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Hey Trancemonkey, new question.

You've said that the RNG continuously spits out numbers, and this makes me wonder about one thing.

When I click play, do the RNG create an extra number for my game? Or do I simply get the next number it would've generated?

Let's make a hypothetical scenario.
I'm the only one playing a slot, and at 12:00 I click play and get 5oak K on line 7 (slot doesn't matter but imagine it has 10 lines and Ks).
In an alternate universe I do the exact same, I click play at 100% the same time, no other factors are changed, except that here I also clicked play at 11:55.
In this alternate version, did I at 11:55 generate a different number and so changing the pattern?
Would this have created an extra number from the RNG, "bumping" the number generator up by one, or would the game in the second scenario also give 5oak K since I played at the exact same time (pretend every factor is the same except for that one previous spin 5 minutes earlier)?

The second part here might be more convoluted than it sounded in my head, so feel free to skip that in favor of part 1 of the question.

Thanks in advance.
 
Am i the only one here who thinks that trancemonkey is just "a nice try from the industry"?

If i had any idea what that means, i'd answer you...

Or are you suggesting i'm all BS, and a "plant" to make you guys all think that nothing is rigged, when in fact it all is?

Ask CasinoMeister if he thinks i'm just a "nice try from the industry" - i met him and had drinks together for a good few hours. If you don't trust him....
 
Hey Trancemonkey, new question.

You've said that the RNG continuously spits out numbers, and this makes me wonder about one thing.

When I click play, do the RNG create an extra number for my game? Or do I simply get the next number it would've generated?

Let's make a hypothetical scenario.
I'm the only one playing a slot, and at 12:00 I click play and get 5oak K on line 7 (slot doesn't matter but imagine it has 10 lines and Ks).
In an alternate universe I do the exact same, I click play at 100% the same time, no other factors are changed, except that here I also clicked play at 11:55.
In this alternate version, did I at 11:55 generate a different number and so changing the pattern?
Would this have created an extra number from the RNG, "bumping" the number generator up by one, or would the game in the second scenario also give 5oak K since I played at the exact same time (pretend every factor is the same except for that one previous spin 5 minutes earlier)?

The second part here might be more convoluted than it sounded in my head, so feel free to skip that in favor of part 1 of the question.

Thanks in advance.

My understanding is that when you press START, the numbers it gets are requested by you and created for you. I don't know any RNG's that work in a different way, but i don't know every single RNG used in the industry :)
The reason it spits out numbers constantly is to stop people being able to work out what is coming next (like some people did on some games....)
 
My understanding is that when you press START, the numbers it gets are requested by you and created for you. I don't know any RNG's that work in a different way, but i don't know every single RNG used in the industry :)
The reason it spits out numbers constantly is to stop people being able to work out what is coming next (like some people did on some games....)

So it does generate a brand new number for me exclusively when I click then, and the number it generates by itself before or after "my" number is discarded?
 
If i had any idea what that means, i'd answer you...

Or are you suggesting i'm all BS, and a "plant" to make you guys all think that nothing is rigged, when in fact it all is?

Ask CasinoMeister if he thinks i'm just a "nice try from the industry" - i met him and had drinks together for a good few hours. If you don't trust him....

That's the conspiracy - CasinoMeister himself is also a [strike]government[/strike] software provider plant!
 
So it does generate a brand new number for me exclusively when I click then, and the number it generates by itself before or after "my" number is discarded?

So, imagine it is generating a number every 1000 milliseconds - when you press start, the game requests a number, or some numbers, and you get the next ones it produces after your request hits the server.

In simple terms, that's basically what is happening...
 
So, imagine it is generating a number every 1000 milliseconds - when you press start, the game requests a number, or some numbers, and you get the next ones it produces after your request hits the server.

In simple terms, that's basically what is happening...

So it does assign the next one in order then.

Which in the case of my scenario a few posts back would mean that in both cases the click at 12:00 would yield the same result.
 
It's common knowledge that whenever a game is loaded, the results are already pre-determined.

All you're doing by pressing 'spin' -at any point in that sequence- is counting down to an already finalized result. This is why certain dead spins don't even feel part of the random process, they're just playing out in front of you.

Just ask Trancemonkey....he'll confirm this :cool:
 
So it does assign the next one in order then.

Which in the case of my scenario a few posts back would mean that in both cases the click at 12:00 would yield the same result.

