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New fruit machine emulator – looking for ideas


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4 hours ago, stevedude2 said:

BGT emulated would be amazing.  They did some good games as you say...

BGT - Reel Appeal.png

BGT -  Max a Million.png

BGT -  Turkish Delight.png

@BigBreakfast already got these working I think in an Amber core a bit back... not sure if there was something left to do, or no sound ROMs or something...

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[ Arcade Simulator ] Pre-alpha installer: https://tinyurl.com/2kcrkprh | Donation info: https://tinyurl.com/yzvgl4xo
[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Frontpage: https://tinyurl.com/mr6r429t  (raw data): https://tinyurl.com/2c5znxzz
[ Fruit Machine ROM  Archive ] The archive: https://tinyurl.com/3jhzbue
[ Fruit Machine Settings/Tests Guide ] https://tinyurl.com/yuebw8b5
[ MAME (fixes/improvements) ] Commits: https://github.com/johnparker007/mame/commits/master/?author=johnparker007

[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ ROM Hacking Tutorials ] Index: https://tinyurl.com/4yw4zfw5
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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On 27/08/2026 at 15:33, soph1 said:

I've started a browser based fruit machine emulator. No install, and works on a phone...

https://fruitulator.com/

You can upload a game folder or .zip (with ROMs plus an MFME layout) and it should boot the machine.  It knows about MPU4, MPU5, Scorpion 2/4/5, Maygay M1A/B, sp.ACE and JPM IMPACT but it is a work in progress - "your mileage may vary"!

Happy to discuss with whoever finds it interesting or useful.  I could really do with more games to test with or some input / testing from others.

Picking up from newbie forum. First, the fruitulator works GREAT for the particular machine I'm interested in currently - a JPM Impact based title "Thriller" released by Crystal (and is apparently a clone of Sonic). The layout file is here. The one niggle I noticed was that the LED display has a garbled character, I think given context it may be supposed to be an "!":

image.png.0ccaff01ef61327c031c1fb420dd60c6.png

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35 minutes ago, J1mbo said:

The layout file is here. The one niggle I noticed was that the LED display has a garbled character, I think given context it may be supposed to be an "!"

Sorry to add, there’s a clip of the machine on YouTube which shows this:

image.thumb.jpeg.18804e1b5a4c961111b31707efffcd7a.jpeg

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Not an emulator as such, but a really cool project would be an application that can multiple machines randomly or chosen without prompting. Also where the play style is varied and has some kind of intelligence rather than a set sequence, preferably one that switches between absolute cluey to pretty proficient and everything in between at random intervals.

If this could be done it would really make playing layouts much more like an actual arcade where you would get to play a machine in a random state when opening rather than just where you left off. Would also likely improve streak and gameplay potential as the machine would get a wide degree of variance in play as it would IRL.

If this could happen and play a set number of machines in the background whenever computer is on or it was set running, would be awesome. Auto play, while handy is a real job to get it to do what real world play would be like, especially as to get variance you would need to ideally change the profile of play every few pounds which is extremely slow and tedious. If it was like Bar X Queen's where it could also rapid cycle, that would be really something as well if it could switch profile of play still to match.

Have a feeling what I am describing here is likely more complex than an actual emulator though in many regards, but a man can dream.🙏 

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https://www.desertislandfruits.com/forum/index.php?/topic/15347-barcrest-neptunes-treasure-mpu5/&do=findComment&comment=127871

8 hours ago, serene02 said:

It could be as simple as just making alterations to the ram file.  Don’t think you need a complex play model, just a, this machine has been recently hammered or this machine is behind percentage and everything in between.

J

So basically a program that cant randomly create a .gam file? Would that effectively mimic real life play though?

I'm probably wrong, but in my mind a machine expects a certain amount of possible outcomes in between various things happening, a bit like how setting auto play to fatten up a machine doesn't really make for real world type play, and if you set auto play on a more normal play style for long periods, it seems to effect some machines in a way where they don't quite play as expected. Was another observation of such IRL as well by @MikeyMonster, I'll find the link...but it shows repeated rigid and prolonged sequences can really bugger up the machines normal cycle. (LINK UP TOP)

Edited by Ze Frog
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Yes, I know, but the ram stored all this stuff, you don't really want too extreme stuff though or else there is little fun.

