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Tip on Playing Slot Machine
Luck plays a major part but you can do a
few things to keep yourself on top of things. While some of
this advice could be applied to a number of online casino
games, every slots player should read these tips very carefully
before play.
Remember that there is no system or
secret to winning at online or land based slot machines.
The most importsnt thing is managing your money so that you
can play longer while spending less. We also urge you to never
waste your money buying some guide like "how to beat slot
machine systems.....or similar", they don't work. If they
did they would not be for sale! Right?
See below the best Slot Machine
Tips:
- Identify the highest payout machine. Look for the best
progressives and games with the most opportunities to win
a big jackpot. When you are selecting a slot machine to
play you should consider several things. If you are looking
for a jackpot then the progressive slots should be your
first stop. If you want to play for a long time then standard,
bonus feature or multi line games may be best for you.
- You must also decide how much money you are going to play
with and then select an online slot that has a coin size
to suit your budget. The great thing about online slots
is that you can change the coin size of the game you are
playing with a click of you mouse. Isn't that great?
- Always play 'maximum coins'. If you hit a big jackpot
playing only 1 coin, the machine will not open up the hole
of cash for you! Usually playing maximum coins is a good
strategy. On almost all slot
machines the top jackpot is much bigger when playing
maximum coins.
- On progressive slot machines it is very important to play
the maximum bet. The jackpot is only available when you
play max. If you don't play max bet and hit the jackpot
symbols you will receive a small win and the jackpot will
keep on growing.
- If playing max coins is not for you, we recommend that
you try an online slot with a max bet of two coins or reduce
the coin size so that max bet is not that expensive. With
a bit of luck you can hit the jackpot!
- Cash out your credits instead of playing them again. Trying
to play big all your credits and hoping to come out as a
winner is stupid!. Cash out when you're winning and move
on before that house edge kills you again.
- You MUST always keep limits on your play. We recommend
that before you start you decide how much you will play
with and stick to the plan. You might have a winning streak
or hit a bad streak in either case if you stick to your
initial plan you will always know when it is time to go
home. You can always come back to play later or on another
day....
- Never play at slot machines (or any other casino game)
while under the influence of any alcohol or drugs...
- And finally, the most important Online and Land Based
Slot Machine Strategy
- Have fun!
Think you can win with these Slot Machine Tips?
Give it a try!
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Machine Strategy -->
More Slot Machine Tips (Complete System)
When we say small amounts of money, we mean small amounts
from each machine.
Therefore if you multiply these small amounts by all the machines
in your area, you will begin to see that by following all
the hints and tips in this book, you could be making £100’s
in extra cash every week.
REMEMBER: - SMALL PROFIT + SMALL PROFIT = BIGGER PROFIT
There are approximately 250,000 fruit machines throughout
the UK today.
These machines are now being updated more frequently than
ever before, and more recently we have seen the introduction
of fruit machines in bookmakers.
The reasons for this are obvious; these machines are guaranteed
to bring in their owner a very healthy profit indeed.
But now with the help of this book, you can at last stake
your claim for revenge and get your own back!!
PLEASE NOTE:
Please remember that it always important to be careful when
gambling, whether it be on fruit machines, horses, or whatever.
The information in this book is as accurate as is possible
at the time of writing, but remember tat new fruit machines
are coming onto the market every day.
The techniques in ‘The Fruit Machine Code’ will
almost certainly take some time to perfect, and for you to
find the right machines to play on.
So be patient, and do not upon reading, this book go and stuff
your hard earned cash into the nearest fruit machine, without
first thinking what you are doing!
Therefore, it’s important to really understand what
you have read, and to spend a few pounds on a few different
fruit machines, to see what techniques work best for you,
and on what machines.
We also assume that you have a fairly basic knowledge of how
to play fruit machines. If not, then not to worry, as we will
first give you an insight into the most common fruit machines
found in the UK today.
Alternatively you could always go and watch someone else playing,
until you feel confident enough to commit your own money.
There are numerous variations on some of the methods given
in this guide.
Also, we could have made this book enormous, by including
every single tit-bit, but then you would come bogged down
and confused. Therefore, we have tried to make the tips and
systems concise and straight to the point.
Your next aim would be to find and recognise how a particular
method works, and more importantly, on what machines.
See Over F
GAMBLING:
Whether you are a big or small time gambler, it is of paramount
importance that you understand what is commonly known as ‘Discipline’
– without it you will NEVER truly win!
You can probably appreciate that anybody can pump pound after
pound into a fruit machine, or back looser after loser at
the races, and the law of averages’ states that at some
stage they will experience some degree of luck.
However, you must understand that gambling is all about following
expert advice, and having the ability to walk away once a
profit ahs been achieved.
Following these 5 simple stages should help you on your way.
Stage 1 – PAYBACK PERCENTAGE
By law, a fruit machine has to payout a minimum of 70% of
all the money that is put in, although most machines hover
around the 70-80% mark.
This percentage should be clearly displayed on the front of
the machine, usually in the top right, or left hand corner.
Obviously, the higher the higher the payback percentage on
the machine, the better for the player, therefore try and
find machines with a payback percentage of at least 80%.
However, a common misconception is to assume that if someone
put £10 in, then a minimum of £8.00 will be returned.
(Based on the basis of an 80% payback).
Unfortunately, things are not quite that simple, as the percentage
is worked out over a much greater turn over of money.
For example, on one machine you might have to put £20
in, to get
£16.00 back, on another you might have to put in £50
to get the same percentage back. This, of course, is very
much simplified when you consider how many people will play
a fruit machine over the course of a day, from when it is
first switched on in the morning, to when it’s switched
off at night. The percentage payout will be worked out, based
on the amount of money the machine normally takes in throughout
the whole day – and the total paid out over the course
of the day should be at least 70% by law!
Then you have to take into account how much has been paid
out, before you come to play the particular machine. The more
that has been paid out that day, then obviously the less chance
you have of winning a substantial amount.
However if no one has managed to win much, and a fair amount
has been ploughed in, then using the tips in this book, you
are in a good position to step in and win, big time!
So, to maximise your chances of winning, it is well worth
taking the time to watch your chosen machine, and to establish
at which stage it is probable that it will pay out. A good
starting point is to make sure you play the machines at the
times we have suggested in stage 2.
See Over F
Stage 2 – FRUIT MACHINE TIMING – WHERE AND WHEN?
Before we reveal to you the various cheats and pokes that
are built-in to virtually every fruit machine, you must first
establish exactly when and where to play. It may seem as if
I am stating the obvious, but sometimes it’s the obvious
that can be overlooked, and if any single aspect is overlooked
or missed, it often spells the beginning of a very costly
period.
We have found that pubs are very profitable places to play
fruit machines, and the best times to play them are set out
below:
BEST TIMES – ON OPENING:
· FRIDAY MORNING
· SATURDAY MORNING
· SUNDAY MORNING
NEXT BEST – NEAR TO CLOSING TIME:
· THURDAY NIGHT
· FRIDAY MORNING
· SATURDAY NIGHT
The reason for this is quite simple; weekend days and night
s are obviously the busiest time for most venues, whether
they be Pubs, Chip Shops or Snooker Halls etc.
For instance, if you play the machines first thing on opening
on Friday, Saturday and Sunday morning after the puns have
been busy the night before, then you can almost guarantee
that the machines are almost ripe for picking, using the tips
given in this book!
Research has shown that machines tend to get most of their
trade towards the end of the night, and most, if not all players
end up losing, due in many cases to the influence of excess
alcohol.
