Pachinko
Basic
Game (Parlor) Play
(Picture of inside of parlor here)
First Things First
First,
determine the type of parlor you're in (Card Reader or
Direct Cash).
If cash, make sure you have some
1000円 notes. If
not, go to an
exchange machine and change you larger bills to smaller ones.
(pic of exchanger here)
The CR vending machines will take larger notes. Here,
you
purchase a pre-charged card in either 1000, 2000, 3000, 5000 or 10000円.
(pic of CR vender here)
Deciding which machine to play
The next thing
is to find the machine you want to play. This is the
tough part. There are lots of schools of thought for this, 1,000s of
magazines and other publications, classes, tapes, etc.. are available
to figure this out. Way too deep for me to get into here!
In older times, you needed to study how the balls are affected by the
angle of the pins and be able to 'read' them in the parlor. Nowadays,
this isn't as critical. Some of the Digital machines have very few pins
and only play down the left side because the video screen and
animatronics are so large. (pic of older and newer cel face here)
You can find out how well a machine has been doing by checking the
?
Board in the parlor. This has some stats of the machines in the parlor
like ? (pick of tote board)
Another way is to check the Battle Counter over each machine. This
is
more than just a flashy light unit. It contains a 3-5 day record of
what the machine's been doing like(pics of battle counters)
Number of bonuses, frequency of bonuses, highest payout, number of
starts, etc... If a machine has gone a while without a bonus, it may be
due. If it just did not that long ago, it may be a while before it does
again. Some battle counters are very elaborate, giving more info than
you may know what to do with!
That done, go ahead, have a seat!
Time to Play
CR Type
(pic of machine with cr unit)
If the
parlor is the CR type: Take your card and
insert it in the Card Reader or CR Ball Loan Device to the left of the
pachinko machine(pic here). Credits either appear on a display on the
pachinko machine itself (CR Unit) or on the CR Ball Loan Device. On the
CR type, pressing the ball loan button on the pachinko machine will
cause the pachinko machine to dispense 1 credit worth of balls directly
into the shooter tray. The other button ejects the card from the CR
Unit.
(pics of buttons)
A small spring is attached for you to put your empty CR card
in to
be
collected by the parlor attendants.
On the CR Ball Loaner, credits are listed on the unit itself and
there
are several buttons for dispensing various numbers of credits (pic
here).
Cash Type
(pics of cash type ball loan)
There are 3
styles of Ball Loan Devices. The older style takes 100円 and
500円
coins. Then newest only take 1000円 notes.
The first has a small vertical chute that you cup your hand under
and
press upwards, dispensing the balls into your hand.
The next style has the vertical chute and a trough arm that
reaches to
the shooter tray. You can stop the ball flow by tipping the arm up or
out towards you.
The third is simply a cash machine, connected to the pachinko
machine.
When money is inserted and a credit amount is pressed, it tells the
pachinko machine to dispense the balls from itelf into the shooter tray
(just like a payout).
The ball loan rate is 4円 per ball.
Let's Play!
(pic of machine showing parts)
Actual play is
rather easy. Place your right hand on the shooter knob,
being sure to make physical contact with the metal or metal plated
ring. The shooter will not shoot unless your touching this. Twist the
knob clockwise will start the shooter, firing a ball approximately
every second. The farther to the right you turn the knob, the harder
the balls are fired into the playfield (the farther to the right). When
the knob is turned, a small button about where your thumb is will pop
out. Pressing this will stop the shooter, allowing you to stop
shooting while maintaining where the balls will be shot. This can be
important.
Digital Type
(pic of digital machine)
The main idea
is to shoot for the starter pocket, usually directly
center, bottom of the center feature, to get the 'reels' to spin. You
can stock 4 spins. This is where the 'thumb' button comes in handy. Any
other ball into the start pocket after 4 stocked spins only gets you a
small win, better to stop shooting and wait for a couple spins to
retire. There is also a 'pass through' (PT) pocket, usually on
the upper left side ( if there is another on the right, it usually
doesn't do anything), that stocks a sub-roulette spin. Somewhere on the
face
of the cell is an 'X' and an 'O' or a red and a green LED with 4 other
LED's near it. When a ball goes through the PT pocket, the red and
green
or X and O will flash alternately. If it stops on the O or green, the
wings above the start pocket will open momentarily (very fast!), making
it easier to get a ball into the start, but not much. It's mostly a
matter of luck. If it's an X or red, nothing happens. You can stock 4
sub-roulette spins (other 4 LEDS). There will also be four other
pockets
located at
the bottom edge of the cell (location varys). These pay out around
10 balls (cell specs vary).
During a spin, anything out of the ordinary (sounds, lights,
video)
from a normal spin indicates the potential for a "Reach", or a matching
of at least 2 numbers/charactors and possibly the third. There are some
(varies from game to game) that signal a better chance of this than
others. If two alike are matched (usually the outer ones), you might
hear a voice
saying what sounds like 'Nichie', but in reality they're saying
'Reach'. Some reaches are rather simple and others are more elaborate,
requiring interation on your part for a win. On the newer games, there
is a 'Chance' button that will light when you are required to push it.
Sometimes, an indication will appear on the video screen.
If, by a miracle (it will seem like it sometimes!), you match 3,
you
win! The large door at the bottom of the playfield will
open. You need to shoot balls into this (not hard, but not
entirely easy either!). You
will be able to get 10 balls in before the door closes and you proceed
to the next round. Bonuses usually go for 15 rounds. Some
nice music plays and video plays on the screen.
