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Slots winning at slots possible?

Trinsic

New Member
Messages
14
Here you go...

Ainsworth Game Technology www.ainsworth.com.au Australia
Amatic Industries www.amatic.com Austria
APEX Gaming Technology www.apex-gaming.com Austria
Aristocrat Leisure www.aristocratgaming.com Aus. & Int.
Aruze Gaming www.aruze.com Japan
Astro Corp. www.astrocorp.com.tw Taiwan
Bally Technologies Inc. www.ballytech.com U.S.
Bally Wulff Automaten www.ballywulff.de Germany
Belatra Co. Ltd. www.belatra.com Russia & Int.
Bell Fruit Games (Danoptra Group)
- Mazooma Games
- QPS Interactive
- 3G Gaming, www.bellfruitgames.co.uk UK/Europe
Betstone www.betstone.com Isle of Man
BIGIGO Casino Technology www.bigigo.com.tw Taiwan
Casino Technology www.casino-technology.com Bulgaria
Cyberview Technology Ltd. www.cybview.com U.K.
CSI Games Inc. (Class II) www.csigames.com U.S.
Dragon Co., Ltd. www.dragon-japan.com Japan
Dyna Co. Ltd www.dynagame.co.jp Japan
Electrocoin Automatics Ltd. www.electrocoin.net U.K.
Elixir Gaming Technology Inc. www.elixirgaming.com Macau & Asia
Fortuna Gaming Bv. www.fortunagaming.com Holland
Gauselmann Group
--- Atronic International
--- Bell-Fruit Games
--- Mazooma Games www.gauselmann.de
--- www.atronic.com
--- www.bellfruitgames.co.uk
--- www.mazooma.co.uk Germany
Int.
U.K.
U.K.
IGT www.igt.com U.S. & Int.
Inspired Gaming Group plc. www.inspiredgaminggroup.com U.K. & Int.
JPM Group www.jpm.co.uk U.K.
Konami Gaming Inc. www.konamigaming.com Japan
Magic Dreams S.r.l. www.magicdr.com Italy
Multimedia Games (Class II) www.multimediagames.com U.S.
Novomatic
--- Austrian Gaming Industries
--- Astra Games
--- Löwen Entertainment GmbH
--- Löwen Play www.novomatic.com
--- www.austrian-gaming.com
--- www.astra-games.com
--- www.loewen.de
--- www.loewenplay.de Austria & Int.
ODREX www.odrex.com.ua Ukraine
Orion Casino Technology B.V www.oriongaming.com Holland
Recreativos Franco SA. www.rfranco.com Madrid, Sp.
Scientific Games
--- Barcrest www.scigames.com
www.barcrest.com U.S. & U.K.
Spielo (GTECH & ATRONIC) www.spielo.com U.S.
Subsino Co. Ltd www.subsino.com Taiwan
Unicum Group www.unicum.ru Russia
Unidesa Gaming/Cirsa www.unidesagamingsystems.com Barc, Spain
Video Gaming Technologies (Class II) www.vgt.net U.S.
WMS Gaming Inc. www.wmsgaming.com U.S.
 

steve

Active Member
Messages
193
The great list of a-holes

You wont be able to get proprietary information so easily, but you will be able to find what constitutes a legal slot machine (ie the standards). But you'll generally find the standard is much the same, with the main requirement being random and no skill involved.

The information posted about slot machines paying out based on skill is very interesting. There are already machines like that in video game arcades, where you can win ipods, electronics etc. It would actually be really easy to cheat them.

For example there's one machine where you have to press a button when lights align. You could use a physical mechanism to trigger the button, and use image recognition and motion calculations. Basically a simple robot. But it's hardly worth the effort to win small consumer electronics. Casino prizes may be different though.

In a casino, they would be able to adjust the required skill to ensure the payouts aren't too high. Any method to take money from casinos requires covert application. No casino tolerates consistent winners.
 

shOOter

New Member
Messages
8
I dont think they would be so willing to release source code

But you might be able to find more about the guidelines of manufacturing
 

Trinsic

New Member
Messages
14
More at http://stoppredatorygambling.org/wp...actices-for-Virtual-Reels-and-Near-Misses.pdf