Contrary to popular belief, arcades and amusement parks are
not the best places to play fruit machines. In fact arcades
are probably the worst, simply because the machines on these
premises are being played all day, and by people who know
what they are doing. (This can be a good place to watch and
learn from others, but experts often don’t appreciate
an audience, so be careful!).
Another disadvantages of machines in arcades, and amusement
parks, and even travelling fairgrounds, is that they are not
as well governed. It is not usual for machines at these sorts
of venues to have been tampered with illegally.
Unfortunately, it does not take an engineer to lower the percentage
rate to considerably lower than the 70% requirement, and then
to quickly raise it again, when the official inspections are
being carried out!
Apart from public houses, other profitable venues to play
the fruit machines include;
Snooker Halls, Bingo Halls, Working Mans Clubs, Ferries, Motorway
Service Stations, and many pub type restaurants are also profitable.
In effect, anywhere where the fruit machine is not the sole
source of income for the establishment. If you can learn when
the best times are to play a small group of machines, then
your prospects should mount up, as your accuracy grows.
See Over F
N.B. Discreteness is a key word that should be adhered to
at all times.
Obviously, if you sit in a snooker hall for hours on end,
purely watching the machine until it is ready to pay out,
then a member of staff at the club will soon realise what
you are up to, and take steps to make sure it doesn’t
happen again. They will do this, either by changing the machine,
or worse still, barring you – whichever is cheaper!
Keep your wits about you, and as long as nobody notices, you
should be able to empty the fruit machines on a regular basis.
After all, if you owned a snooker club, you would not like
someone to come into your club, empty the fruit machine, and
then walk out again without playing snooker r buying a drink,
would you? Well if you go in, have a game of snooker, buy
a drink or two, then you can keep an eye on the fruit machine’s
payout cycle without making it too obvious. As a paying customer
you actually draw less ‘provocative’ attention
to yourself, and people will notice less that you are winning
on a regular basis!
Stage 3 – HOW MUCH
Step 3, is to decide and establish exactly how much you have
to play with, and how much you want to win.
Set yourself a realistic target, one that corresponds with
the amount you have to play with. Expecting or attempting
to win £50-£100 from a £5 stake is just
not realistic, and unless you catch the machine at exactly
the right time, it just can’t be achieved. In the first
instance you should aim no higher than to double, or treble
your stake money, and when you achieve this target you must
STOP PLAYING!
At this point it is so easy for the ‘I’ll just
have one more pound’ syndrome to rear its ugly head.
Here is where you have to be disciplined in order to achieve
a profit, or you will undo all the previous good work you
achieved in obtaining a nice win.
Remember this: ‘Chasing rainbows leads to an empty pot
of gold’
A classic quotation often used by the inexperienced fruit
machine player or gambler is ‘’At one point we
was ‘X’ amount of pounds up, BUT?…’
Have you ever said this yourself!! We bet so!!
Winning is all about walking away with MORE money in your
pocket, than when you started, not LESS! The most confusing
pint to reach is the break-even stage. Many players are happy
to walk away with the same amount of money as when they started,
they have not won, but neither have they lost…or have
they?
If you walk away with your break-even amount, then you have
either lost what you have previously won, or won back what
you have previously lost. On both occasions you have lost,
and you may just have well not played at all.
Stage 4 – WHICH MACHINES TO PLAY, & WHICH TO
AVOID!
Obviously some machines are better than others. Different
machines have different features, and some of the features
are easier too understand and manipulate than others.
The first thing you must do before ploughing your hard earned
wedge into the slots, is to visually examine the machine.
Take a look at what’s on offer, by establishing how
much each combination of symbols is worth. Determine straight
away what are the highest and lowest wins available, and pick
an intermediate win to aim at.
See Over F
Most £10 Jackpot machines will pay out between £2.40
and £3 without gearing itself up ready to recoup its
losses. So if you base your pattern of play around the symbols
that correspond to this figure, you should find that a machine
will pay out regularly.
AIMING FOR THE JACKPOT IS NOT ALWAYS THE BEST POLICY
Most fruit machines win boards look something like the diagram
below:
In this instance, for the best results you should aim for
the bells. Anything above this mark and the machine will start
to become a little awkward. Once you have established your
target symbol, you should then investigate as to whether the
fruit machine has a bonus gaming feature.
Many modern machines do, and the games themselves can be based
on anything from snakes and ladders to monopoly. Many machines
are even based on TV programmes such as Eastenders, Coronation
Street and Only Fools and Horses, and also films and cartoons.
These gaming features can induce some very big winning runs
if you catch them at the right time
Most games are often translated into a cat and mouse type
scenario, whereby, depending on the number of moves you amass,
the further you progress around the game or board. Obviously
the further you go without being trapped, the more you win.
Usually you take the position of a ‘proverbial mouse’,
but unfortunately you are usually being followed by the ‘proverbial
cat’, who although starts 6-8 positions behind you,
will often catch up with you within 2 or 3 moves.
Again the secret here is not to get carried away, but to stick
to the cash around relating to your target symbol.
In layman’s terms then, if you have settled on a target
win of around £2.40 to £3.00 then avoid trying
to exceed this figure, even on a gaming feature.
Don’t forget that the further you progress, the greater
your chances of losing. Remember that these pages are sited
as a bonus, so unless you are in a complete no lose situation,
then ALWAYS collect any cash wins offered to you – even
if it is less than your target win.
See Over F
Occasionally, you may stumble upon a machine that offers you
a repeat win. This will be on a gaming feature, that you have
either just won, or lost on. In this instance you need to
revert back to the previous gaming feature. Did you win, or
did you lose?
If you won, then the machine will not pay anything above a
£2.00 win, so collect any money offered, up to this
figure. If you lost then play the game as normal. The machine
is in effect giving you a second bite of the cherry! So once
again, aim at your target win, and take any cash wins you
are offered. Ultimately, the jackpot win is more readily available
via a gaming feature, than in normal open play.
But again, DON’T ALWAYS GO FOR THE JACKPOT!
If a machine is going to pay out a jackpot, it will do so
of its own accord. Remember that the jackpot is paid out at
the end of a pay cycle. So when, and if, you do win it, only
speculate with a further couple of pounds to see whether the
machine goes straight into a new win cycle. It is very rare
for a machine to do this so if it doesn’t payout a little
win within the first 10-12 credits, then leave the machine
well alone, or until it has taken in a substantial amount
of money – at least double the amount of the jackpot.
This 10-12 credit rule, is generally a good measure of whether
any machine is in a paying out mood or not
Stage 5 – THE ‘GOLDEN RULE’
The fifth and final stage is probably the most important of
them all, it incorporates the golden rule: NEVER GAMBLE WITH
MORE THAN YOU CAN AFFORD TO LOSE!
By incorporating the systems and cheats revealed within this
book, you should be able to gain a profit every time you play.
But sometimes even the most foolproof system has been known
to fail.
Bearing this in mind, remember the golden rule, and if you
stick to it, and play for fun, then you will nearly always
walk away a winner.
Be it Fruit Machines, Roulette, Horse Racing, or whatever
your vice may be, it must be treated as a game, and not as
a source of income. Professional gamblers can win big money,
but they can lose it too!
With the information in this book, you can very quickly earn
yourself £100’s of pounds every week, but BE CAREFUL!
DOUBLE YOUR MONEY!
Using the above 5 stages as a basic framework for you playing,
we will now introduce to you a smart little system, which
is particularly effective if you know the machine has not
paid out for quite some time, or if you play at the times
we have outlined in Stage 2.
See Over F
1. Find a machine with a pay back percentage of at lest 80%.
2. First we start with a £3.00 starting bank.
3. Therefore place the £3.00 into the machine.
It is important that all the £3.00 is placed into the
machine all together, giving you a total of 12 credits @ 25p
per credit.
