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Project: Fruit Machine Engine
Project Started: 20th June, 2012 Last Update: 18th January, 2014
Project Owner: lembi2001 Project Members:
Project Type: Simulation/Fun/Slot Machine Project Progress:

Not all logic is logical
Posted 15th Jan 14, by lembi2001  
Hmm...

I'm trying to code the probability of winning section of the games logic.

Now this is not as easy as I first thought it would be. Mainly due to the way I have coded the reel spinning. Most Slot Machines have a percentage chance of winning hardwired into them. It is clearly displayed on the machine and this is a hardfast rule.

For example if a machine has a percentage of 86% payout, this means that for every £100 you play you would expect to get at least £86 back. This is a very simplified example as you can see but you get the idea. Now what it does not take into consideration is the payout sizes and probabilities throughout that £100.

As extracted from Wikipedia:

The table of probabilities for a specific machine is called the Paytable and Reel Strips sheet, or PARS. The Wizard of Odds revealed the PARS for one commercial slot machine, an original International Gaming Technology Red White and Blue machine. This game, in its original form, is obsolete, so these specific probabilities do not apply. He only published the odds after a fan of his sent him some information provided on a slot machine that was posted on a machine in the Netherlands. The psychology of the machine design is quickly revealed. There are 13 possible payouts ranging from 1:1 to 2,400:1. The 1:1 payout comes every 8 plays. The 5:1 payout comes every 33 plays, whereas the 2:1 payout comes every 600 plays. Most players assume the likelihood increases proportionate to the payout. The one midsize payout that is designed to give the player a thrill is the 80:1 payout. It is programmed to occur an average of once every 219 plays. The 80:1 payout is high enough to create excitement, but not high enough that it makes it likely that the player will take his winnings and abandon the game. More than likely the player began the game with at least 80 times his bet (for instance there are 80 quarters in $20). In contrast the 150:1 payout occurs only on average of once every 6,241 plays. The highest payout of 2,400:1 occurs only on average of once every 643=262,144 plays since the machine has 64 virtual stops. The player who continues to feed the machine is likely to have several midsize payouts, but unlikely to have a large payout. He quits after he is bored or has exhausted his bankroll.

This is where my problem lies. I do not (at present at least) track the reel positions. This would be rather complicated to manage using my current engine. As I don't track reel positions it makes it difficult to force a particular combination of reels. This in turn has it's own problems in the fact that it would be possible for the machine to give you win after win after win without you losing for ages. It's highly unlikely but it's possible. I may alter this at some point in the future but I fear that if I was to do it now it would cause a massive delay to the release. If the initial release of this engine is received well I may work on another one which works more like an actual machine and features more customisation options including paytables and probabilities.

So what logic have I coded so far??

I have managed to create the reel hold logic. It doesn't feature guaranteed hold to win because of the above issue but it does feature a super hold that is randomly awarded. This Super hold feature is where 2 of the reels are held with the third set into a spin and upon pressing hold for that reel you can stop it on a win.

I have coded the randomly awarded super feature which is based on a wins/losses ratio.

I have also started working a nudge system too.

No screenshots to show at present unfortunately but I thought I would update the devlog with where things are upto

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