In this game players place bets on payline of choice. Player is rewarded for cetain combinations of matching symbols on paylines the player bets. Player may bet on the playline 1 for 1 credit, the payline 1~2 for 2 credits, and the payline 1~3 for 3 credits, payline 1~3 with x 2 multiplier for 5 credits, payline 1~3 with x 3 multiplier for 10 credits and payline 1~3 with x 4 multiplier for 20 credits.
Please see the Paytable for the winning combinations and payout.
You can enjoy this game in fullscreen mode. Click on a circular button with a rectangle icon on the top left corner of the title screen or click on a circular button on the top right to access to the settings menu at any time during game play.
100 free credits are replenished every 10 minutes up to a max limit of 200 credits. Credits you earn in this game is valid throughout other Game Center games.
The credits you earn in this game cannot be exchanged for an opportunity to earn money or other prizes.
If you win the game, you will retrieve your bet in addition to your share from the total sum of pooled bet credits placed on the other parity. There is no carry over. 10% fee is deducted from your take by the bookie.
Please be advised that cookie is used to store your credits and game status.
All the sound tracks used in game are produced by Shu Miyao.
The reel strips movement code is a blunt port from my html5/CSS version of the slot machine game. It could have been easier to use one of Phaser JS features, but I sticked with what I already made. What it does is quite simple. Place symbols vertically in the stage. Group them as one instance. Move the instance vertically dot by dot. When the strip reaches to either end loop back or fourth to either top or bottom bit wherever it is supposed to be. I made duplicated on the few symbols at the bottom so that it appears to be looped seamlessly. Please check out the following Pen for demonstration.
One of the best ways to find out how modern slot machines choose symbols on each reel to stop at is to watch this 6 minute youtube video . We may be made believe in that each symbol on strips has equal chance to stop. That is wrong. The following Pen shows differences between what we tend to believe and how virtual reel randomization works.
If I visualize the probability on each stop with bar graphs randomly, it would look like below:
But we want to make the game more interesting and perhaps addictive. So the series of probabilities we get by randomization is not enough. For making the game addictive we use sneaky techniques like near-miss effect. You often see symbols lining up, 7 , 7 , ........ and damn!, cherry. I also changed the music being played only when you have a possibility to win something bigger so that your expectation of big wins is more stimulated. And you should see quite many near-misses occurring, until you lose all of your credits you got. (if you are interested in this matter, please check out "Near misses fuel gambling addiction" in scienceblogs.com)
Michael Bluejay's article discusses about how to perform the near-miss effect. Weight surrounding stop where you want the near-miss to happen heavier.
In reality I needed more fine tuning than the theory provided to make the game playable. I still need to allow certain level of payouts while maintaining the near-miss effect. For real casino slots, minimum payout rates are regulated by law which varies from states to states. For my slots, I aimed the payout rates around from 89% ~ 98%. All the controls you can have to make the game interesting is the weight of virtual reels.
I studied "typical" slot machine sounds in YouTube. As for the title theme music, it is a homage to SEGA music back in late 1980s when FM synthsis sound (YM2151) was popular and common.
On a side note, SEGA in the beginning used to be a distributor of coin-operated amusement machines including slot machines. You can see SEGA slot machines in a page of segaretro.org For details please check out this wikipdia article.
For the FM synthesis sound, I used dexed plugin. Though the plugin is an emulation of legendary YAMAHA DX-7, the sound is quite similar to the FM sound of arcade games.
The sega sound at that time was probably influenced by fusion music and is quite simiar to Casiopea and T-SQUARE which were popular bands at that time. It is an interesting fact that about 1/3rd of default sound banks of DX7 were programmed by Minoru Mukaiya who was a member of Casiopea. Mukaiya was deeply involved with the development of the DX-7. (Have a Nice Vision/2nd season) The following YouTube video is a keyboard cover by a Casiopea fun.
This game has a test mode following a tradition of arcade game. Press key 5 and hold it as you refresh this page. (if the key 5 is pressed at the time of beginning of logo splash, the game enters into the test mode.) The screen and font of test mode is yet another homage to SEGA arcade games at that time back in 1980s.
By using test mode, I can test the game by module without waiting till I get to a certain point of game. I now have a habit of separating development stage by module and I use the test mode as I develop a game.
Some of sound effects used in the game are available as royality free stock audio at audiojungle. Please check them out!