Pigchinko (Game)
This page is for the game of Pigchinko. Warps and Arenas that host this game can be found at the Pigchinko Arenas page
Revamped Pigchinko Arena at Lava Town | |
| About | |
|---|---|
| Inventor | |
| Location Specific? | Yes |
| Availability | Regular Sessions |








Pigchinko is a betting game, loosely based on the popular Japanese game, Pachinko. Players ride saddled pigs on a playing board filled with scored pits, and try to get as many points as possible from their pig's random movements.
Playing
Players all assemble in the center fenced area to prepare. Wagers are made, then everyone uses a saddle to mount a pig. The gates are then opened, and the players and pigs hop around stupidly scoring by falling into pits until a time limit is reached.
Running Pigchinko
Staff members and owners of Pigchinko arenas are able to run Pigchinko games at any time. The process for running a Pigchinko game is as follows:
- Decide on the number of rounds to play or the number of players per round. This at the discretion of the person running the Pigchinko game.
- Activate the Pigchinko arena using the
[Select Arena]sign. - Have players stand on the arena entry pad and add them to the current round using the
[+1 player]and[+4 players]signs until the desired number of players is met. - Spawn pigs with the
[Spawn Pigs]sign and wait for players to sit on their pigs. - Use the
[Reset Scores]sign to remove any residual scores from previous rounds. - Start the round using the
[Round Start]sign. The game will run automatically and end when the timer runs out. - Repeat steps 3 through 6 until all players have had a chance to play, or until the desired number of rounds have been played.
- To start the final round, have winners from previous rounds stand on the arena entry pad and use the
[Add Finalists]sign. The server will keep track of who has played already so you don't need to keep track of who is on the entry pad. - Spawn pigs with the
[Spawn Pigs]sign and wait for players to sit on their pigs. - Start the round using the
[Start Finale]sign.
Additional controls:
- Progression of a Pigchinko game can be reset at any time using the
[Reset Rounds]sign. This will drop all winner and participant data for the current game and should be used sparingly. - The round number can be adjusted using the
[-1 Round]and[+1 Round]signs. - The
[Remove Pigs]sign can be used to remove all active pigs. This may be helpful if someone who is not in the current round manages to sit on a pig.

Tournaments
Pigchinko has evolved from its simple roots, becoming a large scale event involving staff and volunteers. Arenas range in complexity form simple wooden boards to craftbook controlled, fully automated stadiums.
The tourney is typically divided into eight rounds of four players each. The winner, or winners in case of tie, advance to the semi-finals. The winner(s) of each semi-final play in the championship round. Prizes are usually awarded to the winner of each round and the grand champion, and often a prize for the tournament high-score.
Scoring
Below are a variety of versions of Pigchinko that can be played, feel free to make your own deviation for your own play if you feel inclined. Scoring can be individual, or as a team.
- Standard Round
- Players score points for each pit they and their pig fall into during a 2-3 minute round. The winner is the player with the highest cumulative score.
- Diamond Frenzy
- Diamonds and other treasures are placed randomly around the board, and players are released to wander about on their pigs and collect anything they can before it all despawns. Players that lose or dismount their pigs suffer horrible deaths, but the reward is worth the risk!
- Rumpus Round
- Players mount their pigs and duke it out with bows and arrows until there is one player left riding.
Purpose
Playing Pigchinko is very fun, as your pigs will undoubtedly behave in as retarded a fashion as possible, often never even leaving the starting gates. The sight of a bunch of players riding pigs around the game board is almost as fun as playing the game itself.
History
Animal behaviour games
Prior to Pigchinko, other animal behaviour games already existed that relied on the pseudo-random nature of animal movement in Minecraft; one memorable example is Dye in a Fire, a game involving sheep wandering at random.
Original pig saddling
With the introduction of pig saddling, first-person animal games became possible. Although many games were experimented with, primarily gravity games, Pigchinko proved to be the one with the greatest longevity due to a level playing field where the pigs could continue to roam indefinitely.
Pigchinko World Tour
With the rise of a number of new Pigchinko arenas, Pigchinko went on tour.
