
Edited by edwardb, 11 July 2017 - 03:24 PM.
Posted 11 July 2017 - 03:18 PM
Edited by edwardb, 11 July 2017 - 03:24 PM.
Posted 11 July 2017 - 04:37 PM
Great article.
Thanks for sharing this side of the business again.
With regards to new machines you made back then, what in your memory would have been the biggest success in terms of - yes that was a great machine ?
Also, from a testing point of view, did you ever build machines up until you were just about to pass out and think - nope - not going to work and kill the whole project. How far down the chain would it be possible and realistic to have a dud and the manafacture pull the plug ?
Posted 11 July 2017 - 04:44 PM
Great article.
Thanks for sharing this side of the business again.
With regards to new machines you made back then, what in your memory would have been the biggest success in terms of - yes that was a great machine ?
Also, from a testing point of view, did you ever build machines up until you were just about to pass out and think - nope - not going to work and kill the whole project. How far down the chain would it be possible and realistic to have a dud and the manafacture pull the plug ?
Psycho Cash Beast was a defining machine around the 2000's - i remember going to see one in Manchester and thinking "what a bloody weird name" but the game was brilliant - the "I can forsee the Future" was a big game changer.
From my point of view (can't speak for edwardb) we sometimes released games that we didn't have a lot of faith in - and sometimes these games would be a success! Other times games that you think would be a big success would fail - i did a game called Hot To Drop at Impulse - everyone internally loved it, but it didn't do well in the field. No idea why. It was basically a Wipeout move on and (i thought) played really well.
The big downside of making fruit machines was that once you had the vac-forms and artwork and looms made, it was a VERY expensive process to change things, so you had to try and get it right at the start, or at least not make big changes late on.
Posted 11 July 2017 - 04:46 PM
Great thanks for that!, so if i did have an original idea and not a DOND clone, do you think any manufacturer would be interested ? - i did the same with you i.e. went to Maygay, but didn't have the confidence to go any further - my idea was direction and dice game - x marks the stop - I know maygay released a game called that but not with my concept - coincidence i think.
I used to make fruit machines in my Amiga using Deluxe Paint 3, and Easy Amos, really wish I could get the language back again, as I spent many hours doing these machines, I used a random fuction for the wheels, and they flashed random symbols - never could work out how to display a reel band and masked - I also only had 1.5mb of ram to work with and 1.44 mb of floppy disks - if i kept the knowledge up know - god knows where Id be.
Posted 11 July 2017 - 04:49 PM
Edited by phattbloke, 11 July 2017 - 04:49 PM.
Posted 11 July 2017 - 05:02 PM
Great article.
Thanks for sharing this side of the business again.
With regards to new machines you made back then, what in your memory would have been the biggest success in terms of - yes that was a great machine ?
Also, from a testing point of view, did you ever build machines up until you were just about to pass out and think - nope - not going to work and kill the whole project. How far down the chain would it be possible and realistic to have a dud and the manafacture pull the plug ?
Posted 11 July 2017 - 05:04 PM
Posted 11 July 2017 - 05:06 PM
Wayne; honestly you have almost no chance. Try by all means, but you'll struggle. I was 14 when I wrote to Maygay and my youth helped considerably.
You would be better doing it yourself as an app for a phone in my opinion.
It certainly won't make you rich, I can promise you that!
Yes, I wrote to Maygay when i was about that age too, can't remember the person who I wrote to now, wish i perused this now
Posted 11 July 2017 - 05:08 PM
Posted 11 July 2017 - 05:29 PM
Wayne; honestly you have almost no chance. Try by all means, but you'll struggle. I was 14 when I wrote to Maygay and my youth helped considerably.
You would be better doing it yourself as an app for a phone in my opinion.
It certainly won't make you rich, I can promise you that!
I concur with this - i don't think people not having ideas is the problem, it;s the market not accepting them that is.,..
Phattbloke, can you remember the names of those awful Maygay machines that were on test in Namco Nottingham?
I dread to think how much money Maygay burnt on that series of crap games. Millions, surely. Every week another pile of crap.
Reg; no once glass and vacs are done it's too late to change. About £20k has gone by then. Imagine telling your boss you just wasted that much money......!
I don't actually - i remember playing the games from BGT (remember them?) with the ball for the repeat feature!
Posted 11 July 2017 - 06:24 PM
Was that machine 'Random Replay' what a cracking machine, the jackpot repeat was apparently random.
BGT made some really playable lo-tech machines.
J
// stumblin' in the neon groves
Posted 11 July 2017 - 06:27 PM
MAX-A-MILLION Was another great game from bgt.Cheers for the explanation,on the coding and building of games.
Posted 11 July 2017 - 06:30 PM
Posted 11 July 2017 - 07:05 PM
Was that machine 'Random Replay' what a cracking machine, the jackpot repeat was apparently random.
BGT made some really playable lo-tech machines.
J
Certainly was - with the "piano keys" cabinet...
Every software engineer there had a company car...
They went bust VERY quickly!
Yep Random Replay. Good concept but operators hated it. One week it would make a £1000, the next it would lose the same amount.
We had one at Mazooma for stats playing, we rewired the ball unit to keep launching and record the results. We did 100,000 launches and found quite a bias towards the 4th from left channel. So by making that channel red, you would get more losses and therefore control the repeats a bit.
Those BGT games were dreadful. Nice artwork but crap gameplay.
So pretty much like random games nowadays then
Posted 11 July 2017 - 08:39 PM
Posted 11 July 2017 - 08:57 PM
great topics and love reading this one in particular some great slots in the 90's with great artwork, maygay did some cracking machines from early nineties to 2000
Posted 11 July 2017 - 09:02 PM
Do you think the fruities will ever come back then, bit like Ace with the band aid - seen one - seen them all, and back in the £4 j/pots with the super £2 repeater, theme went on for ages then moved on - to be honest any DOND type machine just puts me off now - and they are appalling play now- trail held for 20 spins etc, or messages promising the Earth and world peace within another 10 x £1 play - for a £2 board.
Posted 11 July 2017 - 09:11 PM
They never gonna come back wayne123, the reason the slots were so good back then is mainly the win ratio was good, now its just shocking in comparison.
Posted 11 July 2017 - 10:11 PM
For UK games I think Roller Coaster, PCB and probably Jewel in the Crown, together with a lot of the mid 90s Barcrest and JON games were milestones for me.
Those three games are definitely among my list of fruit machines that broke new ground in game design. I'd also include Maygay's It's a Knockout which had the first 'invincible' feature indicator with the red lamps in the water tank. Fantastic game that was; I remember at the time really appreciating the time and effort that must have gone into that game.
This is a great thread by the way!
Great to document how games have evolved over the years
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