No, they wouldn't... because the requests would be queued so that would be different numbers...
 
It's common knowledge that whenever a game is loaded, the results are already pre-determined.

All you're doing by pressing 'spin' -at any point in that sequence- is counting down to an already finalized result. This is why certain dead spins don't even feel part of the random process, they're just playing out in front of you.

Just ask Trancemonkey....he'll confirm this :cool:

Nice try Goatie ;)
 
Sorry... I get what you mean now. And no we don't really care about this type of AP as they're doing nothing wrong. Any game with progressive jackpots will reach a point where it is in your advantage to play... Of course you still have to win it. Some games even advertise when a progressive is over its average value which no doubt encourages AP in that respect.

They aren't beating the game.

LOL

Ask the creators of Gorilla go wild how much they lost over their stupidity and poor design

(P.S its >£600,000)
 
Its completely tue, basically the desgners overlooked the game progress improving the win chances being scaleable, i.e progressing on minimum bet and then going max bet. Same happened with the batman game a few years ago.

That's not designed Advantage Play - that is just horrifically stupid game design!
 
Its completely tue, basically the desgners overlooked the game progress improving the win chances being scaleable, i.e progressing on minimum bet and then going max bet. Same happened with the batman game a few years ago.

Cheers

Yep, understand the Batman (MG's The Dark Knight Rises wasn't it?) situation but GGW I can't really.

Sure you can unlock the other picks on minimum bet and then "hi roll" but when doing this you still don't know when the feature is going to trigger and can have your balance munched whilst waiting for said trigger.

I never, ever truly believed that the more bananas Gary munches the more often the feature comes lol :thumbsup:
 
Funny though. i'm guessing the Lead on that one wasn't exactly flavour of the month when that got discovered.

Absolutely - and this kind of "changing stake" issue is so obvious on games like this... It's amazing if they missed it...
 
Thank you for that info. Since we are back to BTG :D
You said Bonanza doesn't have reel bands, can you please describe (in as much detail as possible) how do you think it works?
What do you thing is the maximum possible base game win on this game? Do you believe the multiplier in bonus mode is truly unlimited?

Sorry for asking again about Bonanza, but its something many of us would like to know.

Bonanza most certainly has reel bands. After glancing through the Javascript source code and intercepting a few requests from the client to NYX OGS, I've found the following:

On first load, the game requests reel sets from the backend. Bonanza has a total of 7 "reel sets", three of which is used in base game play, RST_0, RST_5, and RST_6. You can see the sets
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.
12 is scatter, 11 is mine cart/wild (none of which appear on the normal reels), 10 is a 9, 9 is a 10, 8 is a J etc. I assume that the remaining reel sets are used during feature play. I couldn't trigger a feature (go figure) to test. An interesting note: RST_6 has about 20% more scatter symbols (12) than the other reel sets in base play.

When the player presses spin, a response with the following is returned:
* Reel set to spin (RST_0, 5 and 6 in base game)
* Reel stop positions as an index in the selected reel set and reel.
* Extra symbols appearing on the top line (not related to any reel strips it seems).
* The symbol count for each reel.

If the spin is a hit, a new request for a free game is sent from the client and the server returns a new response with a random reel set, stops and extra symbols.

So it seems like there's four pseudo-random things happening on each spin: reel set, reel stop, extra symbols and symbol count. Makes for an interesting slot to play for sure!

Of course, all this could just be shenanigans to hide what's really going on on the backend :)
 
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Bonanza most certainly has reel bands. After glancing through the Javascript source code and intercepting a few requests from the client to NYX OGS, I've found the following:

On first load, the game requests reel sets from the backend. Bonanza has a total of 7 "reel sets", three of which is used in base game play, RST_0, RST_5, and RST_6. You can see the sets
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.
12 is scatter, 11 is mine cart/wild (none of which appear on the normal reels), 10 is a 9, 9 is a 10, 8 is a J etc. I assume that the remaining reel sets are used during feature play. I couldn't trigger a feature (go figure) to test. An interesting note: RST_6 has about 20% more scatter symbols (12) than the other reel sets in base play.

When the player presses spin, a response with the following is returned:
* Reel set to spin (RST_0, 5 and 6 in base game)
* Reel stop positions as an index in the selected reel set and reel.
* Extra symbols appearing on the top line (not related to any reel strips it seems).
* The symbol count for each reel.

If the spin is a hit, a new request for a free game is sent from the client and the server returns a new response with a random reel set, stops and extra symbols.

