Danger! High Voltage - Technical Analysis (The best symbol on Gates of Hell and other info)

Ok yeah DHV isn’t as bad as Bonanza or millionaire actually. If you played it for a while you would definitely see what I mean.

It’s way past statistical probability. I am of the opinion it’s one of those psychology things purposely put in there to create excitement because hearing the bang,bang crashing sounds the scatters make when they land gives you that adrenaline rush. This is heightened when 2 land on adjacent reels because their reels spin and stop very quickly.

It’s the sound the brain recognises and responds to as it’s obviously the first step of the feature hit we all crave. Very clever but I just wondered how they do it as it’s way to abundant to be random.

You're assuming every single stop position has the same weight...
 
I thought reel weighting was done by having more lower paying symbols than high paying etc. By the way I have read those replies it sounds like you are now telling me that say a reel had 100 positions that not all stop positions have an equal chance of landing in view. Have I understood that correctly.
 
I've never seen, or done, a game where every reel stop is evenly weighted. Maybe a long time ago.

That said, in Australia reel weights are not allowed.


I always thought it was more for slots using physical reels where you cant have more than 24 ish on a reel before they get tiny.

You shouldnt need to weight reels of a virtual strip TBH as you can do that with adding more of a symbol to do that.
 
I thought reel weighting was done by having more lower paying symbols than high paying etc. By the way I have read those replies it sounds like you are now telling me that say a reel had 100 positions that not all stop positions have an equal chance of landing in view. Have I understood that correctly.


It is generally, but can be also done the way TM says.


Yes that exactly what TM is saying that even if the reel has 100 it could be weighted to say 256 but like i said in his reply that's a more complicated way of doing it for effectively the same thing, dont see the point myself and in some places not allowed.


I mean why have a reel with 100, weight it to 170 when you can just make a reel 170 in the first place.
 
It is generally, but can be also done the way TM says.


Yes that exactly what TM is saying that even if the reel has 100 it could be weighted to say 256 but like i said in his reply that's a more complicated way of doing it for effectively the same thing, dont see the point myself and in some places not allowed.


I mean why have a reel with 100, weight it to 170 when you can just make a reel 170 in the first place.
That’s where I am getting confused cheers for that. Just out of interest what’s your analysis of the adjacent scatters being so frequent on Btg games.It definitely happens especially on Bonanza there’s no getting away from it. A lot of the time they are laterally in line as well.
 
It is generally, but can be also done the way TM says.


Yes that exactly what TM is saying that even if the reel has 100 it could be weighted to say 256 but like i said in his reply that's a more complicated way of doing it for effectively the same thing, dont see the point myself and in some places not allowed.


I mean why have a reel with 100, weight it to 170 when you can just make a reel 170 in the first place.
Because the player only sees the reel with 100.
They don't get to see how the 170 reels have been padded out with duplicate, adjacent, low paying symbols, which all 'map' to single reel stops on the 100 reel
 
That’s where I am getting confused cheers for that. Just out of interest what’s your analysis of the adjacent scatters being so frequent on Btg games.It definitely happens especially on Bonanza there’s no getting away from it. A lot of the time they are laterally in line as well.
Are you talking about, how you sometimes get 2 scatters, seemingly close together on the same reel.
Like you get a scatter, then a reaction, and another scatter drops in above the first, with only 1 symbol between them. Yet the reels never stop with 2 scatters showing on the reel, with 1 symbol between them.
 
I always thought it was more for slots using physical reels where you cant have more than 24 ish on a reel before they get tiny.

You shouldnt need to weight reels of a virtual strip TBH as you can do that with adding more of a symbol to do that.

Yes, you can... but it's an extremely inefficient way of doing it, as it is far easier to use weights. In fact, most of the games I've done would be (almost) impossible without weights.
 
It is generally, but can be also done the way TM says.


Yes that exactly what TM is saying that even if the reel has 100 it could be weighted to say 256 but like i said in his reply that's a more complicated way of doing it for effectively the same thing, dont see the point myself and in some places not allowed.


