To give my questions a context I'd better briefly digress into what I have already done. I have made an emulation of the original Lemon pays 8D machine. Why an emulation and not a simulation? That is down to my ability with graphics which a Scot might describe as being "like a coo wi' a gun"! Why the 8D version? Because simple arithmetic, combined with videos of the 6D machine's "Losses" switch says it has to be simpler.
It seemed obvious that the innards of the machine must have some analogue to a roulette wheel. The questions were, how many "slots" and how many of those "slots" per fruit. So looking at the 8D machine payouts, if there was 1 position for the Bell then for the Lemon there had to be 12/8 positions for the Lemon. Clearly that doesn't work, so try again with 2 positions for the Bell, that gives (12 / 8) x 2 = 3 positions for the Lemon. Nya ha! Progress! In a similar vein it soon becomes apparent how many slots the other fruits need. That gives a total of 35 which looked uncomfortable to divide into 360 degrees so I figured there was probably a Lose position, giving 36 nicely sized 10 degree slots. I then saw the videos, counted the positions on the rotary switch and bingo! Thus encouraged I proceeded with the program. I even remembered not to stop on Lose when there are no bets!
So to the questions for further development.
1) I would like to make my program as accurate as possible, so whilst I have the correct number of each fruit in a list which the program steps through and looks reasonably realistic. I would actually like to have the same order as the real machine. Can anyone supply that please? Being circular, it doesn't matter where you start with the list. This would be an utterly trivial change to make.
2) I would like to then add an option to make it emulate both versions of the machine, but, as a first stage, without the Losses switch. This involves slightly more work, so before I commit myself to that it would be nice to know if the sequence of connections from the rotor to the fruits is still the same as the 8D machine, but with the fixed Loss position changed to a Lemon? If you work out how many slots are needed to give the correct payouts as before it comes to 18 including 2 for Lemon, so double that to fill 36 slots. So, if anyone knows the 6D machine sequence I would appreciate it if that information could be shared. (Incidentally, that disproves the myth that having Lemon = 8D is more generous than 6D as 3 slots paying out 8D comes to exactly the same 24D as 4 slots paying out 6D! (I cannot feel smug, I fell for that myth too!)
3) The final stage will be to emulate the Losses switch. But it is not clear how that works. What is clear is that all 36 positions of the rotor must connect to fruits otherwise the display whilst "playing" would not be one light per clunk of the rotor. Hence, and this is why I initially said the 6D machine must be more complex, some rotor positions must be overrideable to a Loss state. Equally clearly, 3 of these dual purpose positions must be selectable by setting the switch to 3, but which? Are they sequential or spread around the rotor. Is it the same 3 positions plus 3 more when the switch is at 6, or 6 different positions. And obviously the same questions arise for the 9 position. Can anyone enlighten me please?
B.T.W. #1 : It is highly unlikely that the machines were rigged to hit Lose more if you played all 5 symbols at once. If you play the same 1 symbol 36 times and each stop on the rotor is hit you will lose 12D regardless of which is your selection. If you play more coins in a fixed selection you simply lose 12D times the number of coins in the same 36 play scenario. So why would anyone want to discourage you from losing money 5 times faster than necessary by imposing extra Lose results? Surely they would want to encourage you to keep throwing money away at a high rate?
B.T.W #2 : The download link is at http://racingdog.hostfree.pw/Freeware.html right at the bottom (Note the capital F)
So what do I think of the machine now I have had a chance to play it, albeit in emulated form? Well the basic machines are a rip off, but that is true of all our beloved machines. However, if the Lose selector is set to 3 it becomes a complete rip off, to 6 and it is a total rip off, to 9 and it is a complete and total rip off! Basically, if you see a Lose light illuminate on a 6D machine, find something else to play!
Thanks in advance,