So it seems like there's four pseudo-random things happening on each spin: reel set, reel stop, extra symbols and symbol count. Makes for an interesting slot to play for sure!

Of course, all this could just be shenanigans to hide what's really going on on the backend :)

Thanks for the info... interesting to see...

You would also have to factor in how i decides whether it is showing between 2 and 7 symbols on each reel as well... which would be another decision the game is making.
 
Bonanza most certainly has reel bands. After glancing through the Javascript source code and intercepting a few requests from the client to NYX OGS, I've found the following:

On first load, the game requests reel sets from the backend. Bonanza has a total of 7 "reel sets", three of which is used in base game play, RST_0, RST_5, and RST_6. You can see the sets
You do not have permission to view link Log in or register now.
.
12 is scatter, 11 is mine cart/wild (none of which appear on the normal reels), 10 is a 9, 9 is a 10, 8 is a J etc. I assume that the remaining reel sets are used during feature play. I couldn't trigger a feature (go figure) to test. An interesting note: RST_6 has about 20% more scatter symbols (12) than the other reel sets in base play.

When the player presses spin, a response with the following is returned:
* Reel set to spin (RST_0, 5 and 6 in base game)
* Reel stop positions as an index in the selected reel set and reel.
* Extra symbols appearing on the top line (not related to any reel strips it seems).
* The symbol count for each reel.

If the spin is a hit, a new request for a free game is sent from the client and the server returns a new response with a random reel set, stops and extra symbols.

So it seems like there's four pseudo-random things happening on each spin: reel set, reel stop, extra symbols and symbol count. Makes for an interesting slot to play for sure!

Of course, all this could just be shenanigans to hide what's really going on on the backend :)

So does this mean that the total win for the spin is NOT decided when you hit the 'spin' button? Instead, only the win amount for the first in-spin-win is determined, and IF symbols explode, whether you win on the next reaction is independant from the initial spin?

Does that make any sense? It barely did too me lol.
 
So does this mean that the total win for the spin is NOT decided when you hit the 'spin' button? Instead, only the win amount for the first in-spin-win is determined, and IF symbols explode, whether you win on the next reaction is independant from the initial spin?

Does that make any sense? It barely did too me lol.

Not necessarily. The backend might have already generated the sequence before the client requests it. I find it strange though, why go through the hassle of several HTTP request/response cycles if you could send the entire result in one go, resulting in less latency and bandwidth savings.

The backend also stores some state about the players current progress in a spin. Sending a new bet request while having free games “queued up” returns a protocol sequence error.
 
Not necessarily. The backend might have already generated the sequence before the client requests it. I find it strange though, why go through the hassle of several HTTP request/response cycles if you could send the entire result in one go, resulting in less latency and bandwidth savings.

The backend also stores some state about the players current progress in a spin. Sending a new bet request while having free games “queued up” returns a protocol sequence error.

So basically, rather than sending the RNG result all in one go, every time you have a reaction win, the game sends a request BACK to the BTG server, which must then come BACK to the game client. Is that right?

I wonder if that explains much of the lag so many players seem to experience (although confused as to whether it explains why, in the base-game the symbols on the top-most row rush in super fast if you're about to have a win - and the opposite way round in the bonus round.)
 
So basically, rather than sending the RNG result all in one go, every time you have a reaction win, the game sends a request BACK to the BTG server, which must then come BACK to the game client. Is that right?

I wonder if that explains much of the lag so many players seem to experience (although confused as to whether it explains why, in the base-game the symbols on the top-most row rush in super fast if you're about to have a win - and the opposite way round in the bonus round.)

Correct. For every reaction win, the client requests another free game. The same goes for the feature win. The client counts the number of free games won (it’s in the response), and if it’s higher than 12, shows the “free spins won” message.

On the backend however, things change as you start playing on the reel sets with no scatters.

The same mechanic is also at play in DHV, on Gates of Hell, where the reel sets change in response to which symbol is the sticky wild. It wouldn’t surprise me if the distribution of some symbols are lower than others on some reel sets (skulls, bells, tacos?). I can post DHVs reel sets in another post if someone is interested in counting symbols.
 
Correct. For every reaction win, the client requests another free game. The same goes for the feature win. The client counts the number of free games won (it’s in the response), and if it’s higher than 12, shows the “free spins won” message.

On the backend however, things change as you start playing on the reel sets with no scatters.

