
Originally Posted by
miranda_x
vinyl regarding your last post, i only needed one nudge not two. it was the holded discoball on reel one and when reel 2 and 3 spinned i got a discobal on reel 3 and it was on reel 2 that the discoball was just above the payline so 1 nudge would be enough to give me 3 discoballs (if the discoball on reel 1 hadn't changed into a barr ofcourse

)
so i only needed one nudge and if i remember correclty i got two nudges.
OK, however, it does not change my feeling, and I would have explained on the same principle, except that I would have mentioned you only needed to nudge down one discoball. The "near miss" still applies, as you would still have ended up with two discoballs as far as the machine's workings were concerned, because it still forgot to carry your held discoball on reel one.
Had you not been awarded nudges, I expect the held discoball would have remained in place, and you would have had one on reel three, and one above the line. This would still have been a "near miss", as you would not have been given a nudge. However this played out, that spin had zero chance of awarding the jackpot, as whatever routine was selected to process your "eye candy" on that spin would have ensured no win above the current "block" was available.
The block is a little bit variable on each spin, I have seen this in my play, where you might get a higher offer, and then not see it again for another few features if you try for more, sadly for MGS though, an experienced Fruit Machine player like myself rumbled them within a WEEK of trying the game.
The other AWP games are far less obvious, and tend to trickle out more in the way of forced line, or even feature, wins. These two, especially GeeGees, allow full use of the concept of "forcing", and are therefore more likely to reveal what is happening behind the scenes.
In the real world too, there are Fruit Machines where "forcing" for a high feature is an excellent tactic, and there are others where "forcing" can be a bad idea, either because they are better programmed to look more random, or they do NOT have a "streak mode" programmed into them.
The MGS machines are good, but not exact, replications of Fruit Machines. There are quite a few "hidden features" that almost ALL B&M Fruit Machines have, but the MGS offerings lack. The two most obvious are:-
1) Get offered, and hold two like symbols on 2 consecutinve goes, and if you are offered the hold a third time, it is a guaranteed 3 of a kind win.
2) Nudge 2 like symbols down, and then get offered a hold. Guaranteed 3 of a kind win of like symbols. Usually this is done by NOT holding when offered, and letting all three spin freely. Amateur players will HOLD the pair after a nudge, which is why experienced players can tell 
These two are pretty much universal, whatever brand of machine, but are completely absent with MGS offerings.
The "hidden features" in MGS games are similar to some offered in B&M machines, but they are detailed in the help files, whereas in the real thing, players are left to find out for themselves through play, with the machines perhaps offering clues that something is on offer, without actually indicating what, and how you get it.
The complex non random programming leaves these games more prone to error than truly random games, which is why you are more likely to see a glaring error in a game such as GeeGees, rather than a game such as Chief's Fortune
Empty Fruities Astern Capt'n
Back to port for unloading.
Full Sails - before we get raided ourselves.
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