Pachinko

A free digital pachinko machine with real physics, a start-chucker lottery, reach animations, big hits and a rush mode.

How to play

  1. Hold the shoot button (or Space). A ball is fired every 0.6 seconds, the same 100 balls a minute as a real machine.
  2. Turn the handle to choose where the ball leaves the rail. Aim for a left-hit: the balls fall through the nails towards the START chucker.
  3. Every ball that enters START pays 3 balls and spins the reels. Matching numbers on all three reels is a big hit.
  4. During a big hit, switch to a right-hit and feed the attacker. In a rush, keep shooting right to stay in the bonus and keep your balls.

The board, part by part

  • Nails and windmills. Thin brass nails scatter every ball. The spinning windmills are real rotating bodies: a ball that hits a blade gives it momentum, and the blade kicks the ball back.
  • The rail. Balls are shot up the left rail and over the arch. Too weak and they roll back down; medium leaves at the upper left; strong rides over the top to the right side.
  • Warp and stage. A ball dropping into the gate on top of the screen travels behind the display and pops out on the stage above START, which improves its chances of scoring.
  • START chucker (heso). The small cup under the screen. Entering it pays 3 balls and starts a lottery.
  • General pockets. Smaller cups that pay balls but do not spin the reels.
  • Electric tulip (denchu). A second start chucker on the right with wings. It opens only during the rush and time-saver, and pays 1 ball per entry.
  • Attacker. The big mouth at the bottom right. It opens only during a big hit, and each ball inside pays 15.
  • Out hole. Every ball that misses everything ends here and is lost.

The digital lottery

When a ball enters START the machine immediately draws a random number and decides whether this spin is a hit. If the reels are busy the result waits in one of four hold lamps, and the lamp colour is a clue: white is ordinary, blue and green point to a reach, red is strong, and rainbow means a hit is already locked in.

When the left and right reels match you are in a reach. Normal reach hits rarely, super reach is much better, and the premium reach is almost always a hit. Three matching numbers is a big hit.

Big hits, rush and time-saver

  • A big hit opens the attacker for several rounds. A round ends when 10 balls have entered or the time runs out, so shooting accurately to the right matters.
  • Odd triple = RUSH. You get an ST (specific time): a fixed number of spins at much higher odds. Hit again within the ST and the rush continues.
  • Even triple = time-saver. The electric tulip stays open so spins come quickly, but the odds stay normal.
  • In both modes the tulip is open on the right side, so you should shoot right to avoid wasting balls. Auto-aim does this for you.

Two machine specs

SpecNormal oddsRushFeel
Light Middle 1/991 in about 100 spins24 spins at 1/45Frequent, smaller hits
Max 1/3191 in about 320 spins100 spins at 1/130Rare, big chains

Hits are random, so a short session can swing a long way in either direction. Use the ×2 and ×4 speed buttons to move through the quiet stretches faster.

Frequently asked questions

What is pachinko?

Pachinko is a Japanese arcade game. You shoot small steel balls onto a vertical board full of nails. Balls that fall into special pockets pay out more balls, and a ball entering the start chucker triggers a digital slot-style lottery that can start a big-hit bonus.

Is this pachinko game free?

Yes. It uses virtual balls with no cash value, and you can borrow more for free when you run out. There is no signup, no payment and nothing to download.

Does this follow real pachinko rules?

It follows the mechanics of a modern digital pachinko ("digipachi") machine: balls are shot at 100 per minute up a rail, the start chucker pays 3 balls and triggers a lottery decided at the moment the ball enters, up to 4 spins can wait on hold, stronger reaches are more likely to hit, a big hit opens the attacker for rounds of up to 10 balls paying 15 each, and odd triples lead into a high-probability ST rush. The payouts are scaled for a free game, and real-money exchange does not exist here.

What is the difference between left-hit and right-hit?

Turning the handle changes how hard the ball is shot. A medium shot leaves the rail at the top left and feeds the main field with the start chucker (left-hit). A strong shot rides the rail over the top and drops down the right side, where the electric tulip and attacker are (right-hit). You normally shoot left, and switch to right-hit during a rush and big-hit rounds.

What is a hold (reserve)?

While the reels are spinning, further balls that enter the start chucker are stored as holds, up to four. The result of each is already decided when the ball enters, and the hold lamp colour hints at it: white is ordinary, blue and green suggest a reach, red is strong, and rainbow is a confirmed hit.

What does RUSH mean?

If you hit with an odd triple (777, 333 and so on) the machine enters the ST rush: a fixed number of spins at much better odds, with the electric tulip held open so you can keep your balls by shooting to the right. Even triples give a time-saver instead: the same support, but the odds stay normal.

What is the sweet spot?

Real machines have nails adjusted by the hall, and some handle positions drop more balls into the start chucker than others. The same is true here. Try small changes to the handle with the arrow keys and watch the data counter to find the strongest setting.

More free games: Pinball, Plinko, claw machine and the Gacha Randomizer.

This is a free game played with virtual balls. It involves no real money and offers no prizes or exchange.