4. Proceed playing, and if you are offered a win within the
first 8 credits, then you are almost certain to more than
double your money on this machine. When the win arrives, then
you should gamble until you have at least doubled what you
have put in, therefore, in this case when the bank reaches
£6.00 – THEN YOU MUST COLLECT!
5. You should then have 4 credits left, and if in these 4
credits you are offered a win, then collect the first amount
you are offered, this usually amounts to a £1.00, but
remember to collect – DO NOT GAMBLE! Unless of course
you are guaranteed a further win, for instance if you are
offered a high/low option on a 1 or 12.
During this sequence you would normally expect to have about
£7.00 in the bank, therefore you have more than doubled
your bank, and made £4.00 in as many minutes! You may
also hit a jackpot during the first 8 credits, if so, then
this is great, and you should collect and walk away!
It is important to remember, that you should only carry on
gambling, if you are guaranteed to go further up the money
scale, if not, then stick to rules above, and collect once
you have around £6-7.00 in the bank.
This will ensure that you do not lose your starting stake.
6. If you are not offered a win in the first 6 credits, then
you are more than likely to be offered a win on the 7th, 8th,
9th, and 10th credit. Only this time you are only likely to
win your stake money back.
Therefore, when you are offered the win, you should only gamble
up to when you have won £3.00 (Your stake money back).
Do not gamble up any further, unless of course you have a
guaranteed win.
For instance if you are offered a high/low option on a 1 or
a 12.
7. If you haven’t been offered a win in the first 10
credits, then you should be offered a win on the 11th or 12th
credit.
Unfortunately when you are offered a win/gamble on the last
two credits, you will only win about £1.00. This is
the minimum amount on most machines, therefore, you should
collect the first available win.
8. By this time you will now notice that you are £2.00
down, on your starting stake. But not to worry, as this will
be more than made up for on the next machines.
But hopefully, if you have followed ‘Stage 2’
on fruit machine timing, and play the machines when we advise,
then you should always be offered a win within the first 6
credits, therefore, it should be only n a very rare occasion
that you arrive at step 8 above.
See Over F
Please Note:
When you win on a gamble, and you have been offered a win
of say £1.60, or £2.40 and are offered a gamble,
then on most machines it is best to collect on any amounts
that are not whole pounds.
For instance; You have won £2,40, and you have a choice
to go either higher or lower than a 6 to win £3.00.
When this happens always collect the £2.40, because
on most machines these days, you will almost certainly be
get a 60p-bonus win. To make it up to the round £3.00,
therefore, it is pointless to take the risk and gamble.
This also applies to wins of 60P and £1.20, after that,
the wins go up in whole pound units.
WARNING
If you are not offered a win in any of your first 12 credits,
then be warned, this machine could be rigged!
For example; the machine might state that it has a pay-back
percentage of 70% or 80% on the front, but in actual fact,
it may have been illegally set at a much lower percentage
than is displayed on the front.
Better still, one way of testing whether or not a machine
is rigged without committing your own cash, would be to watch
someone else playing it first. Then if it hasn’t offered
them at least one win, or gamble in the first 12 credits,
then the machine in question has been rigged, SO STAY WELL
CLEAR!!!
They don’t necessarily have to collect this win, but
they must be offered a win. Whether they choose to gamble
or collect, then that’s up to them, but if they are
offered a win or gamble, then the machine is OK to play.
What follows is a selection of hints and tips, and further
systems that you can apply to many of the fruit machines around
today.
THE ‘THREE & HOLD SYSTEM’
Without doubt, one of the most valuable ‘cheats’
available is the Three & Hold System’.
Combine this method with the other systems and information
in this guide, and you should be able to guarantee yourself
a regular winning run, whenever you play a decent machine.
The primary thing you have to do is to confuse the fruit machine’s
computer, known hereafter as the ‘FMC’. Confusing
the FMC is the foundation for success on fruit machines.
It is by confusing the FMC in certain ways, and at given points
in your game, that will make you money.
See Over F
The reason for this is simple:
What you must understand, is that winning on a fruit machine
is not so much a game of chance, but more a game of thought.
Today’s machines each have an in built computer, this
will determine when, and how often it will pay out. More often
than not, the computer will spin the reels, so it looks like
you very nearly always won.
You probably know the type of thing, when you have two reels
lined up with 7’s and the third reel has one 7 just
one position away, with a cherry in its place on the winning
line.
The diagram below should make this clearer:
Reel 1 Reel 2 Reel 3
If for instance, the reels spin to the above, and you were
offered the hold option, the FMC would expect you to hold
reels 1 and 2. To utilise the ‘Three & Hold
System’ and to confuse the FMC, you must NOT hold reels
1 and 2 together. Any other combinations, such as 1 and 3
or just 3, would be sufficient to throw the FMC out of it’s
pattern, and enable you to begin to dictate to the machine
rather than the machine dictating to you.
Once this has been achieved, and as long as you don’t
give the machine a chance to reset itself, (by making sure
that there is always at least one credit left in the machine
at all times) the machine can now be manipulated to do virtually
anything, by carrying out the following steps.
Step 1
Continue to keep the machine confused until it offers you
the HOLD option, with two winning symbols on the pay-line.
Reel 1 Reel 2 Reel 3
HOLD HOLD HOLD
See Over F
Step 2
You have now kept the machine sufficiently confused, by holding
the 2 least obvious symbols on the win-line, at least 3 or
4 times.
Only do this for about 3 or 4 spins, and the next time you
are offered a hold, you should then hold in the normal way,
in the case above reels 1, and 2. (The reels with the winning
features), and let the third reel spin.
The FMC (in its confused state) will need several verification
moves to get itself back into its pattern. It will try and
do this as quickly as possible, so it will invariably offer
you holds of this nature frequently.
Step 3
Continue to hold the potentially winning reels, in this case
1& 2, and spinning the third reel. When the machine
offers you a third consecutive hold option, hold the two winning
symbols for the last time. (Try and hold the highest payout
symbol win).
So, if you have been offered three holds on the trot, and
you have held the two winning symbols, then on the third hold,
the machine will give you a straight 3 win, of the symbol
you have held.
This is because the machine will do what it has to do, to
ensure that it reverts back into its regular playing pattern.
You can be rest assured that this system, will work every
time, on every machine.
After you have collected this win, the machine will now reset
itself, and it will be necessary to confuse it again, in order
to repeat the process.
TRY IT! – IT REALLY DOES WORK, AGAIN AND AGAIN!
THE ‘NUDGE & HOLD SYSTEM’
Virtually every machine built in the last couple of years
offers a nudge feature, as well as a hold option.
Utilised in the correct manner, it is possible to make every
nudge you are ever offered, work to your advantage. Once again,
it is first necessary too understand that things are not always
as they seem, when you are pitting your wits against the computer!
Often a fruit machine will offer you one less nudge than s
actually required to bring in a straight three symbol win.
For example where you are offered just one nudge:
Reel 1 Reel 2 Reel 3
See Over F
If we examine the above, you can see that 2 nudges were actually
required to gain a 3 symbol win (7’s). Obviously the
FMC has only offered you one nudge, so it expects you to bring
down either reel 2 or 3. To use the ‘Nudge &
Hold System’, it is necessary to once again confuse
the FMC. In this instance it is quite easily done, by not
nudging the obvious symbol, and bringing in a less obvious
symbol.
Reel 1 Reel 2 Reel 3
HOLD HOLD HOLD
Here’s what you have done, in effect you have not done
what the fruit machine’s computer thought you would
have done. And so, once again, its pre-determined patterns
are thrown out of sync, and you will find that the fruit machine
offers you more bonus features than usual. Anther advantage
of this aspect, is that it allows you to use the ‘Nudge
& Hold System’.