But I have done this and it is possible, I was doing some AI stuff and it forced the machine into a certain play mode for me, so AI is a valid way for you to start the project.

J

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On 13/08/2026 at 15:29, MPU_FIVE said:

 

But the biggest wish of all would be to have Sp.ACE tech so i can play PCP's What a Carry On again. 

Although MFME emulated Sp.ACE tech, it didn't run PCP machines on that tech cos PCP used a Reel Microprocessor, i believe the reason why is that ACE didn't share the knowhow with PCP to fully run Sp.ACE technology and so PCP had to create their own Reel Microprocessor. There's a topic i posted on this site about it which i will add a link to - a layout of What a carry on showing how far it gets on MFME and a copy of the PCP Reel Micro is within those topics.

I know for a fact myself and @woodsy would love to play What a carry on again.

 

Well, sp.Ace is one of new techs that is running in our project. 

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21 hours ago, serene02 said:

Yes, I know, but the ram stored all this stuff, you don't really want too extreme stuff though or else there is little fun.

But I have done this and it is possible, I was doing some AI stuff and it forced the machine into a certain play mode for me, so AI is a valid way for you to start the project.

J

Sounds interesting, so really just creating a random starting point each time you open would be doable and wouldn't need a fancy program then, that's pretty awesome. I did suspect there was a simpler way, but didn't think about it that way. I'm guessing the machine .ram file effectively devoid's previous button presses maybe then as its just at a specific point in the program? So could A.I effectively create points of which would be expected real world outcomes?

Would no doubt be simpler than getting it to do a certain play mode as well. My vision is just each time I open a machine its at a totally random state like in an arcade. Not really after it making machines super happy deliberately, just simulating real world play where each time is different.

Emulation is an absolute wonder, but the fact you have a known starting point each time kind of kills revisiting the machine again in most instances, especially ones where auto play don't fare so well. I think that's why I only really play MPS2 machines these day's with any degree of frequency, because wherever they are in their play cycle, they are very cleverly balanced and can still throw a surprise your direction, and the fact that even on the take, their profile is so clever that you never feel like it's a slog or you are being robbed. I created BWB Circus Big Top with the intent of playing to chase a streak I once had, but even on £5 jackpot, its so monotonous that I just don't bother anymore as knowing where the machine is just kills any suspense and joy. Auto play can whack a few hundred quid through, but still, then there's the fact of it having been played in a rigid sequence which I really believe does scupper a lot of the real world expected gameplay. Even on £25 jackpots the ideal would be a different play style at least every £10 for most of the time, so on a £5 machine you would need to change even more frequently, to the point where auto play effectively becomes void as stopping and setting a new one every couple of minutes defeats the object.

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On 27/08/2026 at 15:33, soph1 said:

I've started a browser based fruit machine emulator. No install, and works on a phone...

https://fruitulator.com/

You can upload a game folder or .zip (with ROMs plus an MFME layout) and it should boot the machine.  It knows about MPU4, MPU5, Scorpion 2/4/5, Maygay M1A/B, sp.ACE and JPM IMPACT but it is a work in progress - "your mileage may vary"!

Happy to discuss with whoever finds it interesting or useful.  I could really do with more games to test with or some input / testing from others.

 

Thanks :)

Soph

 

 

 

 

Nothing works in this all i get are error messages when machine boots up. Tried with various machines and the same errors and alarms.

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24 minutes ago, corel said:

Nothing works in this all i get are error messages when machine boots up. Tried with various machines and the same errors and alarms.

Ah that's a shame... i have only tried 3 games, my phone is a bit laggy with this emulator tho and the sound is non existent on the SP.Ace tech, and scratchy/broken up on the M1A and MPU4 machines... I was hoping it would run What a Carry on by PCP on SP.Ace tech but the reels don't spin on this emu either sadly, but despite this the What a Carry On gives a Hi/Lo gamble when a win would be there and i gambled up to see the Jackpot message on the dot matrix which is further than it will go in MFME so maybe as the Fruitulator project evolves it may run with spinning reels! My phone is a Samsung Galaxy A13 so in need of a new phone anyway but good to sort of play some FME on the phone tho! Shoutout to @soph1 - Keep up the good work with the Emu project! 

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Thanks for the feedback - it is really useful.  The project is in the early stages atm - but everyone is welcome to try it and feedback.  I've been working on some optimisations for older devices which will hopefully improve the speed/heat/battery usage.  I should have a new version ready later this week which *could* fix some of these issues reported.  If you can pass on some .zips of those games I can debug them directly.  cheers!

