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stevedude2 last won the day on November 23 2025
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Welcome to the site I assume the game you are talking about is Indiana Jones (Norway)? I've looked at the ROM archive and we only have ROMs for the German and UK versions of the game - So getting the ROMs dumped would be useful for emulation purposes. However, I'm not 100% sure if the game will run in the emulator. I don't see any reason why it wouldn't but there are others on here who might know for sure. We have a fair number of European members on here who have made layouts for a number of export machines. Looking around the site there was a guy called @jespersen1984 who mentioned he was looking at doing a layout for the game, and also @LitaHOF posted an image of their machine, so it's possible the ROMs are already dumped and out there somewhere, and maybe even a layout has already been done, but it's not on the site for some reason... Either way, hi-res pictures of the machine would come in handy for emulation purposes. You can never have enough good pictures of machines. If the ROMs need dumping then it would involve sending them away in the post for someone to read the files off, or you can buy a ROM reader and dump them yourself if you know how.
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2p classics - are they available?
stevedude2 replied to JellyBellyKelly's topic in Newbies Help Area
It's in here - https://www.desertislandfruits.com/forum/index.php?/files/category/63-pcp-legacy/ Click on this - then this - and then scroll down the list until you find it -
I've wondered the same thing recently - a way of extracting all the graphics, components and their properties from the blacklisted layout and then loading them into a blank one. I suspect the component data is embedded within the .fml and cannot be extracted.
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Empire - Return to the Haunted House.png
stevedude2 commented on stevedude2's gallery image in Flyers
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markwmc1986 started following stevedude2
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Mr Sparkles started following stevedude2
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Loved this on the c64. Great music by Jim Evans. Tough game because the enemy bullets were hard to see on the c64 version.
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Welcome to the site! Click this box on the right of the portal page to get yourself started
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Worst playing / surprisingly bad pub fruits and why...
stevedude2 replied to slotsmagic's topic in Emulator Chat
There was also that JPM Casino Las Vegas game in the Vogue cabinet, which was a bit like Sonic the Hedgehog but with every single vestige of skill and excitement removed. My word that game was bland. -
2p classics - are they available?
stevedude2 replied to JellyBellyKelly's topic in Newbies Help Area
You can't beat a bit of 2p fun So many great games back in the day - Rat Race, Lucky Lady, Aladdin's Cave, Blue Streak, Test Pilot, Spoof, Crack the Nut, Copper Run. Fantastic times! -
2p classics - are they available?
stevedude2 replied to JellyBellyKelly's topic in Newbies Help Area
You'll find most of the 2p games you like in the Legacy Downloads section. First click on the Downloads tab on the front page - On the right you'll see the Legacy Downloads section. Click on (and 37 more) at the bottom - Choose your manufacturer, for example, BWB - Click on BWB #-Z - Then click on Download this file - This will bring up a list of all the BWB games that are emulated. Scroll down and click the blue Download button alongside each game you want - And it's as simple as that. Most games will have multiple layouts in the folder when you download them. Some were done 20 years ago, others much more recently and will look better than others, so just find the one you prefer and hide the others in Game Manager or delete them. Also look in the Layouts section in Downloads as you'll also find some very recent layouts of older games in there too. Welcome to the site and enjoy! -
I remember playing an £8 token jackpot version of RC which used to give Test Your Strength off Last Ride, and it would nearly always repeat afterwards (as long as you got the jackpot from it). I would go as far as to say I never saw it not repeat. And certainly there were versions of the £10 all-cash ROMs that near enough always gave the full £28.80 off Nemesis. There was a 20p play £10 cash Roller Coaster in a complete dive of an arcade called Sunnyholt Amusements in Brean Sands back in the late 90's and it used to absolutely love a Nemesis to the top. They had some good bits in there including a Wonderboy video-game on which I could make 20p last for half-an-hour. Sadly it was one of those places that was owned and run by a family of wankers who would ban locals or anyone who looked like they knew what they were doing, and despite trying to blend in by playing pushers, video-games and even holding a seaside bucket and spade I was clocked before long and was banned by the woman sat in the change kiosk, a fat dreadnought who looked like Biffa Bacon's Mum. The thing is, the idea of a guaranteed £28.80 Nemesis feature might be non-compliant as far as the technical standards go, but it made the feature much more attractive and the game more exciting. Who the fuck wants to gamble Waltzers for Nemesis when it might stop at £5.80? And besides, it was possible to get things like that past the Gambling Commission if you were clever enough and willing to think outside the box. For a start, the fact that you could hi-lo against the numbers and fuck it up yourself meant that you could set up a soak test of the game that would, on a 50/50 chance, go the wrong way once per credit break, meaning when the GC look at the results the average win from the Nemesis feature would be more like a tenner. But on-site the actual average would be close to £28.80 because of 'player skill'. It's a bit 'grey area' - you're making the credit-breaks pass 100% of the time and then the player controls the rest of the feature. You could squeeze that past the GC but then months later they'd tighten up the regs to stop people from doing it. Half the fun with designing games back then was trying to find creative ways of interpreting the regs differently to how the other manufacturers were at the time, to try and gain an edge over the competition. With the Test Your Strength 100% repeat chance, to get that past the GC you just show them the total number of TYS features won on the game overall, and the number of them that repeated - it's going to be way less than 50% because there was practically no chance of that feature repeating if you took it any other way.