STEP 1 – Nudge in the two least obvious symbols (or
gaming features). This will also completely confuse the FMC.
STEP 2 – In its confused state, the FMC will offer you
the hold option before you spin the reels, this will be after
you have used the allocated amount of nudges.
STEP 3 – IMORTANT: When you are offered the hold option,
IGNORE IT!
NEVER HOLD TWO SYMBOLS THE SAME! At this stage of the sequence,
the FMC expects you to hold the two matching symbols, if you
did, then it allows the machine to reset itself. By ignoring
the holds and simply pressing start, (spinning the three reels),
once again the FMC will have to reset itself, and will spin
in an automatic three symbol win.
Reel 1 Reel 2 Reel 3
Important! Nudge in the lowest win offer
See Over F
Reel 1 Reel 2 Reel 3
When the hold offer is offered directly afterwards, IGNORE
IT, and PRESS START!…You should then receive a straight
3 symbol win, so the machine can reset itself again into its
pre-determined pattern of play.
THE ‘STRIPPING SYSTEM’
Another fantastic system that can be used to empty virtually
any fruit machine, is ‘The Stripping System’.
To understand this system, you must first appreciate that
in today’s times, it is necessary to include ‘failsafes’
into the mechanics and memory of a fruit machine. Unfortunately,
in the USA, there have been cases of what are commonly known
as ‘Bandit Bandits’, where robberies have taken
place when by opening the back of the machine, they have emptied
all the cash and tokens out of it!
Modern day designers realised this flaw, and incorporated
a programme into the machines with a large jackpot –
i.e. the ones that hold more cash. This programme meant that
the fruit machine owner would no longer have to open the fruit
machine via the coin-slots on the front of the machine. It
is this aspect that forms the basis of the system I am about
to explain.
The best machines to use this on are the big £100 -
£200 jackpot machines, which are often found in Snooker
Halls, Social Clubs, and on the Ferries. However, you do need
to put in between 50% - 100% of the jackpot amount before
it pays out, so this system is definitely NOT for the feint
hearted!
Quite simply start feeding the fruit machine with pound coins.
If it is an £8-£10 jackpot machine, then feed
in £8-£10 worth of credits. If it has a larger
jackpot, such as £100 or £150 then start by putting
in around £50-£75. Once you have enough credits,
then press the start button, and keep on pressing the start
button making sure that you refuse any winning options, or
gaming features you ma be offered. If a winning option, or
gaming feature spins directly in, then make sure that you
LOSE by either gambling it away, or losing on the gaming feature.
You must make sure that you take no money out of the machine
on gambles offered!
If you continue to do this, then eventually the machine will
emit a loud bleeping noise, which last for about 3 seconds.
The machine will then empty itself via the usual payout slot
at the bottom section of the machine. It will empty every
coin and token it is holding, before bleeping again and resetting
itself.
See Over F
WARNING! Although this system is not illegal, it can be frowned
upon by the owners of the fruit machines. If you choose to
utilise this system, then choose a machine in a noisy, busy
place, where the loud bleeping noise will not draw attention
to your activities.
N.B. This system will only work on machines built after August
1995.
DIGITAL/VIDEO FRUIT MACHINES
You may have seen the latest wave of fruit machines to hit
the arcades. The mechanically spinning reels have been replaced
with computer generated graphics, and the gaming features
have more recently been enhanced to include such things as;
Roulette, Cards, Horse Racing, and ‘Play Your Cards
Right’ type higher or lower guessing games.
There is no doubt that the technology behind this sort of
machine is the way forward, but this leap in progress does
not cause problems for the fruit machine player.
As the machine is now almost entirely operated by computer,
it is impossible to manipulate the machine to your favour.
This means the chances of winning large amounts are reduced
dramatically by the pure circumstantial percentage of winning
formulas due – or in layman’s terms, the video
fruit machines tend to pay out a lot less, then their spinning
reel counterparts.
To date, I am yet to be informed of any proper built in cheats
available for this sort of fruit machine, and the best piece
of advice I can give you is NOT to play this type of fruit
machine at all.
However, if you do play them, then there are a few rules that
do need to be followed, which will stop you aimlessly wasting
pound after pound.
RULE 1
Do not aim at the jackpot! Video fruit machines payout most
of their winnings via the gaming features, and not on straight
three or four symbol wins.
RULE 2
Watch out for hidden features. The machine usually doesn’t
highlight these, but once you have discovered the benefits
of these hidden features, you can at least begin to investigate
as many wins as possible.
Hidden features to look out for are ’Hyper-Nudges’,
same as normal nudge, but with the added bonus of being able
to nudge two reels simultaneously using just one nudge.
Another feature to look out for is the ‘Double Flashing
Holds’ – you need to be quick, but by keeping
an eye out for a double flash (in quick succession) on the
HOLD buttons, you can prepare yourself for a win that will
come in on the next spin.
If you do notice a double flash, and you have two jackpot
symbols on the pay line, then you can hold them both, and
it will then pay out o the symbols you have held.
See Over F
Reel 1 Reel 2 Reel 3
HOLD HOLD HOLD
Watch out for the two flashes in quick succession, and then
hold the jackpot symbols.
RULE 3
The third and final rule is CUT YOUR LOSSES. Again, unlike
the normal fruit machine that pays out on a percentage of
its takings, video fruit machines pay out on a set rota. So
once you have amassed a profit stop playing!
It must be stressed that these are the worst sort of fruit
machines, and should be avoided if possible. If you do enjoy
playing them then please be careful.
DIGITAL POKER MACHINES
Here are a few tips on the video poker machines, which will
help you to obtain the best possible wins.
Many of these believe it or not, have marked cards, this will
obviously help you on whether to draw another card or not,
or even to be able to read the computer’s hand or not.
Here they are:
KING – Coloured in square – top left hand side
QUEEN – Small black dash – bottom right hand side
JACK – Cut out down the right hand side in the middle
No. 2 – Blank square in middle of card
No. 3 – Cut out card – bottom right
No. 4 – Top right hand side of card marked
Not all poker machines have their cards marked, but believe
me, when you find Poker machines that have, then you are well
on your way to making some serious money
These machines are usually situated in Arcades, Cities, and
Seaside Resorts.
ADDITIONAL INFORMATION
HI/LO OPTION
Many of the new machines with a HI/LO option will offer the
player an exchange option (i.e. change a 7 to a 3, or an 8
to a 12). If you are offered an option such as this or similar
then ONLY EVER USE IT ONCE
See Over F
2
HI/LO
More often than not, on the second offering the machine will
offer you the chance to spin in either a 2 or an 11. The machine
is expecting you to bet higher than a 2 or lower than an 11
(which nine times out of ten you should do). Except in this
instance, if you do bet higher than a 2 then it WILL spin
in a 1, and if you do bet lower than an 11 then it WILL spin
in a 12!
1
HI/LO
You can’t trick the machine in this scenario either,
as if you decide to bet lower than a 2, then it will bring
in a high number, and vice versa.
If we examine the percentages involved in high-low gambles,
then we can clearly see that the element of risk compared
with the projected rewards DO NOT correspond.
You may find it suprising but the chances in your favour are
less than 50%. Couple this with the fact that each gamble
is only usually ever a 60p - £1.00 gamble, it doesn’t
take a genius to work out that a gamble of this nature just
is not viable, or value for money!