The same mechanic is also at play in DHV, on Gates of Hell, where the reel sets change in response to which symbol is the sticky wild. It wouldn’t surprise me if the distribution of some symbols are lower than others on some reel sets (skulls, bells, tacos?). I can post DHVs reel sets in another post if someone is interested in counting symbols.

Interesting - thanks for the info!

I've wondered that in DHV before; the base-game seems to drop 3 or 4 taco/bell symbols on a single reel fairly regularly - the feature... not so much!
 
Correct. For every reaction win, the client requests another free game. The same goes for the feature win. The client counts the number of free games won (it’s in the response), and if it’s higher than 12, shows the “free spins won” message.

On the backend however, things change as you start playing on the reel sets with no scatters.

The same mechanic is also at play in DHV, on Gates of Hell, where the reel sets change in response to which symbol is the sticky wild. It wouldn’t surprise me if the distribution of some symbols are lower than others on some reel sets (skulls, bells, tacos?). I can post DHVs reel sets in another post if someone is interested in counting symbols.

I would almost guarantee that the free spins reel bands where different, even without seeing the reels bands, depending on the symbols that was wild... Mathematically, and from a game design point of view, that would make the most sense...
 
Correct. For every reaction win, the client requests another free game. The same goes for the feature win. The client counts the number of free games won (it’s in the response), and if it’s higher than 12, shows the “free spins won” message.

On the backend however, things change as you start playing on the reel sets with no scatters.

The same mechanic is also at play in DHV, on Gates of Hell, where the reel sets change in response to which symbol is the sticky wild. It wouldn’t surprise me if the distribution of some symbols are lower than others on some reel sets (skulls, bells, tacos?). I can post DHVs reel sets in another post if someone is interested in counting symbols.

Thanks for the input on the thread guys - appreciate it :)
 
Correct. For every reaction win, the client requests another free game. The same goes for the feature win. The client counts the number of free games won (it’s in the response), and if it’s higher than 12, shows the “free spins won” message.

On the backend however, things change as you start playing on the reel sets with no scatters.

The same mechanic is also at play in DHV, on Gates of Hell, where the reel sets change in response to which symbol is the sticky wild. It wouldn’t surprise me if the distribution of some symbols are lower than others on some reel sets (skulls, bells, tacos?). I can post DHVs reel sets in another post if someone is interested in counting symbols.

Would this method not open up the client to hacking though ?

If the client can request a free game then there must be some sort of backend check to make sure that it can’t keep requesting ...
 
Would this method not open up the client to hacking though ?

If the client can request a free game then there must be some sort of backend check to make sure that it can’t keep requesting ...

The backend stores some state about the current progress in a “sequence” - eg. sending a bet request while you have free games queued up returns a protocol sequence error, the same the other way around.
 
Hey Trancemonkey, here's something I've been wondering a while.

I'm assuming casinos use underwriters to minimize risk (although for bigger sites - Will Hill, Bet365 etc, I'm not sure if this would be the case?) - but do software providers do the same, also?

For instance, I recall you saying that once you/the company you worked for produced a slot that had a lower RTP than it was meant to - and you had to work with casinos to manually reimburse players the difference.

I'm assuming typical insurance, like business liability etc, wouldn't cover this - so are there specific companies that offer gambling-related insurance/underwriting - and is this something software providers would have?

Thanks!
 
Hey Trancemonkey, here's something I've been wondering a while.

I'm assuming casinos use underwriters to minimize risk (although for bigger sites - Will Hill, Bet365 etc, I'm not sure if this would be the case?) - but do software providers do the same, also?

For instance, I recall you saying that once you/the company you worked for produced a slot that had a lower RTP than it was meant to - and you had to work with casinos to manually reimburse players the difference.

I'm assuming typical insurance, like business liability etc, wouldn't cover this - so are there specific companies that offer gambling-related insurance/underwriting - and is this something software providers would have?

Thanks!

It's a good question - and to be honest i'm not 100% sure of the answer. I assume public indemnity insurance would cover most of it - but unless it was a vast sum of money, it would be covered internally (like in the example i gave - that was not an insurance claim).
 
Is it true that slots are allowed to show teaser symbols over 10x more often than if by "random" chance alone? I'm not the sharpest but I'd assume that's a big "lets keep spinning" event for a lot of players.
 
