Pachinko is a cousin of pinball, but the games are very different.
The game ends when a specified number of balls have been lost off the bottom of the playfield.
This number was up to ten in very old machines, usually 5 in games of the 1940s through 1970s, and typically became 3 balls in the late 1970s or early 1980s. In more modern games, it can be either 3 or 5, at the operator's discretion.
NB.: This number is per player. So in a 2-player game, each player gets 3 balls to play. Score is kept separately for each player.
In games with more than one player, players alternate turns playing, one ball per turn. (Exception: during the course of play, a player can sometimes earn extra balls, and in those cases, the extra balls are played immediately.)
The plunger is a spring-loaded launching device used to get the ball going. The player can control the amount of force used for launching by pulling the plunger a different distance (thus changing the spring compression). This is often used for a "skill shot", in which a player attempts to launch a ball so that it exactly hits a specified target. Once the ball is in motion in the main area of the playfield, the plunger is not used again until another ball must be brought onto the playfield. In modern machines, an electronically-controlled launcher is sometimes substituted for the plunger.
The flippers are two or more small levers, roughly 3 to 7 cm in length, used for propelling the ball up the playfield. They are the main control that the player has over the ball. With the flippers, one attempts to hit various types of scoring targets, and to keep the ball from disappearing off the bottom of the playfield.
Common scoring targets include:
There are other idiosyncratic features on many pinball playfields.
Common features in pinball games include the following:
Ways to get an extra game might include:
When an extra game is won, the machine typically makes a single loud bang.
Pinball, like many other mechanical games, was sometimes used as a gambling device. Most games are clearly labeled "FOR AMUSEMENT ONLY" so that the manufacturer can emphasize their legitimate, legal nature.
Some pinball machines, such as Bally's "bingos", would have a grid on the backglass scoring area. Free games could be won if the player was skillful enough to get three balls in a row. However, doing this was pretty much completely random, and the real use for such machines was as a gambling device (such as many places now use video poker).
Skillful players can influence the movement of the ball by nudging or bumping the pinball machine. The tilt mechanism guards against excessive manipulation of this sort. The mechanism is a grounded plumb bob centered in an electrified steel ring; when the machine is jostled too far or too hard, the bob bumps up against the ring, completing a circuit. When this happens, the game registers a "tilt" and locks out. Older games, especially one-player games, would end the whole game on a tilt; modern games sacrifice only the ball in play. Until recently, most games also had a "slam tilt" switch which guarded against kicking the door, but this has apparently recently been obsoleted. A slam tilt will typically end the current game for all players.
Skilled players can also hold a ball in place with the flipper, giving them more control over where they want to place the ball when they shoot it forward. This technique involves catching the ball in the corner between the base of the flipper and the wall to its side, just as the ball falls towards the flipper; the flipper is then released, which calls the ball to slowly roll downward against the flipper. The player then chooses the moment when they want to hit the flipper again, timing the shot as the ball slides slowly against the flipper.
Skilled players can often play on a machine for long periods of time on a single coin. By earning extra balls, a single game can be stretched out for a long period, and if the player is playing well he or she can earn replays by points and possibly also free games through specials. In such cases, a player may even walk away from a machine with several games left on it.
Pinball scoring is peculiar and very arbitrary. Game scores on older games were in the hundreds; in the 1970s, the thousands or tens of thousands. At one period in the mid 1990s, several games required scores of over a billion for a free game. The most recent machines have more reasonable scores, in the tens of millions range. (One designer lamented that the manufacturers just ran out of digits.)
Add to this the difficult physics of a moving ball, and you may find your pinball scores to be distributed over quite a wide range. With modern games, it is no surprise if your "high" scores are five times as great as your "normal" scores.
Any kind of mechanical defect you can name, you can find. You may even find peculiar electronic defects, such as a machine performing incorrect addition when calculating your score.
Balls get stuck pretty much everywhere, or just lost. Targets and switches break and won't register. Displays can die, lights can burn out, and fuses can blow.
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