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New Homebrew of Slot Machine would be great


jpfalcon2003

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Has anyone ever thought about making a New Homebrew game to replace the old tired version of the 1979 game Slot Machine. I think it would be a great seller. The original version is so outdated. Cactuses, T.V.'s, Cars, and Tables for symbols?? Were casinos really like that back then. I would love to see a new updated 16k version or better made to replace that game. As much as alot of people love the casinos and go there, I think a game like this would be a great seller. I'd definitely buy. The symbols would need to be replaced with different color 7's such as Red White and blue along with bars of the same colors. A nice addition also that would be current would be to add Double, Triple, or Wild Symbols. it would actually be realisic and current then. I'm sure 16k could handle that much.

I just thought it would be great to recommend this as a future homebrew and hope someone tackles it soon

J.P.

Edited by jpfalcon2003
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Has anyone ever thought about making a New Homebrew game to replace the old tired version of the 1979 game Slot Machine.

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I've thought about it; the existing Slot Machine cart is limited by its use of one color for everything, its use of two-line resolution, and by its use of symmetric shapes.

 

The use of two-line resolution is almost certainly due to cartridge size limitations (2K on the original). Going to single-line resolution would be easy. It would be possible to either use non-symmetric shapes or use per-line coloring fairly easily. Combining both is very hard.

 

There isn't enough time within the displayed portion of a slot machine to display per-line independently-colored symbols while still having the slots differ in color from the machine, except by using Venetian Blinds. Venetian blinds would probably look okay, but not wonderful. Two-way blinds would allow for per-line-colored slot symbols and might be the best way to go.

 

BTW, using self-modifying code it may be possible to get independent object coloring without using Venetian blinds, but it would be quite tricky given that while one or two reels are spinning not all reels are going to have their blank scan lines in the same place. It would be necessary to use self-modifying code for the scan lines where no reels are blank, non-self-modifying code for the lines where one or more are blank (using different code depending upon whether it's the left one, left two, right two, or right one that are blank, which would have to show the non-blank symbols while preparing the self-modifying code for the next color on the lines showing the blank ones).

Edited by supercat
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I think we haven't seen an updated slots game because the ONLY thing that makes slots interesting is the possibility of winning money.

1017494[/snapback]

I wouldn't say that exactly. Otherwise you could argue that the same holds true for all casino games to some degree. Besides, you win virtual money, which can then be used to play more virtual games and win/loose more virtual money. Pretty much how it works in Vegas. Go, spend money gambling (buy the game), loose some, win some, spend what you win playing more till you loose that too (the gain & loss of virtual money), and leave lighter in the pockets then when you came (the money you're out buying the game). Having never actually walked out of a casino with any extra money, these games simulate the experence perfectly for me. :D

 

Without that, you may as well play "Coin Toss Simulator".

1017494[/snapback]

Sounds like fun, where's the bin? :P :cool:

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:P

Has anyone ever thought about making a New Homebrew game to replace the old tired version of the 1979 game Slot Machine.

1016712[/snapback]

 

I've thought about it; the existing Slot Machine cart is limited by its use of one color for everything, its use of two-line resolution, and by its use of symmetric shapes.

 

The use of two-line resolution is almost certainly due to cartridge size limitations (2K on the original). Going to single-line resolution would be easy. It would be possible to either use non-symmetric shapes or use per-line coloring fairly easily. Combining both is very hard.

 

There isn't enough time within the displayed portion of a slot machine to display per-line independently-colored symbols while still having the slots differ in color from the machine, except by using Venetian Blinds. Venetian blinds would probably look okay, but not wonderful. Two-way blinds would allow for per-line-colored slot symbols and might be the best way to go.

 

BTW, using self-modifying code it may be possible to get independent object coloring without using Venetian blinds, but it would be quite tricky given that while one or two reels are spinning not all reels are going to have their blank scan lines in the same place. It would be necessary to use self-modifying code for the scan lines where no reels are blank, non-self-modifying code for the lines where one or more are blank (using different code depending upon whether it's the left one, left two, right two, or right one that are blank, which would have to show the non-blank symbols while preparing the self-modifying code for the next color on the lines showing the blank ones).

1017090[/snapback]

Thanks for your reply back. Just wish someone would take on the project. But whoever does, ditch Slot Machine alltogether and start from scratch. That version truly is terrible. My brother had me dying laughing when he said that they should have used different CREATURES when making the game. I think he meant symbols though. :rolling:

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I wouldn't say that exactly. Otherwise you could argue that the same holds true for all casino games to some degree.

The difference is that some casino games are based on luck AND skill. For example, most card games. But there's no skill in slots. You just pull the handle and watch the wheels spin. Console versions of slots are more graphic demo than game.

 

(yes, I realize the most slots these days give you the illusion of control with lots of buttons to push)

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