Yes
I still believe that slots pay out ONLY when they have money to do so and although i can never prove this im also fairly sure that each coin size you play on has its OWN kind of bank. In other words, if a slots ready to pay out on a 1 p coin size doesnt mean its going to pay out on a 5 p coin size. I have noticed that you can turn a slot from playing badly into a slot that plays well just by changing your coin size. This is what leads me to believe that each slot has various levels of `takeins` and `payouts`
Sometimes this works, I once turned 50 into 1000 on Munchkins by constantly changing both coin size and coins per line during a session. I bet from around the 1 / 2 level, all the way up to 18 using various combinations. It did seem like I was able to take the payouts from different "pots", just like on a UK Fruit Machine, by this constant changing.
On other occasions though, I find the slot just as dead at any combination. Munchkins does seem to have a signature for this dead spell, which is just a single scatter every few spins, but never a pair. When a bonus round is near, I get scatters as pairs just as often as single. It is as though the games can run either in phase or out of phase, by which I mean that where there are a number of cards or reels to be independently determined, they either cooperate with each other to produce good starting combinations, or they are as different as possible, meaning starting combinations are always poor, which in card games means a long losing streak (VP). In Blackjack, the deck seems to switch from "10 rich" to "10 poor" as though it was in a real casino, despite the fact that the deck is supposed to be shuffled each hand. If a deck is "10 poor", this heavily favours the dealer over the player, and the result will be the dealer winning many hands they really should have lost. In a 10 poor deck, strategies like a double come off badly as low cards are often dealt, while low cards make it easy for the dealer to escape from a bad starting hand, against which you may have doubled down. Where the deck is 10 rich, doubling down often is rewarded with a 10 card, while the dealer will often bust from anything under a 7 up.
I have played VP, where every deal is just a high card, and a high pair if I am lucky, yet on other occasions I am regularly getting dealt 2 pair, 3OK and more, and even if I keep missing the good conversions I do well from the good starts. It can vary from game to game, it is often the case that some games are hitting well, but with hundreds of games it is harder to stumble upon the hot game before the bankroll has gone.
While there is much randomness, I strongly suspect some kind of controlling envelope function is used to convert the RNG output into an artificially streaked session, which can be in either direction. While the mathematics behind this conversion are kept secret, the statement "we use a state of the art RNG" means little if the raw output goes through any kind of algorithm that changes which random number leads to which card, or reel stop, depending on the chosen streak alignment for that game.
The cat is out of the bag, MG have already been rumbled over the doubling game in VP having a predetermined outcome regardless of the card selected by the player, in effect a short cut. Short cuts could exist in other games, perhaps a starting hand in VP is NOT the result of 5 independent RNG associations with 5 cards, but a single RNG against a given 5 card pattern. Such a short cut would seem to explain the uncommon streakiness of the games, as the outcomes have fewer mathematical "degrees of freedom" than the traditional RNG to card/reel stop model would suggest.