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avengah

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Everything posted by avengah

  1. This is a great layout, thanks. I think the suits aren't quite right on some of the cards, though (and I think the suits should be visible on the cards on the reels too). For the hidden features. The correct cards are, using test play to work them out: A Diamonds, 2 Spades, 3 Hearts, 4 Clubs, 5 Diamonds, 6 Spades, 7 Hearts, 8 Clubs, 9 Diamonds, 10 Spades, J Hearts, Q Clubs, K Diamonds, A Spades.
  2. In the end I found it easy to time using the red lines. The pattern of red red, long spin, red red etc. got me into a rhythm of when the fast reel was right, and I stopped it when my mental rhythm said NOW combined with watching the other two reels. I got a feel for the patterns so I knew when the setup was coming round. I also remember learning setups that worked on the chipped version, that came round within the time limit. Same as Spin On It, nudging in the best win was not always the best play (I particularly remember some lovely cherry setups on SoI where pot or hidden was there for 5 blasts, and we reckoned the machine looked at nearby wins when deciding where to put the nudge exchanges so a nearby win of £1.20-£3ish could make it put an X by a lower win that was also there for the forward/back/forward trap on a SPIN number, and even if no better win, an exchange for 5-6 nudges was often worth using to bring down the next matching symbol on one reel for a better Super Hold / Red For Reel / Reel Blasts setup).
  3. Just the one that everyone else was using. It was tighter (blocked SeU when not numbering) and the time-out couldn't be delayed by holding a button any more. But it was still very helpful for practice purposes. I was already good at stopping the two slower reels, having had one locally in an arcade for years, but the fast reel I hadn't got down until then. My local one was chipped early - I remember them coming in to chip it very early on, so unfortunately I was never able to empty it. It was a great machine though; very profitable. I remember you could trap it for big wins off the nudges at 1 on the trail, by holding a certain way, this worked even on the £25s. It sometimes worked even if the win being set up was more than 1 nudge away!
  4. I see. I thought that was a possibility, forgetting to clear a flag, but the strangest part is the fact that it starts one rung higher. I can only assume it's something to do with the plugging making it think the gamble was won? On a dead machine like the one I did weekly, it won't even trail hold or reel hold. Eventually (maybe around £20-30 in if I recall), it will throw in a small win. In this state it will never win except on a 1 or 12. That was a costly mistake when learning, on maybe my second visit - it cost a fortune to get another win! The 25p version (which this was) was awkward and required a bit of change. After 4 plugs it makes a popping sound and erases your bank and credits. So at 30p it's not a problem, as you can plug it after collecting £75 with 10p credit in - it's not necessary to see the repeat chance before plugging it and you only lose the 10p part credit. But the 25p version will pop and clear everything before you get the chance to collect. You need to use change to play it once you start getting jackpots.
  5. It's an interesting little trick. It was known about very early. I am almost certain it was a deliberate thing - why else would only this one Vivid have it and not any of the previous ones with similar reel play? Did people actually try plugging machines and randomly stumble upon this, or was it deliberate and given out by the programmers themselves? As far as weird emptiers go, I can see Clowning Around being possibly accidental with the delayed ? triggering on the next spin, but there seems to be no logic to the Honey Money method. Why would plugging it on a cash win end up awarding the next win up? It would be interesting to look at the code to try and establish why it happens - but programmers have got in a lot of trouble in the past for coding deliberate emptiers; not only losing their jobs but potentially being arrested and charged with a crime. So even if deliberate, coders would likely make it look like an oversight.
  6. Thanks very much! The emptier works just as I remember it - now I can experiment more! I couldn't remember which machine I was thinking of, so I searched Vivids and recognised the name. I had one in a great location I did weekly for ages! Wow, it went so dead when done, could take a fortune for a board... not to mention a cash win, necessary to do the trick! The funny thing was, the guy who told me the trick said it was useless because you'd never find one that was safe to plug repeatedly. Haha, how wrong he was! Maybe that's why he gave it me for nowt!
  7. Thank you. Could you please tell me which files are the program ROMs and which are the sound ROMs? For version 1.1. The problem is there are multiple files with .p1. Thanks again!
  8. I haven't been following the scene for a few years since I quit playing fruit machines professionally, when it went shit. So the last time I was aware of things here, JPeMu was fairly new and I used it to practise Arcadia's Shoot 'Em Up for a travelling fair which had an unchipped £15 20p one. MPU5 emulation was in its infancy and not officially public. I notice that some ROMs are automatically downloaded from somewhere. As a new member with strict download limits (I plan to donate soon), I found a large repository online (archive.org) - but it's too big to download so I have to go into the archive and pick files to download. I only just realised that some layouts require the ROM from the repository but some don't - they download a .hex file from somewhere. My question is this: How do I make MFME use an older chip? Honey Money downloads the ROM in .hex format. Here is my folder: So the .hex file is version 2.3 and I'd like to try 1.1, but I don't know how. I tried loading the _11 files instead of .hex in the ROM loader but the game didn't start. How do I know which are program and which are sound ROMs? Thanks! EDIT: MFME often says certain layouts are Non-Runners but then the layouts load fine if loaded manually (File menu, not manager). I think it may be because the ROM needs downloading or is named differently than the layout expects. Maybe the Game Manager is not aware that a valid ROM can be downloaded automatically - you have to manually try every layout as the scan regularly makes this mistake. Unless there's a workaround or better way to get the manager to accept these layouts that I'm unaware of?
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