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If you are looking for parts and accessories for pachinko machines or looking to get a pachinko machine restored, please visit our main web site Pachinkorestorations.
These are 11mm pachinko balls for use in vintage and modern pachinko machines. If you have a idea you want to see on a pachinko machine or a favorite artwork as a background, contact us with a photo of the front and back of the machine and a detailed description of what you would like.
Copyright artwork would need a release for use. Price is determined by condition, functionality, manufacturer, playing field features, accessories and the distance I have to travel outside of the Tulsa area or shipping cost.
If you just want to get rid of yours, we will pay for the shipping in most cases. These machines have been stripped down to its basic parts and thoroughly cleaned.
All of the plastic and metal parts of the mechanism were cleaned and polished. All of the original components were reused and any missing or broken parts have been replaced, repaired or fabricated to working condition.
New replacement parts have not been produced for over 40 years. All nails as well as the chrome frame were hand polished and the paint on the playing field features have been touched up as needed.
When the machine was reassembled, all wood screws holding the mechanism and on the playing field were replaced with stainless steel screws.
Once the machine was reassembled, it was thoroughly tested and playing field nails have been adjusted for playability. Welcome to vintage pachinko.
These vendors ostensibly independent from—but often owned by—the parlor owner then sell the tokens back to the parlor at the same price paid for them plus a small commission , thus turning a cash profit without technically violating the law.
A pachinko machine resembles a vertical pinball machine but is different from Western pinball in several ways.
First, a pachinko machine uses small 11 mm diameter steel balls, which are rented to the player by the owner usually a "pachinko parlor," featuring many individual games in rows , while pinball games use a larger, captive ball.
The pachinko balls are not only the active object but also the bet and the prize. The player loads one or more balls into the machine, then presses and releases a spring-loaded handle, which is attached to a padded hammer inside the machine, thus launching the ball into a metal track.
The track guides the ball around the edge of the playing field, then when the ball loses momentum, it falls into the playing field from near the top.
Some pachinko machines have a bumper to bounce the ball as it reaches the top, while other machines allow the ball to travel all the way around the field, to fall on the second time that it reaches the top.
In either case, the ball enters the playing field, which is populated by numerous brass pins, several small cups into which the player hopes the ball will fall each catcher is barely the width of the ball , and a hole at the bottom into which the ball will fall if it does not enter a catcher.
The ball bounces from pin to pin, both slowing the fall and making it travel laterally across the field. A ball that enters a catcher will trigger a payout, in which a number of balls are dropped into a tray at the front of the machine.
Many games made since the s feature "tulip" catchers, which have small flippers that open to expand the width of the catcher.
Tulip catchers are controlled by the machine and may open and close randomly or in a pattern; an expert player might try to launch the ball with an impulse and timing to reach the catcher when the flippers are open.
The object of the game is to capture as many balls as possible. These balls can then be exchanged for prizes. Pachinko machines were originally strictly mechanical, but modern ones have incorporated extensive electronics, becoming similar to video slot machines.
It emerged as an adult pastime in Nagoya around and spread from there. All of Japan's pachinko parlors were closed down during World War II but re-emerged in the late s.
Pachinko has remained popular since; the first commercial parlor was opened in Nagoya in Until the s, pachinko machines were mechanical devices,  using bells to indicate different states of the machine.
Electricity was used only to flash lights and to indicate problems, such as a machine emptied of its balls. Manufacturers in this period included Nishijin and Sankyo ; most of these machines available on online auction sites today date to the s.
To play pachinko, players get a number of metal balls by inserting cash or cards directly into the machine they want to use.
These balls are then shot into the machine usually via pulling a lever once for each launch from a ball tray. The balls then fall vertically through an array of pins, levers, cups, traps and various obstacles until they reach the bottom of the machine screen.
The player has a chance to get more balls to play with if one of the launched balls hits a certain place during the fall through the Pachinko machine.
Having more balls is considered a benefit because it allows the player to remain in the game longer and ultimately have a larger winning chance.
The objective of this part is to get 3 numbers or symbols in a row for a jackpot. Older pachinko machines had a spring-loaded lever for shooting the balls individually, but newer ones use a round knob that controls the strength of an electrically fired plunger that shoots the balls onto the playing field.
When shot, the balls drop through an array of pins; some of them will fall into the centre gate and start up the slot machine in the centre screen.
Every ball that goes into the centre gate results in one spin of the slot machine, but there is a limit on the number of spins at one time because of the possibility of balls passing through the centre gate while a spin is still in progress.