I mean why have a reel with 100, weight it to 170 when you can just make a reel 170 in the first place.

I think you are underestimating or misunderstanding how and why reel weighting works. It really isnt always as simple as weighting a reel band with 100 symbols to behave as if it has 170.
 
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Because the player only sees the reel with 100.
They don't get to see how the 170 reels have been padded out with duplicate, adjacent, low paying symbols, which all 'map' to single reel stops on the 100 reel

Exactly...
 
Yeh, no way to tell if weightings are in play unfortunately.

There is something very interesting going on in Bonanza, but i don't know what it is yet. It has reel sets defined but it also has another set of variables called RSC which im assuming is 'reelscatter'. But the base reel set does appear to have scatter symbols present on the reels.

I'll try to work it out at some point but it's very possible its done in such a way as to build excitement, as you say.
 
Are you talking about, how you sometimes get 2 scatters, seemingly close together on the same reel.
Like you get a scatter, then a reaction, and another scatter drops in above the first, with only 1 symbol between them. Yet the reels never stop with 2 scatters showing on the reel, with 1 symbol between them.
No although I know what your saying. This tells me the scatters don’t have fixed positions. I am talking about the times G and O land on say reels 1,2 or 2,3 or 3,4 in other words adjacent reels. It happens to often to be random. To create the excitement of a possible feature.
 
Because the player only sees the reel with 100.
They don't get to see how the 170 reels have been padded out with duplicate, adjacent, low paying symbols, which all 'map' to single reel stops on the 100 reel


I understand that, just meant its not always necessary, however its always needed to be done on physical reel games and would depend on the game for online games.
 
I think you are underestimating or misunderstanding how and why reel weighting works. It really isnt always as simple as weighting a reel band with 100 symbols to behave as if it has 170.

No I am not underestimating or misunderstanding how and why weighting works, the 100 / 170 was just an example of what can be done as all aspects of slots there is many ways to do things. :)
 
This game maybe best example of how fucking predetermined BTG slots are

Any bonus can be good and any one can be bad. Getting 9's (the best symbol) just gives you the best chance of a good bonus. It can still be rubbish as there are still, relatively, very few 9's on the reels.

Jacks are a pretty poor symbol.

BTG are actually one of the developers who don't determine the whole bonus round up front. They make a request and hit the RNG for every single spin. However, there is nothing wrong with a slot being 'pre-determined'. You have to remember that 'pre-determined' is not 'rigged'. Pre-determined just means that all of the RNG calls are made up front and the spin/bonus results are fully generated before showing you the result. It doesn't have any effect on how random the result is or whether it is a good or bad result.
 
"BTG are actually one of the developers who don't determine the whole bonus round up front. " Yeah right...
 
"BTG are actually one of the developers who don't determine the whole bonus round up front. " Yeah right...

Believe it or don't (you can check by looking at the client <> server comms to see for yourself) but as I said, it doesn't matter either way. It has no impact on how good or bad your bonus round is. Determining the whole bonus round up front is very common practice.
 
Believe it or don't (you can check by looking at the client <> server comms to see for yourself) but as I said, it doesn't matter either way. It has no impact on how good or bad your bonus round is. Determining the whole bonus round up front is very common practice.
How do you KNOW they aren't predetermined, just from the client-server communications?
The client requesting the next spin, doesn't mean, that next spin is freshly, randomly generated, and not just the next line from a predetermined sequence.

What about the situation someone had in the Bonanza thread, where the client locked-up during the cascade, which triggered the bonus game?
He wasn't even given the screen to start the bonus game, but his casino balance was updated with the result of the freespins.

And of course it's not a good thing to have freespins predetermined, in the way that most large matrix games do (jamin jars, gemix etc)
The final wins have been carefully selected before the games are even released. The distribution of wins and the maximum win are all very carefully controlled.
So, that 'dream' combination of symbols, which you're hoping for, which should be possible (however tiny that possibility is). maybe isn't even included in the database of pre-selected wins.

It also brings into question the claims of some games of 'unlimited multipliers' and 'unlimited spins'
 
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