Potential wins from a bonus are from 1800-2250+ balls.
Odd numbers (red) are better than even numbers (blue).
If
you get a
bonus with odd numbers, your chance of another bonus increases ten-fold
(example - 391:1 - 39.1:1). If another bonus occurs with odd numbers,
you continue in this cycle. This could potentially go on for a long
time (that's why you see some players with a lot of boxes of balls
behind them, an incentive for others to keep playing!). If the bonus is
with even numbers, this cycle ends. There is also a 100 spin chance
round.?
Wing Type
(pic of wing type showing play
In this type of
game, there are 3 pockets at the bottom of the
playfield. The two outer pockets are labeled either 'One' or '1' and
the
center pocket is labeled either 'Two' or '2'.
Placing a ball in the outer pockets causes the 'wings' on either
side
of the center feature to open once briefly (seems very briefly!). A
ball in the center pocket opens them twice. Somewhere in the center is
a wheel or a
pocket with a 'V' on it. The ball needs to enter the center when the
wings are open and then enter this 'V' to obtain a
bonus round. If your lucky (yeah, it's all skill!) enough to get one in
at the right time, you win! 'V' for Victory! On some games, you get a
chance at a bonus of 5. 9 or 15 rounds. This is random. During the
bonus, the wings open a lot and longer. Fire balls in as fast as
possible. Each round is 10 balls into the wings. For the bonus round to
continue, a ball must land in the 'V' during each round. If not, it's
over.
The limit to how much you can win is determined more by 'skill'
than luck (the computer). As long as the balls land in the 'V' spot you
win, no hoping some numbers match up.
Way Too Many Balls!!
(pics of trays and stacks of trays)
Plastic trays
are provided by the parlor because the machine won't hold
very many without stopping and giving you a warning to empty the
overflow tray. Place the plastic tray under the overflow tray and move
the lever to empty it (located differently on all machines). Most trays
hold about 2000 balls. If you need more trays, signal an attendant, if
one hasn't already shown up. If your doing really well, they will place
them
behind you to show others, 'Yes it is possible to win!'.
In some parlors, after certain types of bonuses, you are required
to
stop playing and the machine is closed.
Also in some parlors, you are not
allowed to play the machine with the balls you have won.
What if I get hungry/ gotta go?
(pics of holding in parlor, battle counter
attendant call)
In the event
you need to use the restroom or are hungry, you can place
a pack of cigarettes, your cell phone, or other item in the shooter
tray, or an attendant will place a sign on the machine, reserving it
for up to 30 minutes. After that time, an
attendant will remove the item and the machine is available for anyone.
Some machines have a small spring or a curled metal strip that a
card or a 1,000Y note can be placed in to perform the same function. In
some parlors, you can signal an attendant from the battle counter that
you want something to eat/drink brought to you.
After Your Done
Play
until you run out of money or just get tired. At that time, if
you've won anything, you can signal the attendant with the call button
on the battle counter or you might catch their eye. By crossing your
index fingers in front of you, you indicate that you are done. The
attendant will carry the tray of balls to the counter or bring a cart
to carry multiple trays.
(pic of ball counter)
At the counter, the balls are dumped in and counted.
These are very
fast, about 4,000 per minute. On the counter there are 3 sets of
numbers. The purple or left numbers are the increment. This varies from
parlor to parlor and is a unit of measure for redemption at that
particular parlor. The next set of numbers (green), is the actual
number of balls you've won. The third set (Yellow) are the remainder
after the last increment.
(What does increment mean?)
Say you've won 4,962 balls and the increment is 43.
The counter would
say
115
4962
17
There are 2 buttons
on the counter. Pressing the green button prints a receipt for the
total amount. Pressing the Yellow button prints a receipt for the
amount minus the remainder and returns the remainder to you. I assume
for you to keep or use in another machine or vending machine. Yes, some
vending machines in parlors accept pachinko balls!
The receipt is only good
at that particular parlor and only for that
day. They are time and date stamped so you can't come in later and try
and redeem them.
(pic of receipt)
The redemption rate
varies from parlor to parlor (they will tell you
what it is). A general rule is 2.5円 per ball.
Take this receipt to the
redemption counter to get your prize/es! There
are many things you can get, varying with how many balls you've won.
They even have small snacks and candies that are only a ball or two!
(pic of redemption counter)
(List)
The Other
Side (wink, wink!)
(pic of cash window)
Now, there are 'Special
Premiums' that you may obtain also. These can
be anything from phonograph needles, lighter flints, pencils or small
tokens encased in plastic (show pics here). They usually have some
number on them that represents their Yen value. They are taken outside
the parlor to an alleyway to a
small window and 'sold' for cash. This is how the parlors skirt the 'no
gambling' laws in Japan. You are winning prizes and selling them to
someone else. Then they 'sell' them to the parlor. Thin, yes, but
that's how it works!
And that's it!!
Thank you, and come again!!!!!
Win calculator:
Pachinko
Input money spent (per credit) - ((Input x 25) x 4=YS)
Input Balls won - (Input x 2.5=BW)
How well you did - (BW-YS = Total) (in 円)
BW - YS/118 = Total in $ (est.)
Pachislo
Tokens played - (Input x 20 = TP)
Tokens won
- (Input x 12.5 =TW)
How well you did - (TW - TP = Total) (in 円)
TW - TP/118 = Total in $ (est.)