Slot Machines: Pursuing Responsible Gaming Practices for Virtual Reels and Near Misses Kevin A. Harrigan Received: 17 August 2007 / Accepted: 13 November 2007 / Published online: 14 December 2007 # Springer Science + Business Media, LLC 2007 Abstract Since 1983, slot machines in North America have used a computer and virtual reels to determine the odds. Since at least 1988, a technique called clustering has been used to create a high number of near misses, failures that are close to wins. The result is that what the player sees does not represent the underlying probabilities and randomness, and this misrepresented outcome will have some effect on the player’s perceptions of the game, which may lead directly to classical and operant conditioning, the frustration effect, the perception of early wins, illusion of control, biased evaluation of outcomes, entrapment, and irrational thinking. We use transcripts of Nevada hearings to show that the initial proponents understood that virtual reels and near misses may have a detrimental psychological effect on the player. We conclude by suggesting that jurisdictions should consider the historical facts and research presented in this paper when pursuing responsible gaming practices for slot machines. Keywords Near miss . Slot machine . Probability . Randomness . Virtual reel mapping . Gaming regulations . Public policy For over two decades, slot machine manufacturers have been using a computer and virtual reels to control the game outcome, while the physical reels in the payline window are simply used to display the results to the player. Transcripts from the Nevada State Gaming Control Board (1983) show that at the time the virtual reels were approved, the Board had heard concerns from the two largest slot machine manufacturers. They argued that virtual reels: (a) misrepresent the outcome for the player and (b) create near misses, failures that appear close to a win. An analysis of the transcript shows that the proponent of virtual reels did not disagree that virtual reels misrepresent the outcome of the game, but stressed the benefit that the use of virtual reels allows for larger jackpots. A Board member correctly explained that virtual reels in and of themselves do not create a high number of near misses. Int J Ment Health Addiction (2009) 7:68–83 DOI 10.1007/s11469-007-9139-8 K. A. Harrigan (*) Faculty of Arts, University of Waterloo, Dana Porter Library, 200 University Avenue West, Waterloo, ON N2L 3G1, Canada e-mail: kevinh@uwaterloo.ca In the transcripts of hearings 6 years later (Nevada Gaming Commission 1988a, b, 1989a, b, c), statements were made to the Nevada Gaming Commission by representatives from the slot machine manufacturers, in which they acknowledged that they did create near misses above and below the payline and it was implied, incorrectly and contrary to the 1983 Nevada Gaming Control Board transcripts, that these near misses were a known side effect of using virtual reels. In this paper, we use transcripts from 1983 and 1988/1989 to help trace the history of virtual reels and near misses. We then address the common misunderstanding that an inherent side effect of using virtual reels is that the outcome will have a disproportionate number of high-paying symbols just above and just below the payline. We follow this by reviewing the problem gambling literature and showing that misrepresented game outcomes may contribute to problem gambling and, as the outcome influences the player’s perceptions, may lead to irrational thinking. We conclude by suggesting that the information presented in this paper is useful to jurisdictions for informing public policy regarding gaming and, specifically, the regulation of electronic gaming machines (EGMs).
 

crusie72

New Member
Messages
8
Helpful:

New rules adopted by the Nevada Gaming Commission in 2015 are set to herald a revolution in the regulation of slot machines by allowing skill-based games and variable payout percentages for the first time.

The change comes as casino operators and slots manufacturers seek games with greater appeal to younger players more accustomed to gaming on their PlayStations than casino floors, and with table games outperforming slots in many U.S. markets.

Beyond Nevada, gaming regulators in New Jersey and Massachusetts have also opened the door to skill-based slot content — but a number of other states are expected to follow as manufacturers begin to develop products in accordance with the new Nevada standards.
 

22doh

New Member
Messages
22
Thanks this is really helpful. They are bringing in skill based gambling slot machines wtf??

Skill-Based Gaming in the U.S.
8TH AUG 2016 | WRITTEN BY: ALLEGRA LAPETINA
Over the past two years, gaming regulators across the U.S. have been studying skill-based gaming and the potential need for legislative and regulatory changes to accommodate a new breed of slots games determined by player skill, as well as chance.

Traditionally, slots wagers must be determined entirely by a machine’s random number generator. By contrast, skill-based slots would allow players to increase their chances of winning depending on how well they perform a video game-like task.

The development of regulations to accommodate skill-based slots comes amid signs that once-core slots games are losing their luster in many established casino markets.

In 2015, U.S. gaming states that report both slot and table game revenue saw slot machine revenue increase 1.4 percent from 2014. By contrast, table game revenue, a gaming segment seen as more popular among younger casino patrons, increased 3.0 percent. In the Northeast region of the U.S., slot machine revenue decreased 0.3 percent from 2014. With the introduction of skill-based gaming, casinos hope to attract millennials to the gaming floor and add a new generation of players to the ageing slot machine clientele.

To accommodate skill-based gaming, some state legislatures may need to make changes to current laws before rulemaking can take place by state regulators, while some others may only require a regulatory change.

This report provides a comparative summary of the skill-based gaming regulations proposed in three states so far. An analysis of key factors that are likely to determine whether skill-based games may also be offered by Native American casinos is also included. The report will be updated as other states promulgate regulations or consider formal legislation.

Summary of Developments
In May 2015, the Nevada legislature paved the way for the introduction of skill-based gaming in the state with the passage of Senate Bill 9. SB 9 directed the Nevada Gaming Commission to adopt new slots regulations for games based on chance, skill and combinations of the two. The regulations and technical standards took effect in February 2016 and will be discussed in further detail below.

In February 2016, the Massachusetts Gaming Commission issued a request for public comment on draft regulations pertaining to skill-based gaming.

Also in February 2016, New Jersey’s Division of Gaming Enforcement promulgated temporary regulations for skill-based gaming. The regulations, which took effect immediately, are similar to Nevada’s and Massachusetts’ rules in many respects, although they differ in others, including minimum payout rates.

In particular, the New Jersey rules allow slot machine games to include an “adaptive feature,” allowing the machine to respond to the performance of an unskilled player and offer him or her extra opportunities to win if the player is consistently losing.

Other state legislatures have begun drafting legislation that would clarify the legality of skill-based gaming and definitively allow the state’s gaming facilities to offer the new gaming machines.

In Pennsylvania, House Bill 2150, originally a daily fantasy sports bill, was amended in June 2016 to expand gaming in the state in numerous ways. Among the changes was a provision that would allow for the installation of skill and hybrid slot machines on casinos’ gaming floors. Details of the bill as they relate to skill and hybrid slot machines will be discussed in further detail below.
 

777

Slots player
Messages
11
Thanks this is looking really interesting. I never expected there to be so much useful information. Google works. who would have thought
 
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