout. This is orchestrated by the player entering into "battle", where the player, in accordance with the item that the machine is based on, must "defeat" a certain enemy or foe in order to earn another ''''. If the player loses, it means that a normal has been hit and the machine enters into mode. Another reason for incorporating every is that they have made it possible for a machine to go into mode without the player's knowledge. This is referred to as because it does not occur in any of the jackpot modes. A player sitting at a used pachinko machine offering the chance of hitting a jackpot in normalmode can hit it within
xspins easily because the previous player did not realize that the machine was in '
. This induces players to keep playing their machines, even though they may still be in normalmode. Japanese pachinko players have not shown significant signs of protest in response to the incorporation of '; on the contrary, pachinko machines have become a major part of most parlors. == Prizes ==