Onigashima Pachinko Ten
鬼ヶ島パチンコ店A pachinko adventure that turns the Momotarō folktale into a gambling-themed quest, with demons defeated through pachinko play rather than sword fighting.
Description
Onigashima Pachinko Ten uses a strange Momotarō setup: the player moves through pachinko halls connected to Onigashima, playing machines to punish demons who are making money through crooked pachinko business. It sits close to the broader pachinko game library of Coconuts Japan, including the Pachiokun line and other themed pachinko games. However, it is less a pure machine simulator than a small pachinko adventure, like Pachio-kun.
The gameplay includes map movement, character encounters, and stage progression wrapped around the act of playing pachinko. The pachinko play itself is based around adjusting the launch strength, watching the ball flow through the pins, managing the player’s ball count, and trying to reach the conditions needed to clear each machine or shop. The game contains multiple machines, with later catalogue notes describing eight different tables, and each shop has different tendencies rather than feeling like a single repeated screen. Dog, monkey, and pheasant appear as helper characters, with effects such as viewing pins more clearly, fixing the handle, or making number matches easier, folding the Momotarō companion idea directly into pachinko mechanics.
Retrospectively, among all the old pachinko titles, this still holds some appeal today as an odd early handheld gambling title: simple, luck-heavy, and repetitive, memorable for combining folktale parody and pachinko hall atmosphere.
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