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Road Hog £6 cash.zip Andy Capp £6 cash.zip These should work for you @Patman. Let me know
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No probs - if someone links me to a location on Drive I'll get them uploaded
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There's also a couple of random, reel-based IGT games on the site - Double Diamond Haywire and something else.
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My guess is that it was put in Indiana Jones to stop you getting JPMs in the base game on a 1 or 12 and being able to gamble past the £3 block when the compensator couldn't afford it. And then it just got left in there and became an unintentional way of being able to tell what level the compensator was in. And then when Big Bucks came out where you could step the number reel, it needed to guard against 3's and 8's as well when burnt, and that's a third of the number reel it couldn't spin to. Big Bucks was the first game where I became aware of numbering and it made sense because it didn't want you getting Stop-a-Fruit and being able to gamble to Stop-and-Step. Nor did the game want you to be able to get 2 or 3 nudges and be guaranteed the first gamble, which might give you a win it couldn't afford. There was no 'looking ahead' to check what number was showing before deciding whether to let you onto the nudge or feature trail, so it was easier to just stop the game spinning those 'guaranteed' numbers, rather than rewrite the decision process on whether to allow certain scenarios or not. A sort of crude, blanket-fix if you will. I never thought that the same would apply to games like Roller Coaster and Monopoly 60 with a £4 block because those games didn't need to inhibit those numbers because there was no way of it trapping itself due to the game design being completely different to Big Bucks. But as it turned out it was in everything.
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This was an absolutely fabulous club machine, second only to Cops 'n' Robbers in my opinion. Pretty unique because there were no nudges in the base game and this made for a rapid throughput of money. The base game was still fun to play though because if you held a pair of fruits there was a good chance of the third one coming in to get you on the hi-lo gamble, which felt very fair on the numbers. On the feature board you could go round a few times building stuff up and it felt very fair, even though there was a lot of jeopardy because it was possible to lose from any square on the board - you could always reach a LOSE of a question mark from anywhere. It was genuinely exciting when the columns started getting high up, and if you got an extra life it was a great feeling because you knew you were assured of a few more moves and at this stage you felt you had a good chance of getting 20 or 30 win spins, especially once the bingo numbers started filling up for the double and triple add. Also exciting was the fact that you might even fill the name up again before you lost your extra life so you now had two, and then it was all about hoping you got one of the columns to the top before your lives ran out. Getting Boombastic with an extra life was really annoying though! But you'd also get Boombastic quite a lot instead of getting kicked off the board, so at least the player could take something. I used to find that you'd get a lot of Boombastics early on in the feature if it was close to paying the jackpot, but it might have been my imagination. I liked the way the game alternated between paying the Jackpot and the Cashpots - if you got the Jackpot from the cash/win spins column, the next jackpot would be paid from the Cashpots, and vice-versa. A tremendous club machine in every respect. The way the jackpot was delivered was great - if you've got an extra life you're going to carry on aren't you?