See Over F
Here is an example of how the gamble-up options might occur
on a fruit machine:
£4.00 (+£1)
£3.00 (+60p)
£2.40 (+40p)
£2.00 (+40p)
£1.60 (+40p)
£1.20 (+20p)
£1.00 (+40p)
60p
By learning to accept that sometimes, two or three small wins
are better than one large win, you will not only find that
your profits will amass a lot quicker, but you will also find
that the wins are a lot more satisfying.
Make sure that once the small-intermediate wins stop, you
move onto another machine.
And, always remember that after every win, the FMC will be
looking to recoup its losses back, plus a minimum of 28%,
so DON’T GET CAUGHT!
The ‘Three & Hold System’ (as explained
earlier), is still sort of in place with the new machines
that came out in early 1998, except the symbols have to hold
four times on the trot. Also it is important to remember,
that the ‘Three & Hold System’ is only
profitable when you aim at low value wins (£2.40 - £3.00)
A common mistake to make with the advertised ‘all cash
wins’ machines is to expect all wins to be cash.
On many 25p machines, the top prize will be the £10
jackpot, plus a repeat chance, that leads many players to
believe that with just one more gamble, they would have the
option to increase the £10 win to multiples thereafter.
Unfortunately, this is not the case, and the repeat option
means that in actual fact, you can play the gaming feature
again, and try to win the £10 jackpot for a second time.
This inevitably ends in tears with, if not the final gamble
being a losing one, than the repeated gaming feature will
not pay out anything either!
Remember that winning the jackpot is not always the best option,
and that any win over £3.00 should be gambled on, if
it’s a guaranteed win (i.e. Hi/Lo on a 1 or a 12).
Perhaps the most important piece of advise you should know
when playing fruit machines is to WATCH THE SPEED OF THE REELS!
Machines that reel in the symbols quick, usually have been
emptied, the longer it takes for the reels to drop in, then
the better chance you have of winning from it.
See Over F
Many machines may decide to look as if it is about to pay
out, by spinning in a variety of two identical symbols on
the win line, and one in the position above.
Reel 1 Reel 2 Reel 3
Don’t get caught out here. A good way to discover whether
the machine is ready to pay, is to watch the speed of the
reels as they spin. The most obvious sign of a bad run, is
if the first two reels spin in quickly and the third (or fourth)
reel takes longer to land. All you need to remember, is that
if the machine is due to pay then the reels should land in
a relatively timed sequence. Any fluctuation in this, then
you keep your money in your pocket, and wait for someone else
to load the machine before playing.
AND FINALLY…
I hope you have found this book to be informative, and you
will now at the very least, win more than you lose on the
fruit machines.
However, I would hate to be responsible for anyone forming
a gambling addiction on the fruit machines. So remember, that
the fruit machines are a form of gambling like any other,
and it is possible to get addicted to playing the machines,
just as much as it is to getting addicted to betting in the
horses.
I am in no way trying to encourage playing the machines by
writing this book. If you already play the machines, then
this guide should help you transform your winning ability.
But if you are not prepared to lose a liitle on the way to
mastering these techniques, and finding the right machines
that work for you, then leave them well alone.
I hope this book has been of some benefit to you, and that
you will use it wisely.
GOOD LUCK!
CHEATS SECTION
ARABIAN NIGHTS
The idea of the game being to get three symbols in view to
start the feature. If you have three feature symbols on the
win line, you start the super feature that plays along side
the regular game. The super game offers knockouts above the
cash or features that are lit, so if your cash ladder is at
£7, you only need three knockouts for a guaranteed jackpot.
The super game advances from the Hi-Lo reel, so if your not
on a good number, press start to move around the regular board
hoping for a better number without losing.
The good thing about the super game is it rarely lets you
lose on good numbers and regularly goes from one good number
to another allowing you to get a fairly easy jackpot. If it
does not want to play the super feature, you will get killed
off very quickly. This, however does not mean it is not paying
out.
Note: the features described below are for Arabian Nights,
and despite a couple of name changes, they are identical on
the other versions of this machine.
Pound Run - Average win £1 - £2. Spins in a £1
win, then repeats sometimes.
3 Wise Men - Three cash amounts appear in the display, wait
for them to go above £1. Never more then £2.
Step to Nearest Win - The wins can be improved through the
bonus nudges. Watch out for £10.
Reel Roulette - A light randomly moves around the outside
of the reels and generally stops on a symbol of about £3
- £4.
Nudge Spinner - A sort of pick a win. Average win £4.
Tip If it goes up in sequence from £2 (not £1),
£3, £4, £5 etc. It will always go to the
jackpot. When offering this it will usually force you to collect
off of a mystery.
Bar Stepper - Steps to the nearest identical bars but can
be improved through bonus nudges. Maximum of £5.
Seventh Heaven - Can also be improved through bonus nudges
and very often £10.
Cash Climb - Fill in the missing cash lights as you move up
the cash ladder. Average win £6 as it rarely goes to
the top.
Knockout Skill - Skill stop between one and eight regular
knockouts. Not true skill but still a good feature most of
the time.
Hi-Rise - Stop it on the highest amount but not true skill.
Super Cash - One knockout on the cash between £7 and
jackpot. Can sometimes be jackpot and also others a repeat
chance on any of the wins you hit. Rarely repeats so not really
worth collecting.
Crazy Streak - Win series of at least £8. Not very good.
These machines also offer a random super hold during normal
game play. If the feature is available, try and get the feature
symbols on or above the win line to make access to the super
feature easier. If you are after a quick profit try and line
up the reels to improve your step to nearest win feature as
often you get the chance for three red sevens. When wins are
offered off of the super hold, stick with the machine as it
will be ready to pay. The style of the game makes it appear
easy to get the jackpot, and generally speaking it is, but
because of this it does not often repeat. Don't get addicted,
try for a profit of around £20 and after one jackpot
play for a little bit as wins of between £6 and £10
are fairly common. You will get used to how it wants to play
after a few games and it can be a profitable and playable
machine.
PRO TIP
Invincible modes are usually in sequence. After the first
jackpot, play for another feature as this again may well be
another invincible mode, allowing for an easy jackpot. If
not you should still be able to get a good win, £5 plus.
PRO GUIDE
The popular 'force everything' type play works well on this
machine, but be warned though in can take a lot of time and
money and only works about 90% of the time. If you have the
time and cash to take up this guide then I suggest the following
strategy. Play for features but gamble everything for the
jackpot. Do not collect a feature
and hope to gamble all the way up. Simply keep going around
the board building up your features and cash. What you are
after is the jackpot repeater. Once this is obtained it will
hopefully repeat. If not, play again for another jackpot repeater.
If you stick to the forcing method it will eventually give
way and payout a fair bit, and of course, hopefully more then
you put in. As I say, this works 90% of the time so sometimes
you can be hit pretty badly so be warned.
AFTER PLAY
The machine does a little after play. You can nearly always
get a £10 win off of the next feature or two after a
jackpot repeat. This £10 will most likely come from
the step to nearest win feature or the seven stepper, so watch
what you do with your bonus nudges.
BANK RAID
General - Another "old style" Empire game and another copy
of old Barcrest games
(Jewel In Crown/Lucky Strike etc). Normal Play - Go for three
holds on the feature and all
wins (it will very occasionally bring in the higher wins,
it seems you never win on the next
spin if you do not hold at all). If going for holds after
nudges always go for: (where available)
1) Barcode (note, from left to right this is SINGLE bar, DOUBLE
bar, TRIPLE bar, so it is
reversed from most barcodes). If it does hold with two of
the barcode sequence, do not
spin, hold the two you have, it will bring in the 3rd about
50% of the time)
2) Feature, holds fairly frequently after nudges.
3) The lowest win available. It will never hold after nudges
for a win of more then £2.
