Pachinko
Machine Playfield Terms
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:
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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