All these Requests ... Blimey ... I would leave as it is for now to give the bloke a break
Lol Mate.
BTW, the missing smileys on the Bars on the end reel are meant.
It's mentioned on the Completed Project page for Smiley on the website (the section after the last picture).
You'd be surprised how often you'll forget to hold that invisible smiley.

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Richard, I'll try and answer your questions:
:::: "the cash valt feature doesn't work on my computer. two of a kind adds to the pot fine and the amount i think displays correctly. but when you land on it in tyhe feature, it lights for a couple of seconds and returns you to the reels screen but hasn't addedthe amount to the bank nor does it deduct the amount from the valt so stays at 100. i have landed on this feature around 6 times and does the same thing every time. is anyone else having the same problem?"
There was a little problem with this feature when I first added it, and it was easy enough to fix, which I did. Not sure why it's broken again, but I'll look into it.
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:::: "i notice that on some occasions the smileys don't light when they are on the pay line or are nudged onto the payline. this is only occasional."
Yes, this is an annoying little bug. Not because it spoils the enjoyment, but because it only happens now and then, making it hard to find. This one is still being chased.
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:::: "when the volt is full and therefore two of q kind os worth nothing, any reason why it can't pay the feature when you get two of a kind with smileys on reels one and two and a simley on reel 3?"
This is intentional. The bug about the Cash Vault not emptying would make this annoying, agreed, but I like to see people scream when they have 3 smileys on the screen, only to realise they have a 2 or 3 reel win underneath them. I programmed a win to always override a feature from the very first release, and it still seems to be the fairest way to go.
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:::: "the skill snooker or is it pool, where you can move the white ball around but if another ball hits it you lose enegery until you have none left when the white ball explodes. how do you gain points ??"
If I'd had time to get some documentation out with the game, or up on the website, then a lot of things would be clearer.
Until then, I'll gladly explain the more obscure features.

In HateBall, you control the white, which starts off in the D (where you're safe from attack). In each of the 6 pockets you should see a bag of money. You need to pick up a bag of money (which will be shown as "carrying" at the bottom of the screen) and take it back to the D where you will bank the cash.
Bank as much as you can before you lose all your energy. HINT: When you've banked the 4th bag, an extra item will appear on the table. Pick that up for a surprise.

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:::: "you start on the right side of the screen, there are money bags on the left with a thing bouncing up and down over them firing at you. do you gain points by collecting the money bags or do you have to drop them off somewhere once you've picked them up ??"
I think this feature still needs tidying up a bit.
It's very similar to the one mentioned above, but in a much simpler form.
You pick up the cash bag and take it back to the right hand side of the screen. The fireballs coming from Chompy get faster and more accurate as you go on.
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:::: "theresanother feature i can't figure out at all but can't really describe it."
LOL, can't help you out on that one until you can describe it in some way.
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:::: "can the high low cards feature only go up to five cards? i was on a roll in one game the last card was a queen but the game stopped."
Yes, you only get 5 cards in this feature. Again, this feature could do with updating, and may even get a re-design so that all cards are visible in a line, so you know how many you have to go.
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:::: "i am impressed by all these little games in this machine. where do they come from?"
They all come from my mind, but you can see the influence that real fruit machines and arcade games have had on me over the years.
There are many features that I thought up that didn't quite live up to what I thought they could be, so it's a long process to find something that's fun and doesn't steal too much from existing ideas.
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:::: "am i right in thinking that this game runs better with a sound card rather than onboard sound? i remember when i put a sound card in my original machine in 1999 it fixed a crash problem with this game where it would occasionally random crash during features in particular the superhold feature. onboard aound has come a long way since then but i still notice that after playing the game in one session for several hours, the first signs that things are going to go wrong is that the midi tunes stop playing. i also notice that with a couple of the tunes, with onboard sound a piano plays where as when i had a soundcard the tunes were synthasized. e.g. snooker, didley didler and £30 win."
This shouldn't be a problem these days.
I run Smiley on my Laptop connected to the TV without problems.
And the Laptop only has onboard sound.
One thing I should mention is that I intend to convert all the midi music to MP3 or OGG files. This will mean an increase in the file size, but I'm not bothered about that. If it goes up to 20-30Mb, it's still nothing by todays standards, and it will at least mean that the music will sound the same on everyones computer. Also, when I do this, I will be adjusting the volumes of all sounds that are either too quiet or too loud. At the moment, there are a few sounds that fit into this category, and the midi playback just makes it more noticeable.
Of course, the format of the music and sound files makes no difference to the end user, as they are all embedded into the exe, but I just wanted to state that the sound balance will be greatly improved in the next build.
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:::: "could you bring back the dancing smileys back when the 50 credit sequence ends?"
Not really. I didn't think they added much. You can now move the score around on that screen though.

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:::: "can you re implement the choice of keyboard or joystick options on the credits screen? it was ctrl 'Y' to do this, or is there another way to do it? this option also had an option screen in it so you could change the key you used."
This is still in there. Just hit CTRL+Y to bring it up. Be aware that the default control setup is the arrow keys and the main fire button that the game uses (button 2) is set for the CTRL key, so when you press CTRL+Y you'll start the game. This doesn't really matter as the game is paused when the menu comes up anyway. Also, you can hit CTRL+Y at time during the game, not just on the title screen.
As for using the keyboard to control it, you can redefine the keys using the same menu.
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:::: "can you bring back the keyboard functionalaty to the screen where you enter your name on the scoreboard?"
Unfortunately not. This was taken out quite recently, and the arcade style entry system was put in its place. Again, this was to allow people to sit back and play it away from their computer keyboard. Until I did this, I had to get up and enter the name on the Laptop each time someone got a high score.

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:::: "is it not possible to be able to use keyboard keys or mouse to hold/nudge/start etc?"
If you mean like the Emulators do, then the answer is No and Yes.
No to complete control over the machine with just keypresses.
No to using the mouse at all.
Yes to being able to speed gameplay along by using the shortcuts for the hold buttons. This only allows you to hold the reels without you having to move the hand left and right, but it's a great time-saver. As an example, simply go into the keyboard define menu (CTRL+Y) click on Keyboard/player 1 and define the keys as follows: Button 2 to whatever button you want to represent the hand being pressed down, and buttons 1,3 and 4 as the hold buttons you want to create shortcuts to. For example, set up buttons 1,3 and 4 as Numpad 1, Numpad 2 and Numpad 3 respectively, and when you get hold, you can use the numpad 1,2 and 3 to hold them without moving the hand.
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:::: "could a ram be inbuilt into this game so you can play from where you left off rather than go back to the beginning?"
The gameplay is completely random, so there's no value in saving anything in that respect. The reel positions could be saved, but again, because of the random gameplay, there wouldn't be value in it. The only thing that I can think of that would be worth saving is the Cash Vault, which I may implement at some point.
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:::: "is there any way a collect button could be created?"
The collect button/feature was left out from the beginning so that the player was forced to gamble what they had. This is why the three-life gamble was created. It can create some interesting scenarios.

Phew!
Hope that helps.
Over the next week or so I'll add the bug list/to-do list to the site, and some time after that I'll be looking to get some decent documentation done too.
Cheers,
Smiley.