I'm not sure why I'm getting involved here because I know what's coming but here goes... and bear in mind this is just my theory, but is likely correct. I hope it is anyway as I've used a similar technique before to what I'm about to explain on a similar game...
On games such as Jammin Jars it would be almost impossible to design "reel bands" in the way you would normally do them. So what I imagine Push have done here is set up the game and then done billions of Games and stored the results.
Then what happens is this game runs in effect like a lottery... so the server is asked for a game and sends a sequence back. The sequences are sent back from the server but the sequence is already predetermined. In other words the choice of sequence is randomly determined but the sequences are preset.
For further clarity, imagine the chance of a 1600x win is 1 in 200,000. There may only be one pattern / sequence that pays 1600. So if the game chooses 1600x on that particular game to pay, then the sequence it shows to the player is the one you see in both videos.
Could they have designed the game so everything was a randomly determined on every drop... possibly. But if they HAVE done what I'm suggesting then it explains why the two are the same.
Caveat... I totally understand why this gives the impression that something underhand has gone on, but having done some complex games before that also needed to work on this "ticket" system (as we call it) it makes sense.
On a normal slot game you would ask the RNG for some reel band positions and just evaluate the win. But on this game I imagine they simply have a very large pool of outcomes and pick each one at random.
Its still random... it's not rigged. But yes if the pool is too small then shit like this happens. It would be good for Push to comment here though. My guess is I'm right... my second guess is that I very much doubt any of you will believe me