Each spin pays out a small number of balls, but the objective is to hit the jackpot. The program of the digital slot machine decides the outcome of the spin when the ball falls through the center gate, not when the spinning animation plays.
If the first 2 numbers or letters of the spin match up, the digital program will display many animations before the third reel stops spinning, to give the player added excitement.
This is called a reach or reachi and sometimes longer animations are played called super reaches. Pachinko machines offer different odds in hitting a jackpot; if the player manages to obtain a jackpot the machine will enter into payout mode.
The payout mode lasts for a number of rounds. During each round, amidst more animations and movies playing on the centre screen, a large payout gate 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 ball bucket.
To enhance gameplay, modern machines have integrated several aspects not possible in vintage machines. One commonly used addition is the ability to change between different play modes, including rare and hidden modes that can differ significantly from normal play.
Two examples can be seen in the Evangelion series of pachinko machines, which include mission mode and berserker mode, which range from having little effect on winning to being an almost guaranteed win.
The videos played and light patterns can also give players a general idea of what their odds of winning are. For example, a super reach might make a small change in its animation or show an introductory animation or picture.
This adds excitement to playing as any given machine will have several common patterns or animations that can occur, with some having much more significance than others in terms of ultimate odds of winning on a given spin.
Some machines even allow for instant wins or second-chance wins in which a spin that appears to have lost or have a very low chance of winning based on the hints shown will award the player with three matching numbers and enter into fever mode without necessarily matching numbers up during the reach or spin.
After the payout mode has ended, the pachinko machine may do one of two things. The probability of a kakuhen 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 "hard earned" one, commonly referred to as "fever mode".
Another type of kakuhen system is the special time or ST kakuhen. With these machines, every jackpot earned results in a kakuhen , 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.
Under the original payout odds, the center gate widens to make it considerably easier for balls to fall into it; this system is also present in kakuhen.
To compensate for the increase in the number of spins, the digital slot machine produces the final outcomes of each spin faster. ST pachinko machines do not offer this mode; after it ends, the machine spins as in kakuhen.
Once no more jackpots have been made, the pachinko machine reverts to its original setting. Koatari is shorter than the normal jackpot and during payout mode the payout gate opens for a short time 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.
Koatari jackpots can result in a kakuhen as per normal operation, depending on the payout scheme of the machine in question. The main purpose of koatari is so that pachinko manufacturers can offer payout schemes that appear to be largely favorable to customers, without losing any long-term profit.
In addition to being able to offer higher kakuhen percentages, koatari made it possible for manufacturers to design battle-type machines.
Unlike old-fashioned pachinko machines that offer a full payout or a kakuhen for any type of jackpot earned, these machines require players to hit a kakuhen jackpot with a certain probability in order to get a full payout.
This is orchestrated by the player entering into "battle", where the player, in accordance with the item that machine is based on, must "defeat" a certain enemy or foe in order to earn another kakuhen.
If the player loses, it means that a normal koatari has been hit and the machine enters into jitan mode.
Another reason for incorporating koataris is that they make it possible for a machine to go into kakuhen mode without the player's knowledge.
A player sitting at a used pachinko machine offering a 1 in x chance of hitting a jackpot in normal mode can hit it within x spins easily because the previous player did not realize that the machine was in senpuku.
This induces players to keep playing their machines, even though they may still be in normal mode.
Japanese pachinko players have not shown significant signs of protest in response to the incorporation of koatari ; on the contrary, battle-type pachinko machines have become a major part of most parlors.
Pachinko machines vary in several aspects, including decoration, music, modes and gates. The majority of modern machines have an LCD screen centered over the main start pocket.
The game is played with keeping the stream of balls to the left of the screen, but many models will have their optimized ball stream. Vintage machines vary in pocket location and strategy with the majority having a specific center piece that usually contains win pockets.
When players wish to exchange their winnings, they must call a parlor staff member by using a call button located at the top of their station.
The staff member will then carry the player's balls to an automated counter to see how many balls they have. After recording the number of balls the player won and the number of the machine they used, the staff member will then give the player a voucher or card with the number of balls stored in it.
The player then hands it in at the parlor's exchange center to get their prizes. Special prizes are awarded to the player in amounts corresponding to the number of balls won.
The vast majority of players opt for the maximum number of special prizes offered for their ball total, selecting other prizes only when they have a remaining total too small to receive a special prize.