Is it true that slots are allowed to show teaser symbols over 10x more often than if by "random" chance alone? I'm not the sharpest but I'd assume that's a big "lets keep spinning" event for a lot of players.

There are rules relating to how often you can show a "near miss" - these change by jurisdiction. Remember though, most designers aren't stupid - if we show you 2 scatter symbols every 5 spins, but you only ever get 3 scatters every 200 spins, you're quickly going to get annoyed by this, and it may well stop you playing the game. So whilst we CAN do it, most of the time (i'd hope we never!) we don't purposely go out of our way to piss people off!
 
Hahaha, good one. As if gamblers don't gamble when they're "pissed off". They nickname it tilting for a reason.

Are the "rules" for ripping people off similar on games like Centurion where the little guy is about to pop his head up and blow a trumpet but then doesn't? What about when "bonus" games appear which result in a 0 win?

I honestly don't think anyone can dress up the psychological manipulation of gamblers as anything other than degenerate.
 
hahaha dont make people pissed off not if u ask netent. 100000 spins to trigger a ”bonus” then bammm 7xbet
 
Hahaha, good one. As if gamblers don't gamble when they're "pissed off". They nickname it tilting for a reason.

Are the "rules" for ripping people off similar on games like Centurion where the little guy is about to pop his head up and blow a trumpet but then doesn't? What about when "bonus" games appear which result in a 0 win?

I honestly don't think anyone can dress up the psychological manipulation of gamblers as anything other than degenerate.

You have to consider that there is a difference between "pissing someone off" and pissing someone off...

And by that I mean that BTG games piss people off... But players know there is a possible reward so they don't mind being pissed off.

But if you have a really shit game that pisses people off for a variety of reasons and never ever delivers on the promises it makes (i.e the teases) then that's a whole different kind of pissed off.

And that's a fine line right?

And everything you do is about psychology. Why do you buy certain clothes? Why do you eat what you eat? Why do you like certaim music over some other music? Why are cars designed in certain ways? Every single thing you do on a daily basis is in some way the result of psychological manipulation - there is no such thing as free will... Feel free to Google / research / whatever about that but that's a firm belief of mine...

All of it, including what we do as game producers, is based on the psychology of the end user. We want you to enjoy the product we make and we do everything we are legally allowed to do to try and make the experience as enjoyable as possible... And yes that might mean that sometimes you get "pissed off" although hopefully not tilt and screw yourself financially. That's not what we want. Honestly.

I was at Inspired when we did Centurion. The tease of the guy coming up is on purpose - and actually it's about a 50% chance of something good happening when he pops up so it's not really unfair.

And bonuses that pay 0? Well that's probably a badly designed bonus BUT games are random, and if the bonus maths is poorly designed then bonuses CAN pay zero. Sometimes even on well designed maths you can still randomly get a zero paying bonus.
 
In Blueprint Gaming's game 'Ted' and 'King Kong Cash', there's a random feature where Ted/King Kong is adding a random amount of bonus symbols to the reels and the player then has the chance of getting a bonus feature.
I have a feeling that the so-called "More bonus symbols added" is just a visual thing and doesn't increase s*it when it comes to the chance of getting a bonus feature and that the game has already decided if the player is supposed to get a bonus feature or not, even if the game has "added" 10 bonus symbols or 55 bonus symbols to the reels.

What's your thought of this and to games that are randomly "increasing the amount of symbol X to increase the chance of getting feature X"?
 
In Blueprint Gaming's game 'Ted' and 'King Kong Cash', there's a random feature where Ted/King Kong is adding a random amount of bonus symbols to the reels and the player then has the chance of getting a bonus feature.
I have a feeling that the so-called "More bonus symbols added" is just a visual thing and doesn't increase s*it when it comes to the chance of getting a bonus feature and that the game has already decided if the player is supposed to get a bonus feature or not, even if the game has "added" 10 bonus symbols or 55 bonus symbols to the reels.

What's your thought of this and to games that are randomly "increasing the amount of symbol X to increase the chance of getting feature X"?

