Ah ok, I see, everyone had a username/password. You logged in and got £30, reset every weekly.
You played machines, any available for the emulator I assume and not limited to one machine and once it was gone, it was gone.
I do sometimes, say to myself, ok £10 - £50 depending on what machines I'm playing, see how long it lasts. Yes it does then, make me play other features, rather than just going for it. I have left a few machines buzzing by running out of money. We have so many machines playable, if you're disciplined enough, you can easily go on to play other machines and forgot then it's a nice surprise when you come back to it, months later.
Probably I'm talking bollocks, but hey what's new.
Not at all, that's exactly what I often do when I fire up a machine in the emulator, just say to myself 'Right you've got £20 and then you're skint', or £30 or £50 or whatever, with some of the more modern AWPs I'll go £100, £150 etc. Point being I'll sometimes set myself a limit, use F11 to change the session stats to Profit/Loss, and when it's gone it's gone, at which point I close the machine down. (And that then does the other thing you're talking about there, which is that the machine is in an 'unknown' state next time you fire it up, because you've forgotten what happened last time )
I can see the appeal of what's being described with Amber's online functionality, and if it ever happens in MFME then for sure that'd be cool, but TBH with the autoplay feature now in MFMEV6 the 'grind' element of getting a machine settled down and in a natural state is completely answered, and it's pretty easy to just share RAM+GAM files with each other, Reg even has a thread over at DIF for them.
There is the question of when does an emulator stop being an emulator, and I quite like the way MFME is such a compact, efficient, reliable chunk of code - does a 'virtual arcade' really fit into that mould?