HI-LO GAMBLE - Is very nasty, gamble once if on a 1-3 or 10-12
and then exchange
(unless on a 1 or 12). You can exchange after one successful
gamble, and it will kill you
more often than not on the second Hi-Lo. Collect if on a 4
-9, you win the Hi-Lo on these
numbers so rarely it is not worth it.
BARCODES - If you get the barcode (single/double/triple) you
have three choices. Press
one of the three bars for the following:
NOTE - Watch out if you get skill nudges, take a look at the
reels before you automatically
stop it on four, sometimes the barcode is just two or three
nudges away, and you have to
land on it exactly! (This is surprisingly common).
Single Bar - A follow me feature on the feature buttons for
up to £5, pretty tricky and not
worth bothering with at all (see below).
Double Bar - If you are on a good number (1-2 or 11-12 (3
or 10 at your own risk, it's
dodgy!!)) then go for this, the three bars will flash really
fast (random style), hit start for a
three bar win of whatever bar you hit, £4 or £5
is most common. As you are on a good
number you can Hi-Lo for a £4 to £6 exchange.
When on the board, take one move only
and collect the best cash, nudges or feature on offer. It
will kill you on the 2nd move
(at least 80% of the time); generally this should be £7
or better (usually with nudges).
Triple Bar - Collect this if you are on a bad number. It just
steps the reels down and
advances the win trail for each cherry it comes across and
gives you £5 most of the time or
£4 occasionally.
SAFE CRACKER - There is symbol on the centre reel "SAFE CRACKER",
this normally
drops in by itself (like the FIGHT NIGHT symbol) but can sometimes
be nudged in. You
then press a sequence of hold buttons for one of six features.
They are all pretty much a
jackpot and no more. The best is 2-3-1 for a Super Series,
which always gives £9 to £10
and sometimes goes up to £16 or £18. (Do keep
an eye out for this on nudges, it is there
sometimes out of sight for 3-4 nudges).
THE FLASHING CAMERAS - At the four corners of the feature
board are four little red
lights on a camera graphic, if it holds after nudges or gives
a third hold these will flash briefly
and the machine will make a little siren sound. This is not
too important, but what is important
is below:
THE FEATURE - First, if the four corners flash as described
above you have a guaranteed
jackpot, just keep pressing start, sometimes you will land
on one of the corners which is a
skill stop moving five in each direction (like Great Escape),
you can still land on caught and
lose or on a question mark and get killed. So play safe and
stop as far away from any of
these as possible. You will land on enough cash squares to
get the jackpot repeater pretty
soon. Do keep an eye out, in a noisy pub if you are pretty
drunk it is very easy to miss the
flashing lights, it is a lot more subtle than Fight Night
and the sort that change colour.
(Although landing only on cash squares soon gives it away).
The feature (in normal mode) is
okay, as long as you do not push it to far. As soon as the
cash trail gets to £4or £5 then
collect or you will get killed very soon. If the nudge win
is for £5 or better then collect, the
only exception is if you have the extra life. You have one
safe move after you lose the extra
life, after that, collect. The features are a funny bunch,
the bottom three are all worth £2 to
£4, the middle three are £3 to £5 and the
top three are all a jackpot repeater. I can not
remember the names or all the features, the bottom two are
totally random wins, normally £2.
Cash Link is normally £4 to £5, Mystery Money
flashes "Mystery Win X" in the display, I
remember that win 5 is £5, and I think 7 is £8,
other than that, you are on your own. Like I
said, the three features below the jackpot all give a jackpot
repeater anyway, so always
collect them. The mysteries are the usual lose, Hi-Lo to continue,
extra-life etc.
KEYS - There are five green and five red keys. If you get
two keys opposite each, you get
the feature listed with the chance to gamble up. This comes
up very rarely so always collect if
they become available (unless something good is on elsewhere)
as they can all be okay.
If you get a skill stop off the corners see what keys you
need and consider landing on one to
try and get a set. Again, can't remember what each of them
are. They are as you would
expect, £2 for the bottom of the five and £10
for the top of the five, above that is the jackpot
repeater. Having said that, they do let you gamble up sometimes
to get a better one, collect
these if you get the chance, they make a change if nothing
else.
OVERALL You can do pretty well on this machine if you are
not too ambitious, never go
for risky Hi-Los, never push the feature and go for low wins
after nudges. Even when it is
not paying you can normally break even with clever play. And
never push for the jackpot
repeater, it is a very bad repeater (I've only ever had one
repeat on two occasions) so just
collect £7-8 if you get the chance, it is not worth
risking for what is effectively an extra couple
of quid. After a jackpot try another £5, it often spreads
out a £15-20 profit over quite a
period of time. This is not a machine you will win a fortune
on but it isn't one that will bleed
you dry either.
BAR X
Game Description.
One of the oldest and most simple games around yet also the
biggest selling fruit machine this
decade. With just two wins, the Xs for £2 and the Bars
for £15, Electrocoins Bar - X
appeals mainly to the older player or less experienced gambler
or that was until they
introduced the Nudge Wink feature and the common third hold
cheat. Now Bar - X appeals
to all levels of gamblers.
Playing Strategy.
The only time I play Bar - X and other similar games is when
the money is going over the
back. Once I have established that the machine is full it
is just a simple matter of waiting for
the jackpot to come in, this will usually be achieved by getting
three holds on two of the bars
or it can also come in after a nudge (very rare) or roll straight
in. When you get it can hold
up to two times for £45.
Hints and Tips.
Not many tips for this machine as it basically plays itself.
You could try just holding the bars
and nothing else, sometimes this will win you more but you
need a lot of money just in case,
and once again only play the machine if it has been played
a lot i.e. full up.
Other Advice.
These machines can be very addictive, don't get sucked in,
just play it if you think it is worth
while.
Paying-out.
Generally it will payout when full otherwise, due to its simple
nature it is difficult to tell. Just
keep an eye to see if it is been played. Although its average
winning potential is around £45
it can go a lot more, five jackpots in a row isn't unheard
of just very rare.
Average maximum winning potential - £45 (£75 occasionally).
BIG 50
Each of the seven hidden features have four options:
Skill, Random, Hi-Lo and Link.
FRUITS:
Skill - The player is awarded a skill stop on the award card.
The highest fruit to light when the
player presses start is awarded. Average win: Jackpot (Hold
cancel and hit it on the first climb)
Random - The player is awarded a pseudo scatter on all the
symbols. The fruit lit when start
is pressed is awarded. Average win: £4 (Hold cancel
to slow it down, sometimes it will jump
but very rare!)
Hi-Lo - Boxed wins spin in on the reels. The player Hi-Lo
gambles on the left hand side of the
disc unit to progress, one step at a time, up the award card.
Each successful gamble banks the
next prize in the award card. The game ends when either the
player reaches the maximum
jackpot prize or guesses incorrectly on the Hi-Lo gamble.
Average win: £8.80 but sometimes
a lot more.
Link - A random pattern lights. The player is given three
attempts to light each fruit in the
award card that isn't lit, starting at the lowest award. When
the award is lit the player has
another three goes on the next award up. The lit fruit award
after three attempts have failed is
awarded. Average win: £1.60.
TRAIL:
Skill - A skill shot is awarded on the trial. The award card
is then stepped up a number of
positions shot. Average win: £5.
Random - A random scatter is shown on the trial. The player
presses start to light a number.
The trial then counts down one number at a time, each number
that gets removed lights one
step up the award card. The final value lit in the award card
is awarded. Average win: £3.
Hi-Lo - As above but instead of scatter the player Hi-Lo's
to light each number in the trial.