Well I can honestly say that on Centurion and other inspired games where this kind of bonus happens it does use reels with a lot more bonuses on them... It isn't just a visual thing. And seeing as I know the blueprint guys too I am certain that they also do it truthfully... I.e when this happens you have a much higher chance of hitting the bonus
 
hey, you never did get back to us about my question months back - Why do IGT and some other developers give imprecise RTP figures in a range, i.e. 94.11-96.12%?? Not referring to the obvious 'Big Bet' slots, but normal ones. ;)
 
hey, you never did get back to us about my question months back - Why do IGT and some other developers give imprecise RTP figures in a range, i.e. 94.11-96.12%?? Not referring to the obvious 'Big Bet' slots, but normal ones. ;)

Actually I did but it's buried under 110 pages now ;)

I was told the reason is that we offer a range of RTPs to the operators. When you open the help pages, they are apparently dumb to the correct RTP setting so do not know which RTP the game is set to. So in the help pages it shows a range from lowest to highest...

Personally I think this is bad... It's not beyond the will of man for the server to send to the client the target RTP to display in the help pages.

But that's the answer I got :)
 
There are rules relating to how often you can show a "near miss" - these change by jurisdiction. Remember though, most designers aren't stupid - if we show you 2 scatter symbols every 5 spins, but you only ever get 3 scatters every 200 spins, you're quickly going to get annoyed by this, and it may well stop you playing the game. So whilst we CAN do it, most of the time (i'd hope we never!) we don't purposely go out of our way to piss people off!


I have to reply on this...

Immortal Romance or Jurassic Park....tons of two scatters (and very often in next spin showing that missing third alone)...MG is prone to this....

Pretty Kitty - in 1000 spins session I get 4-5 full screen near-miss spins (the key symbol is just above or below the missing reel). Now, that is cruel...

Also, with such behaviour they just hook players up because it looks that slot is promising something...
 
I have to reply on this...

Immortal Romance or Jurassic Park....tons of two scatters (and very often in next spin showing that missing third alone)...MG is prone to this....

Pretty Kitty - in 1000 spins session I get 4-5 full screen near-miss spins (the key symbol is just above or below the missing reel). Now, that is cruel...

Also, with such behaviour they just hook players up because it looks that slot is promising something...

Netent also. Particularly Gonzo with lots of near misses on the scatters. As for the "upgraded" version of DOA that show scatter near misses that are impossible on the standard reel ribbon...........

Chris
 
hey, you never did get back to us about my question months back - Why do IGT and some other developers give imprecise RTP figures in a range, i.e. 94.11-96.12%?? Not referring to the obvious 'Big Bet' slots, but normal ones. ;)

I was watching one of your recent videos -
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- that one, and I noticed something strange.

When you're playing DHV, the Gates of Hell feature - which uses new reel sets - the scatter symbol shows on the reels. Look closely at 20:00 onwards - slow the video down using YouTube's controls and you will see it zooms past on the third and 6th reel.

How is this possible if there's a new reel set? I was also under the impression the UKGC didn't allow symbols to show on reels if there was no opportunity of them landing - which, given the bonus round, would be the case here, right?

Hoping Trancemonkey can chime in here, seems very odd!
 
I was watching one of your recent videos -
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- that one, and I noticed something strange.

When you're playing DHV, the Gates of Hell feature - which uses new reel sets - the scatter symbol shows on the reels. Look closely at 20:00 onwards - slow the video down using YouTube's controls and you will see it zooms past on the third and 6th reel.

How is this possible if there's a new reel set? I was also under the impression the UKGC didn't allow symbols to show on reels if there was no opportunity of them landing - which, given the bonus round, would be the case here, right?

Hoping Trancemonkey can chime in here, seems very odd!

Im 99% sure inmortal romance does this in the wild desire with the scatter symbol too...
 
Im 99% sure inmortal romance does this in the wild desire with the scatter symbol too...

It does indeed. You can tell when the reels are ready to stop and there will be no more WD wild reels coming when the scatters disappear.

Chris
 
I was watching one of your recent videos -
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- that one, and I noticed something strange.

When you're playing DHV, the Gates of Hell feature - which uses new reel sets - the scatter symbol shows on the reels. Look closely at 20:00 onwards - slow the video down using YouTube's controls and you will see it zooms past on the third and 6th reel.

How is this possible if there's a new reel set? I was also under the impression the UKGC didn't allow symbols to show on reels if there was no opportunity of them landing - which, given the bonus round, would be the case here, right?

Hoping Trancemonkey can chime in here, seems very odd!

You're correct - most jurisdictions don't allow the reels that are spinning through to show symbols that have no chance of appearing - in online slots the reels should change at the point the client gets the message back from the server (because it doesn't know the result, and will therefore spin either the old reels for a time) - this MIGHT be what you saw
 
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