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stevedude2

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stevedude2 last won the day on February 4

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  1. Never played this game - bit before my time - but there's a flyer in the gallery. It was quite big and I to scan it in two parts and there might be a bit missing from the middle... The resolution gets reduced when you upload a flyer to the site. I need to dump all my scans into a folder in the shared Drive at some point so people have better quality scans to work with.
  2. Lucky Dip likes to give a jackpot. 1st feature on the board. Try collecting that a few times and see if it coughs one up
  3. Hello, and welcome to the site If you go to the Portal section in the top left you'll see this on the right side of the page - You should find everything you need in there. With regards to dip switches, these vary between game and manufacturer and can be used mainly to alter the percentage payout or stake/jackpot values, as well as other things sometimes. There are some manuals for games floating about and those will tell you what the switches do on that particular game. They're best left alone if you're not sure. All the stuff in the Configuration section is used to get the game to actually run properly and if you tinker with those you'll most likely end up with alarms going off and the game unable to load any more.
  4. To get started I recommend chucking all your game folders into one main folder, and then accessing them via the Game Manager - Then go to Database and from here you can scan your computer for layouts, set the main folder to scan and so on, and then you can load the game you want directly from the list of available games - You will find that a lot of games downloaded from the Legacy section have multiple layouts available for them. Some will be really old and not look as good as more recent ones made with proper artwork and so on. You can just go through them and hide/remove the ones you don't need or want by right-clicking them - Hope this helps! Enjoy By the way - those wav files will probably just be sounds you've exported from certain games. They get saved into that game's folder. If you keep each game in its own folder rather than bundle them all into one big messy folder you won't have this issue. The sounds in the game will still be correct as these are played directly from the sound ROMs.
  5. Made you look I think I have seen this before though. Maybe from loading an old v5.1 layout into a newer version of MFME?
  6. Yes, they are actual game program ROMs taken from a machine and extracted (dumped) to file. MFME emulates the technology that the games run on (Barcrest MPU4, Bell Fruit Scorpion 2 and so on - or in your case Maygay EPOCH) and allows people to load the game program file into it and run it. So they're not simulations or anything like that - it's real game code running through the emulator as it would do on a physical machine
  7. Depends on the ROMs I think. The later ones took absolutely ages; it must have been something stupid like 0.5% going into the pot. You'd end up with the game playing off its face with £300 on the main compensator and the jackpot would still be miles off.
  8. Any further progress with this @redbags or has it died on the vine?
  9. stevedude2

    Bubble Bobble

    This is probably my favourite game of all time. The replay-value and simplicity is hard to beat. The counters underneath that dictated what items appeared on levels was groundbreaking at the time, as were the score mechanics. Universal appeal, wholesome message at the end... they really piled so much into this. A fucking tremendous video-game.
  10. Yeah that's it - you have to take the WWWWT hits off as well as the WWWWW ones
  11. You need to be looking for all instances of - WWWWP - 3x2x2x2x1 = 24 WWWWT - 3x2x2x2x11 = 264 WWWWJ - 3x2x2x2x8 = 192 WWWWQ - 3x2x2x2x10 = 240 WWWWK - 3x2x2x2x10 = 240 WWWWA - 3x2x2x2x9 = 216 Add them up and you get 1176 hits for 4OAK wilds out of the total combinations - 1 line. WWWW(JP) pays £25 so that doesn't count as a 4OAK wild win, as that only pays £20. The others all pay equal or less, so they're paid as 4 wilds. And obviously WWWWW counts as a 5OAK wild win. In essence the formula is 3x2x2x2x(60-2-9). But by breaking it down like further up it's easier to follow and see if you've caught everything. There's no other symbols in the game to have on the end, so that would be all hits covered
  12. Morning Here are the hits I'm getting for the v1 symbol distributions. W is Wild, P is Pot (scatter symbol) - I'm 99.9% sure I've calculated them correctly. The RTP% of the line wins comes in at 81.3036%. That's without the pots obviously, because I don't know what the pot seed values are, the fill rates or the weightings for winning one over the other and so on. These hits are based on 1 line, so just multiply them by 10 if your analysis has 10 lines in play Let me know how you get on
  13. No worries If you fancy putting the award values up here I might do a spreadsheet for the v1 symbol distributions over the weekend if I get bored. Then we can compare our findings
  14. You're on the right track but not quite... You need to be looking at what happens on all 5 reels with the win calculations, not just the first three, because some wins like W-W-W-JP-JP might be worth more than 3OAK wilds and won't count as 3OAK wild occurrences. Your calculation might be correct if the awards for 3/4/5OAK wilds are much greater than 3/4/5OAK JP symbols because that means you don't have to worry about what lands on reels 4 and 5 (as long as it's not another wild on reel 4, and then also one on reel 5). But even so, you need to calculate your hits of any win across all 5 reels and then divide by 60^5, not 60^3, even if you think the last two reels are irrelevant - for example, if there are no wilds on reel 4 and 5. Even though the wins you're trying to find are 3OAK, they are still across 5 reels so you need to run your calculations right to the last reel and then divide into the total combinations across those 5 reels (60^5 or 777,600,000). It's best practice and means even the really rare winning combinations will be picked up. If you cut corners and miss a few occurences they can be a right pain in the arse to find later. So for this game, if the 3OAK wild prize is greater than the prize for 5OAK JP symbols (and therefore you don't need to worry about filtering out wins that don't count as 3 OAK wilds), it would just be this for one line - Hits are 3 x 2 x 2 x (60-2) x 60 = 41760 Total Combinations across all 5 reels (60^5) = 777,600,000 777,600,000 / 41760 = 18621.69 Hit rate with all 10 win lines in play is 18621.69 / 10 = 1862.17 My result differs to yours because you're not accounting for the fact that a wild might land on reel 4 and then, rarely, on reel 5 as well, and those combinations will not pay as 3OAK wild wins. You're effectively doing this - 3 x 2 x 2 x 60 x 60 = 43200 Total Combinations across all 5 reels (60^5) = 777,600,000 777,600,000 / 43200 = 18000 10 win lines is 18000 / 10 = 1800 I always find the best practice is to get all your hits/occurrences of a win based on one line in play, then divide it into the total combinations to get your hit rate for one line. Then you can divide that by 10 or whatever according to how many lines the game is fixed to. That way you're not rounding numbers up or down until the end. The good news is that getting the wild win hits correct is the most difficult part. The hits for the rest of the symbols, and then the scatters is a piece of piss by comparison
  15. There shouldn't be a difference in the number of hits between lines, no. If you're stepping through the reels so each of the 777,600,000 combinations are analysed once, each line would see the same winning combinations as the other. The win line arrays could be anything as long as they occupy one position per reel, and you should get matching results between each one. On a simple game like this anyway. I suspect it might be an issue with something that happens rarely, like when you get a combination like W-W-W-POT-A which has wilds and scatters in the same line win or something. It might not be seeing that in the right way. You should be able to calculate the hits for each win just using the symbol distribution, yes. That's usually how it's done. You don't need to worry about the layout of the reelstrips; all that affects is the profile of the game. You can bunch all the symbols together in stacks for a lumpy game, or spread them out so you get a high hit rate - none of that will affect the percentage return, just the volatility. You need the award values though in order to work out the percentage contribution of each win type.
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