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35 minutes ago, soph1 said:

Thanks for the feedback - it is really useful.  The project is in the early stages atm - but everyone is welcome to try it and feedback.  I've been working on some optimisations for older devices which will hopefully improve the speed/heat/battery usage.  I should have a new version ready later this week which *could* fix some of these issues reported.  If you can pass on some .zips of those games I can debug them directly.  cheers!

Most scorpion 4 and 5 layouts make reel errors alarms

 

Couple machines I tried reels are not aligned 

ezgif-6-228f2c936d48.gif

 

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On 08/09/2026 at 14:39, soph1 said:

Thanks for the feedback - it is really useful.  The project is in the early stages atm - but everyone is welcome to try it and feedback.  I've been working on some optimisations for older devices which will hopefully improve the speed/heat/battery usage.  I should have a new version ready later this week which *could* fix some of these issues reported.  If you can pass on some .zips of those games I can debug them directly.  

red hot roll elvis

Loot n kuhman

Andy capp loves flo. 

Open the box £25

 

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A few people in my area knew about Reel Appeal.

The best BGT machine was probably Flash The Cash Harry. It was a bit like Max A Million but it had a cashpot and a good method to make a profit. There was one in Skegness in the arcade away from the front all those years back. I think there was another in Ingoldmels in the big arcade on the right near the funfair. Yarmouth and Clacton had it too. Hot Slot was another BGT with a similar method.

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2 hours ago, logopolis said:

A few people in my area knew about Reel Appeal.

The best BGT machine was probably Flash The Cash Harry. It was a bit like Max A Million but it had a cashpot and a good method to make a profit. There was one in Skegness in the arcade away from the front all those years back. I think there was another in Ingoldmels in the big arcade on the right near the funfair. Yarmouth and Clacton had it too. Hot Slot was another BGT with a similar method.

i discovered it through gameplay and also the royle family stake change one too.. it's my little hoorah to myself haha

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living the dream

 

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1 hour ago, soph1 said:

I've released a new version with a lot of fixes and improvements.  Please take a look.  Thanks.

https://fruitulator.com/

 

Coming along nicely! :) 

I am curious, I think your web based emulator is able to load MFME layouts other than those saved in V20.1 - did you build an importer that caters for all the versions of MFME above v5?  We have one in Oasis that works very well, but it is a load more work to support FMLs other than v20.1... wondering if you just put tons of work in to support all the different versions, or if there's something else going on with the layout loading...

Also, next improvement suggestion, I'm sure it's on your list - reel lamps, e.g:

Fruitalator: 
image.png.b67c544d80bc7e2a69579ad44ccaed20.png

MFME:
image.png.794363e1c44d9a247162a687f01f7f86.png

Keep up the good work, it's shaping up well :) 

Edit: to add that layout I tested is the Barcrest Alphabet DX.

Edited by johnparker007

[ Arcade Simulator ] Pre-alpha installer: https://tinyurl.com/2kcrkprh | Donation info: https://tinyurl.com/yzvgl4xo
[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Frontpage: https://tinyurl.com/mr6r429t  (raw data): https://tinyurl.com/2c5znxzz
[ Fruit Machine ROM  Archive ] The archive: https://tinyurl.com/3jhzbue
[ Fruit Machine Settings/Tests Guide ] https://tinyurl.com/yuebw8b5
[ MAME (fixes/improvements) ] Commits: https://github.com/johnparker007/mame/commits/master/?author=johnparker007

[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ ROM Hacking Tutorials ] Index: https://tinyurl.com/4yw4zfw5
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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5 hours ago, soph1 said:

I've released a new version with a lot of fixes and improvements.  Please take a look.  Thanks.

https://fruitulator.com/

 

I tried What a Carry on (PCP) and could'nt believe my eyes.... for the 1st time ever in Fruit machine emulation, the reels on this spin and the lamp matrix seems to be alive!!! 

Bloody amazing progress you are making - I sent this video of it to @woodsyshowing it running... no sound yet but looking forward to hopefully getting to play this beauty.... thank you for the emu you are making @soph1 the layout for this is posted by myself to Damici earlier in this thread.

All the best,

Gary. 

Carry on Video.zip

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