Pigchinko tournaments were held in a number of different locations on rotation, bringing the fun to any town with enough chutzpah to build an arena. Played twice monthly on a schedule, they continued until the behaviour of pigs was broken after the 1.8 beta release.
The 1.8 Beta lull
Certain updates in Canary (and due to Notchcode) rendered pigs almost useless at this phase of Minecraft's development; they refused to jump or fall down holes, making any kind of exciting gameplay impossible. For a while, Pigchinko lay forgotten.
Pigchinko Reborn
After the 1.2.4 update, however, animals gained improved AI and pathfinding ability. The behaviour of pigs once more became rambunctious, unpredictable, but also smoother and more exciting than previously due to the pathfinding element. No time was wasted in rebuilding and refurbishing the original arena at Lava Town to harness this new behaviour, as well as advances in Craftbook technology.
After Canary finally fixed the bugged Pig AI, the admins came together to re-invent Pigchinko. Labouring late into the night under a shroud of secrecy, they completely overhauled the Lavatown Pigchinko Arena, as well as the nature of Pigchinko itself. Complicated contraptions were built by
Krenath, custom Craftbook ICs were written by
Drathus42, and
shypixel watched the whole thing. The result was Pigchinko Reborn!
- Widely expanded stadium seating and viewing areas!
- Automated score announcements for easy tracking!
- Fully Integrated Nexus and Rail transportation!
- Round Indicator lights on the scoreboard!
- New more dynamic and empowering score tables!
- Pink and Orange scoring pits!
- Players and their pigs are now tp'ed back to the centre after a score!
- New Grand Entry Plaza.... wait... what?!??
- Did you just say players are tp'ed back to the centre?!!
- On their Pigs!!!???
- Yes, on their pigs, it is awesome...
- AND EVEN MORE!
Forced Non-Violence
A common strategy in the game was to smack pigs bacony rump to make it run faster and possibly encourage it into scoring. This changed after the Minecraft 1.6.2 horse update which made it impossible for players to hurt any animal they are riding by punching it. It is however possible to hit them with snowballs.
Reborn Again
MinecraftOnline eventually updated to 1.7 and 1.12, though as time went on, Pigchinko was universally forgotten about, and arenas were left out of questions.
This was until
Anna_28 played a game of Pigchinko Waterchinko in 1.12, then envisaged the next generation of Pigchinko arenas using newer Minecraft features like scoreboards. A new stadium was designed by
The_Jackal_249 and built by players at Phoenix Isles, after installing the new mechanics (such as Craftbook-powered clock display), the revised Pigchinko game was held there and proved to be a success. The traditional game has returned.
This update includes...
- Use of scoreboards on GUI for all players & spectators to track scores
- Special pigs that do not stop at all and are not distracted by carrots
- Curse that falls upon players who disembark mid-game...
The Oozing
After many games of Pigchinko hosted at Phoenix Isles, on the 1st of March 2026 a scheduled Pigchinko tournament there unveiled a surprise announcement that all the other Pigchinko Arenas across Freedonia were upgraded to a new version of Pigchinko, much like the one at Phoenix Isles but done in a way that was much easier to set up and maintain, designed primarily by
maurermz.
Players could gather at arenas and challenge
Ooze_Emperor_Flippeh to a game of Pigchinko, where
Ooze_Emperor_Flippeh would ride a slime instead of a pig and have additional Slimeling players riding slimes that score for him. If
Ooze_Emperor_Flippeh lost, an Ooze Dragon would be summoned at the arena to fight the players.
The Modern Game
After
shypixel left the server, the running of Pigchinko was left up to other players. The first to receive this important and prestigious position was
The_Jackal_249, swiftly followed by
SnappyMuppetman,
thesprazzzler,
MattyQ and
techkid6.
The Positions
The_Jackal_249 - Grand Marshal Sergeant at Arms of Pigchinko
SnappyMuppetman - Grand Umpire of Pigchinko
thesprazzzler - The Pigchinko Guy
MattyQ - Surgeon General for the Office of Pigological Affairs
techkid6 - The Pigchinko Engineer
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Demonstration of a pig being ridden.
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A pig saddled, and ready to ride.
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A historical demonstration.
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Ur doin it rong...
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The first Pigchinko Tournament in full swing
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Invincipig stew
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