Pachinko Machine Playfield Terms
Playfield
Pins
Pockets
Claws
Chutes
Gates
Spinners
Sub-Roulette
Jackpot Door
Props
Jackpot Numbers
Gutter


Playfield (or Cel): refers to the physical playfield where the balls will play on and where all the below items are located.

                    Types of Playfields:

                                        Primary Playfield: The whole playfield as represented by cel, pins, chutes, etc.

                                                Subplayfield: Usually located just below the LCD screen. Ball entry into this area usually increases
                                                                     the chance somewhat of its subsequent entry into the start pocket.

                                                             Cel: The backdrop/background of the playfield. Same machines in a single series can have
                                                                     different cels depending on their individual gameplay specifications.                                                                             
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Pins: The small metal protrusions that the balls hit on their way to wherever they are going.

                            Types of Pins:

                                                       Top Pin: Not as relevant with modern Pachinko, the top pin is located (surprise) on the top of
                                                                    the playfield.

                                                     Head Pin: Most players play to the left side of the field (many manufacturers don't even have pins
                                                                    on the right side of the playfield in acknowledgement of this fact). The head pin is located
                                                                    to the left of the top pin and is usually going to be the first pin that a ball hits before it
                                                                    proceeds to the other areas.

                                                Bump Pin(s): Pin(s) located lower and to the left of the head pin and is the one that will start the path of
                                                                    the balls to right of the playfield.

                                                Jump Pin(s): Pin(s) located to the left of the start pocket (not the ones directly next to it) and give the pins
                                                                    the jump that will (hopefully) lead them into the start pocket.

                                              Pocket Pin(s): Pins that sandwich the start pocket.

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Pockets: These are areas of the playfield that a ball can enter but not physically pass through (see Gates and Chutes). They have a direct effect
              on gameplay.

                          Types of Pockets:

                                               Start Pocket: This is almost always located in the lower-middle portion of the playfield, below the LCD screen.
                                                                     Ball entry causes the reels to start spinning and a small payout (usually 4-10 balls).

                               Secondary Start Pocket: Some machines employ a second start pocket which is usually located just below the primary one.

                                               Subpocket(s): Machines usually have two to four of these and are usually located in the lower right and left
                                                                     portions of the playfield. Ball entry causes a small payout (usually 10-13 balls).
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Claws: Mechanical pincer-like devices that can open, allowing easier entry into a pocket. Sometimes called Tullips

                               Types of Claws:

                                                   Start Claw: These claws are directly surrounding the start pocket. Activation requires a ball to enter a go gate first
                                                                     (see Gates).

                                           Secondary Claw: Only for machines that have a secondary start pocket. As above, activation requires a ball to enter a go
                                                                     gate first (see Gates).
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Chutes: These are areas of the playfield that a ball can pass through but usually do not cause any other than physical effects to gameplay.

                               Types of Chutes:

                                                    Pin Chute: The uninterrupted path of the ball through the pins on the playfield.

                                       Subplayfield Chute: These chutes are located on the left and right sides of the subplayfield. Ball entry leads to subplayfield.

                                                  Start Chute: Located in the subplayfield, usually a divot/dimple or a flow chute. Ball entry, with accurate physics,
                                                                      usually leads to entry into start pocket.
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Gates: These are areas of the playfield that a ball can pass through and usually have an effect on gameplay.

                                 Types of Gates:

                                               Through Gates: These gates can be located anywhere on the payfield but are typically 1) near the bump pin or
                                                                        2) on either (or both) sides of the start pocket, either at the same level or lower. Ball entry
                                                                        causes a sub-roulette to start. (see Sub-Roulette)

                                            Activation Gates: These gates are not in many machines and can be located anywhere on the playfield. Ball entry
                                                                        has various effects on gameplay depending on machine.
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Spinners: Pinwheel-like spinning gadgets that can be located anywhere on the playfield but typically on the left and right sides of the subplayfield
               chutes. Do not have any effect on gameplay, other than physical.
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Subroulette: The subroulette can be located anywhere on playfield and sometimes within the LCD display. When a ball enters a through gate, the
                    roulette starts. When this roulette hits a certain combination (for example "77"), the start or secondary claw will open, typically once
                    for a short time (less than a second) during normal play at a approx. fixed probability of 15%. During bonus and chance play, it will
                    open for a longer time (1-2 seconds) and/or for a consecutive number of times and at a fixed probability of 50%.
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Jackpot Door: Can be anywhere on the playfield but usually located in the lower portion, under the start pocket. Will open a once per round, for
                       a fixed number of rounds during a winning payout.
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Props: Mechanical devices located on the playfield that can have some effect on gameplay. Sometimes represented, for example, as a character
          "action figure", light, or hologram.
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Jackpot Numbers: Some machines have these, some don't and can be located anywhere on the playfield. Usually a small series of numbers or LED
                            display which will show a code or number when a win has been attained. Have no effect on gameplay. Parlors in Japan use these
                            to determine certain rules on how a player can proceed after winning.
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Gutter: The bottom opening on the playfield, balls that do not enter pockets or get jammed in pin chutes will end up here. Has no effect on gameplay.
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Coming soon: Part 2: Gameplay Terminology and Part 3: General Pachinko FAQ.


Courtesy Rupan777