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£6Jp Andy Capp - Dodgy programming from yesteryear


MikeyMonster
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Ideally playing this tonight, and set myself a mission - for me one of the best things about emulation - I can play silly beggars with stuff. Anyway - the decision was get to the bank limit by only taking end of trail JP's (not even nudge pot or 147 nudges) or  any of the last four features plus autocollects on last orders.

So - Pound a round - the first of the four features.

First time I took it I tried to hit a number above 6 - just to see. It kept spinning after i hit and stopped on a 5 - £5 win. The second time however, I collected with a 6 showing  and let it time out. It landed on 12 - and put £12 in the bank! I pretty sure it did not credit bank either.

Very much illegal in the £6 JP days - anyone know of similar? 

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1 hour ago, MikeyMonster said:

Ideally playing this tonight, and set myself a mission - for me one of the best things about emulation - I can play silly beggars with stuff. Anyway - the decision was get to the bank limit by only taking end of trail JP's (not even nudge pot or 147 nudges) or  any of the last four features plus autocollects on last orders.

So - Pound a round - the first of the four features.

First time I took it I tried to hit a number above 6 - just to see. It kept spinning after i hit and stopped on a 5 - £5 win. The second time however, I collected with a 6 showing  and let it time out. It landed on 12 - and put £12 in the bank! I pretty sure it did not credit bank either.

Very much illegal in the £6 JP days - anyone know of similar? 

I've done this pound a round in real life and I can officially say yes it does work

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Googling:

Andy Capp "Pound a round"

The only result is this post, so if you found something, it doesn't seem to have been talked about on public forums before.  Be crazy if it could be leveraged to find a new unpatched exploit in 2023 :)  

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[ Arcade Simulator ] Pre-alpha installer: http://arcadesimulator.net  |  Known Issues: https://tinyurl.com/yz4uom2e  |  Donation info: https://tinyurl.com/yzvgl4xo
[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ Fruit Machine ROM  Archive ] The archive: https://tinyurl.com/3jhzbueb

[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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2 hours ago, johnparker007 said:

Googling:

Andy Capp "Pound a round"

The only result is this post, so if you found something, it doesn't seem to have been talked about on public forums before.  Be crazy if it could be leveraged to find a new unpatched exploit in 2023 :)  

2024 even :)

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30 minutes ago, thealteredemu said:

2024 even :)

Goddammit! :) 

Edited by johnparker007
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[ Arcade Simulator ] Pre-alpha installer: http://arcadesimulator.net  |  Known Issues: https://tinyurl.com/yz4uom2e  |  Donation info: https://tinyurl.com/yzvgl4xo
[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ Fruit Machine ROM  Archive ] The archive: https://tinyurl.com/3jhzbueb

[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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I guess from my limited knowledge of how these exploits work, is; if you can get it so it's ready to get you near the £6 at the end of the feature trail, can you land on Pound A Round whilst on a 6+ often enough to gain an advantage (assuming that win doesn't count against feature board %age, so you can keep getting back onto that feature square).

Followed this post, interested to see if any kind of advantage over standard percentage payout could be found, that'd be kinda wild :)  (Reel Fruits won't be happy if there's a shiny new 2024 Andy Capp emptier haha, we'll have to write a custom patch for their ROM!).

Edit: I think on JPM Indiana Jones, the value of the next move is already in RAM before the number reel spins from the user input (or you can patch it mid-move), if a similar thing is present on this machine, it could be a way to see if it's getting the £12 repeatedly without affecting percentage).

Here's a @Chopaholic vid showing controlling the numbers moved on Indy, different tech, but might be an angle for testing some of this idea in the emulator:

 

Edited by johnparker007
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[ Arcade Simulator ] Pre-alpha installer: http://arcadesimulator.net  |  Known Issues: https://tinyurl.com/yz4uom2e  |  Donation info: https://tinyurl.com/yzvgl4xo
[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ Fruit Machine ROM  Archive ] The archive: https://tinyurl.com/3jhzbueb

[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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6 hours ago, thealteredemu said:

How easy is it to obtain this feature with a number over the 6?

I love stuff like this :)

J

Its not that easy - cos you would have to know what all the time outs are (it wont stop on a 7 or higher if you manually hit it) And its not the easiest feature to land on anyway.

Same session - I left it to time out on a 5 - but it came back to 5. 

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12 minutes ago, MikeyMonster said:

Same session - I left it to time out on a 5 - but it came back to 5. 

 So does it work that whatever number it is on at the start, that is the number it times out on?

I'm only vaguely familiar with the machine (used to pay it as a nipper) - are there other features on the board that allow a number reel timeout, and if so, do they also have the same behaviour?

I'm reminded of Adders & Ladders (and probably Hyper Viper?) where when it gives you 'Even to continue' on the ?, that will also land on an even number when it's even at the start and left to timeout... however, I don't believe it can be used to actually exploit any emptying afaik.

Edited by johnparker007

[ Arcade Simulator ] Pre-alpha installer: http://arcadesimulator.net  |  Known Issues: https://tinyurl.com/yz4uom2e  |  Donation info: https://tinyurl.com/yzvgl4xo
[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ Fruit Machine ROM  Archive ] The archive: https://tinyurl.com/3jhzbueb

[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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27 minutes ago, MikeyMonster said:

Best thing about the emulator is this sort of thing. I mean my entire play last night was for doing something different - and look what I found... :)

Too true mate.  This is why I like mfme so much as you can dissect any game where as in the wild it would be extremely costly.   I’m sure there are many bugs to be uncovered with the use of mfme :)

J

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34 minutes ago, MikeyMonster said:

Its not that easy - cos you would have to know what all the time outs are (it wont stop on a 7 or higher if you manually hit it) And its not the easiest feature to land on anyway.

Same session - I left it to time out on a 5 - but it came back to 5. 

I wonder if it can’t afford the jackpot it will spin in what it can afford even on the number you know would spin in a 12? Maybe just a nice little catch here and there.  Either way, it’s a nice little bug :)

J

Edited by thealteredemu
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5 hours ago, johnparker007 said:

 So does it work that whatever number it is on at the start, that is the number it times out on?

I'm only vaguely familiar with the machine (used to pay it as a nipper) - are there other features on the board that allow a number reel timeout, and if so, do they also have the same behaviour?

I'm reminded of Adders & Ladders (and probably Hyper Viper?) where when it gives you 'Even to continue' on the ?, that will also land on an even number when it's even at the start and left to timeout... however, I don't believe it can be used to actually exploit any emptying afaik.

The even stopping on even was a theme on a lot of Barcrest machines.  I can't think of any other great time out examples like this though

Some later machines in £25 era - the darts games like Yabba Dabba had a Reel KO feature where if you could hit a 12 it was JP - I guess that would time out from a set number. I could hit the 12 nine out of ten anyway so never tried to learn it.

 

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Bwb viva Espana, on the original 5p 10p £6 token program has a free win on the luxury goods 1 is £7 the other is £12. It will his £6 not take a credit go again and hit £6 again. £1 first shot then no credit taken and hits £6 for only the first quid being accounted for. Not any kind of exploit but was a nice freebie for token recycling 😊

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