Average win: £4.
Link - The player is given three attempts to light each number
in the trial. When the number is
lit the player has another three goes on the next number.
The trial then counts down one
number at a time, each number that gets removed lights one
step up the award card. The final
value lit in the award card is awarded. Average win: £3.
PLASMA:
Skill - A super money belt on the alpha-numeric display. Average
win: Jackpot.
Random - Random values (£1.00 - £15.00) are displayed
on the alpha-numeric in a cryptic
style e.g. Two Pounds = *** ******. The player presses start
to collect the highest win.
Average win: £3 but can give jackpot.
Hi-Lo - Each correct Hi-Lo decision on the left hand side
of the disc increases the value in the
alpha by £1.00 to a maximum of £15.00. The prize
displayed in the alpha is awarded when
the players guesses the Hi-Lo incorrectly. Average win: £5.
Link - The player is given three attempts to light a flashing
value in the alpha-numeric display.
Each time the player lights a value it increases and the three
shots start again. The value
displayed is awarded when the player fails all three shots.
Average win: £3.
ROUND A POUND:
Skill - From the ten pound coins light in the round-a-pound
circle the player presses start to
collect the first coin. The coin is then removed and all the
nine other coins lit begin to spin. The
player has to skill stop each coin in turn in the grab box
at the bottom of the round-a-pound
feature. Average win: £10.
Random - A random number of coins light in the round-a-pound.
All lit coins pay when the
player presses start. Average win: £7.
Hi-Lo - Each correct Hi-Lo decision places one coin in the
round-a-pound. All lit coins pay
when the player guesses the Hi-Lo incorrectly or the feature
is complete. Average win: £6.
Link - The player is given three attempts to light each coin
in the round-a-pound. When the
coin is lit the player has another three goes on the coin.
All lit coins pay when the player fail
there three attempts. Average win: £6.
REELS:
Skill - All three reels line up and begin to spin. The player
presses start to stop the reels. The
prize on the pay-line is then awarded. Average win: Jackpot,
just hold cancel as soon as you
collect the feature.
Random - A pseudo skill stop-a-fruit is awarded. The player
presses start to stop a fruit. The
lit fruit is then lined up on the reels and the win awarded.
Average win: £2.
Hi-Lo - All reels line up and begin to spin. The player presses
start to stop the reels, the prize
on the win-line is awarded directly to the bank. Each correct
Hi-Lo decision there on steps the
reels one down and adds the win to the bank. Average win:
£20. (Stop the reels on jackpot
and Hi-Lo on from there)
Link - All three reels line up on the lowest win. The win
above the line begins to flash. The
player is given three attempts to light the above win. If
lit the reels step one down and the win
is directly banked. The player is then given another three
chances on the next win. Average
win: £6.
CASHBOX:
Skill - All columns in the cash box skill shot. The player
presses start to be awarded all lit
coins. Average win: £8.
Random - A random number of coins light in the cash box. All
lit coins pay when the player
presses start. Average win: £4.
Hi-Lo - Each number to come in on the Hi-Lo reel after a successful
gamble lights that many
coins in the cash box (from bottom to top). The feature pays
all lit coins when the player fails
the Hi-Lo. Average win: £8.
Link - The player is given three shots at all the coins not
lit in the cash box. The feature ends
when the player fails all three shots and the linked coins
are then paid. Average win: £2.
NUDGES:
All the nudge features are simple jackpots. Keep bringing
the jackpot symbols closer without
nudging in a win. Once the first set of nudges have ran out,
another set will be awarded, but
remember never to press 'auto-nudge' as this will end the
feature and give the win displayed
and watch out for boxes.
Skill - Average win: Jackpot
Random - Average win: Jackpot
Hi-Lo - Average win: Jackpot
Link - Average win: Jackpot
BIG GAME
The Basics
Trail to 8 then start feature, bonus, nudges, features, knockouts,
extra medal (gives furthest
one away), extra life then BIG GAME which is the top feature
(rated higher than the
Jackpot). On the trail 4 is the bonus like many machines containing:
BOOST- Can go to nudges if in a good mood
NUMBERS IN VIEW- Can be ok but very rarely
STOPPA- Crap unless in good mood or straight after game over
SUPER HOLD- Can be very good but given rarely
SELECTOR- Very good unless their are nudges in the bank
REEL TIME- Can be useful for win, medals or numbers
SKILL SHOT- Usually goes to feature but can go to the medal
HI/LO CLIMB- Can get BIG GAME if there are nudges in the bank
but may fob you off.
N.B. can't lose first gamble so go against the odds
Many people seem unwilling to cancel nudges but it can be
very useful unlike Championship
Soccer (+ clones) they do hold sometimes and give 1 extra
nudge each time. Holding them
can mean that you can get to bonus and have spare nudges to
use up afterwards to get high
on the feature, hold fruits to set up wins or numbers for
3 in a row. It can be very beneficial to
sacrifice being higher on the feature for an extra medal esp.
if you have one already.
The machine does give "let em spin" but cancelling nudges
produces holds far more regularly.
FEATURE
Once the gamble the machine rarely kills you off at the bottom
but it can happen but tends to
spin in 4 next press and give selector to the feature anyway.
N.B. never gamble from extra life
to Big Game as you will only get there if it gives skill gamble
where the Barcrest man flashes
and you can hold it and slow the gamble down, this is like
IM (invincibility mode) or the
machine gives Hi/LO climb, skill stop or selector with nudges
to use up afterwards taking you
to Big Game.
Once you exchange or are forced to the machine adds to the
trails that you have lit, adding 1
or 2 to each unless in a good mood where it can go a lot higher.
It also adds to the bonus and
can give skill stop or super bonus in a good mood, I tend
to go for the Jackpot instead of
taking the super bonus as it isn't that good. Anyway the feature
can be a bitch even when it is
on the verge of going, it can kill you off very early whilst
you go around collecting CASH,
FEATURES, KNOCKOUTS and NUDGES. There are +1 and +2 on all
and +3 on cash
and bonus nudges which can be used at any time and can be
useful to get extra medals,
nudging in wins or changing the value of step to nearest win.
NOTE if the feature flashes
blank I.E. no win then you have got the big game feature from
step to nearest, this incidentally
always gives a minimum of £15 but can go to £60.
The ? squares of which there are 3 can
give true skill from the little Barcrest man again where extra
life, extra medal and trail run
( take the life unless medals aren't too far away so check
the reels). The man can flash on
HI/LO continue or the yes/no continue. The ? will regularly
give game over but if you die early
enough the machine usually gives bonus 4 and selector or similar
(N.B. if you also get a medal
with the 4 it could be looking v. Good) or 3 in a row. If
you collect a pot fearing death then it
can give true skill with the Barcrest button to JACKPOT +
REP if you are on £1, 1 nudge,
pound run or 1 knockout gamble to 2 as you can't die. EG 2
knockouts is usually £3 or more.
If you have two medals whilst you are on the gamble note that
it isn't always necessary to
gamble high to get the 3rd. Step to nearest can be v. Easy
to get via gambling to features
exchanging and it usually gives move forward 3 on bonus and
rise and fall as feature so just
move forward 3 at the start for Big Game (NOTE symbol/s have
to be equal or less than
nearest cash win). If it is 2 nudges away gamble to nudges
exchange if you have 1 gamble to 2
you can't lose. If you have more than enough nudges for the
Big Game you can gamble to the
top Jackpot + rep so basically you have a choice (I always
go for the feature as you have a
better chance of getting extra cash. Also if you have taxi
at the start take it straight away if you
know what you want as you can get skill stop v. Easily without
and risk of being killed trying
to go around the board to get near to the medal, cash etc.
When the machine goes into invinsible mode the BIG GAME LOGO
FLASHES along with
the Barcrest man, when you press start you will land on the
? and get extra medal this will
gambling but I assume it will give the JACKPOT but as now
this is only speculation. Another
good sign is the machine saying S.T.A.M.P.E.D.E. on the LCD
and giving a trail run adding
to all the pots. This only occurs on occasions and doesn't
guarantee a good win but could
indicate an oncoming streak.
Exchanging from good wins for the feature can be an easy Jackpot
or give better wins easily
but you can decide whether you think it is worth it also when
you exchange cash goes up 1
straight away. You will sometimes get a true skill gamble
if you take a pot or get a gamble to
the Jackpot and this machine does let you win the last gamble
from £8 to £15 on the cash trail
unlike many older £10 machines which were converted
to £15.
THE FEATURES
POUND RUN- Usually £1-3 pile of crap never take gamble
RISE AND FALL- Easy £2 but can be £3 amounts go
to the same level so don't just hit it
STEP TO NEAREST- can give BIG GAME and be manipulated for
good wins from bonus
nudges
KNOCKOUT SKILL- Can be v. Good, no skill involved but give
£3+ nearly every time
BAR STEPPER- £3,4,5 steps to nearest can be manipulated
from bonus nudges
CASH SKILL- Not really true skill but the higher you hit it
the more it is likely to give it
SEVEN STEPPER- Manipulate it with bonus nudges beware or mixed
but £2,7,8 v. Good
SUPER HOLD- Can be good if decent win is near, sometimes BIG
GAME + again you can
use bouns nudges
CASH HUNTER- Usually £4+ rep not v. Good for such a
high feature. GAMBLE IT
UNLESS SUPER HOLD IS ONLY A CRAP WIN
CASH CRAZY- Seen this on before on older Barcrest machines
(keeps popping up) I had
true skill to the top on features and collected this feature
gives multiple win spins £15+ usually
OTHER INFORMATION
· The machine will sometimes give 1,2,3,4,5, nudge(s)
next which can be manipulated for a
better chance of a win through holding some of the reels if
not all of them.
· On occasions the machine will spin some of the medals
in on one spin then next press spin in
the remaining 1 or 2 medals for the BIG GAME which I find
very strange. This gives the top
feature without doing anything special and happens quite often
and gives the most average
player an easy £15 +.
· There could be some validity in pressing start rapidly
when the machine is banking £15 on
the top feature as it seems to give more but because it still
gives £15 I am slightly sceptical.
· If you miss the top feature even when the machine
is backing, it isn't always likely to give it
back quickly. On a session the machine offered the BIG GAME
to some old timer who didn't
have a clue to what he was doing, he managed to collect £2
and walked away after putting it
back in. We jumped up thinking easy money but the machine
totally clamed up, we put £30
through without any significant wins and then it streaked.
It gave BG through just spinning
them in and gave £33, then within £1 it gave true
skill to the BG
madman 19-09-2004 06:51 PM
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BIG TEN
Game Description.
An advanced Bar-X style machine with three wins to go for,
Xs for £1, bars for £5 and Big
Tens for £15. The machine offers a maximum of three
nudges and frequently holds bringing
in the corresponding win.
Playing Strategy.
This machine pays out in massive streaks and single wins can
hold many times over allowing
you to build up your bank to around £70 if the machine
is in a happy mood. Due to the way
the machine pays out it can also eat a lot of money so only
play if you know it has had a lot
put in. If someone else is playing it, try to keep an eye
on them to see how it is playing.
The best way to play this is continuasly go for the highest
wins without turning down the
smaller ones, even a £1 win can hold up to ten times
and three bars can add up to £30 + to
your bank. When the machine wants to go it should keep paying
until you reach between
£50 and £70. You can get £60 from the jackpots
alone but do not keep pumping loads of
cash in; if it wants to pay it will usually do so with small
but frequent wins.
Hints and Tips.
Because you can't see up the reels when you are offered nudges
you can let the machine go
for the best combination. To do this just leave the nudges
for a while and they will nudge
themselves.
Other Advice.
Remember to set a limit to how much you want to spend on this
machine as it will take a lot
of money if it isn't ready to pay.
Paying-out.
Frequent wins and nudges offering more then a pound is a good
sign as are large numbers of
holds on any win.
Average maximum winning potential - £50
BIG WHEEL
A classic, but still very popular fruit machine. The feature
is entered through either
exchanging a win or lining up three feature symbols on the
win line. During normal play
nudges can be 'cancelled out' for a chance of holding them
to the next spin. If they hold you
will be awarded an extra nudge. Mostly you will only get wins
of £1 and £1.20 through
held nudges, unless you have four. This usually lets you have
£1.60 or a rare £2. The only
higher win then this it awards through banked nudges is jackpot,
but that is very rare. Wins
can be gambled and exchanged.
Once in the feature the machine will always pay out if the
mystery squares offer roll up, roll
up, bonus, skill shot, extra number and skill number. The
signs the machine is playing
'average' (jackpot is still possible) is if you get extra
carriage and advance from the mystery
squares. Do not use the cash pot as a sign to whether the
machine has paid out. All the
bingo card features of two lines are a jackpot except for
middle line and four corners.
Middle and bottom line or bottom and top line are the best
to take and are usually a
minimum of £30. See codes section for full details of
the bingo cards.
HINTS
When exchanging wins for feature, if you press one of the
feature buttons instead of the
exchange button you will start in that position, very useful
if your add again bonus is
available.
TIP
A £1.20 exchange will usually leave three blue sevens
only four nudges away, if there are
two red and one blue on the win line and not a Melon above
the middle reel. Three blue
sevens can also be two nudges away if there are two blue and
one red on the win line.
BOULDER DASH
THE BASICS
The trail is to 4 (bonus) then 9. Feature 10. Bonus 11. Extra
life as well12. Repeat advance for
the hat trick. If the trail holds twice on 8 then you will
always get the feature.
BONUSES can be skill esp. on BOULDERDASH flashing cancel or
Barcrest man button +
noise
BOOST- not going to explain this one may go to bonus but usually
7 or 8
STOPPA- can't be slowed bonus if kind similar result to boost
HI/LO ADVANCE- gives 2 up board for each win can't die on
first gamble may go all the way
SELECTOR- hold out for at least extra life does run out but
goes for a while
SKILL STOP- same amount every time but can be repeat advance
NUMBERS IN VIEW- can be ok but more often than not it gives
it when their is not enough
numbers
NUDGES- self exp. Doesn't often give win
REEL TIME- steps reels slowly can give good win or a lot of
numbers
To get on the feature the machine does give 3 in a row quite
a lot.
NOTE If you have1,1,anything, on the reels making 2 on the
trail and they hold just hold the 1+1and
you either get the 3rd number or the bonus. You can exchange
after gambling a win once and it shows
you what you can exchange for.
THE FEATURE
BONUS
BOOST- usually goes to repeat advance but not always
ADD AGAIN- useful if you are on 3 bonus nudges, 3 cash or
2 c/f
TAXI- press cancel and hit either REP ADV, +3 cash, 2 features
ETC
SKILL STOP- if you want the 3 cash hit the TAXI square by
it as the +3 cash has stake on
one side and ? on the other
SUPER BONUS- give extra to all your columns
SUPER JACKPOT- yep that's right
The feature board has 3 trails cash, features and repeat advance
and also a mystery win which
as activated once all the symbols have been on the win line
N.B. this holds along with the trail.
If you get this then different amounts flash on the LCD the
highest amount that you can get is
£3.80 but this increases with every press of the start
button on the
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