Vegas Slots Instructions
(I lost my original copy of the instructions - the ones below were transcribed from a
scan of the instruction manual found at the
Handheld Museum site. Many
thanks to the maintainer of that site.)
1. Slide ON/OFF switch up to ON.
(See NOTE below about ON/OFF switch)
2. You have three game variations to choose from when you play this
"one-armed bandit": Press GAME to select 1 (Slot Machine), 2
(Double Dare) or 3 (Take It or Leave It).
GAME 1: SLOT MACHINE - A 1 PLAYER GAME
1. Press ODDS to select 1 or 2.
Note: 1 gives you a greater chance to win; 2 is more like a real slot machine.
2. Press GO to start the game.
3. Press PULL to spin the reels.
4. When the reels stop, your payoff appears in the window. Your points are automatically
added to your pot. Note: Every time you press PULL and don't win any points, your pot
is reduced by 1.
5. Continue to press PULL to spin the reels.
6. Press DISPLAY to show your pot.
7. Continue playing for as long as you wish.
8. When you break the bank (by going over 999) or go broke (your pot is zero), you score
appears on the screen and the game is over. Press GO to return to the options selection
screen.
SCORING
| One |
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in the first position = 2 points |
| Two |
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's in the first two positions = 5 points |
GAME 2: DOUBLE DARE - A 2 PLAYER GAME
1. Try to accumulate points by spinning winning combinations. Press GO to start the game.
Press PULL to spin the reels.
2. You can keep pressing PULL as many times as you dare in a turn except:
| A. When you spin one Bar ( |
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your turn ends.
The points you earned in that turn are automatically added to your pot.
B. When you spin two Bars, your turn ends and you lose all the points you scored in
that turn.
3. When you choose to stop spinning (before you are forced to stop), press TAKE. Your
winnings for that turn are added to your pot. Press DISPLAY to see your pot.
4. The second player takes his turn. Player 2 presses GO to start, then PULL to spin the
reels.
5. After one player reaches 100 points, with both players having had the same number of
turns, the computer will signal you with a Win sound. (see NOTE below on sounds). The
winning player's score is displayed and the player indicator shows which player won.
Press DISPLAY to show the losing player's score.
6. If both players are tied with 100 points or more, the game continues until the tie is
broken.
SCORING:
2 of any other symbols = 2 points
3 of any other symbols = 10 points
GAME 3: TAKE IT OR LEAVE IT - A 2 PLAYER GAME
1. Press Go to start the game. Press PULL to spin the reels. The left and right reels
will spin but the center reel will be covered.
2. After the reels stop your payoff will appear on the screen. A pair gives you 5 points.
All others give you 0.
3. You can press PULL again to uncover the center reel or you can press TAKE to have the
payoff added to your pot without uncovering the center.
Note: Each time you press PULL, your pot is reduced by 1.
4. If you choose to reveal the center, scoring is as follows:
A pair = 5 points.
A triple = 10 points.
| But, any time a |
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appears in the center, your score = 0. |
5. Press TAKE to add your points, if any, to your winnings. Then, press DISPLAY to show
your new pot.
6. The second player presses GO to start his turn. Then, he presses PULL to spin the
reels and play follows as described above.
7. The first player to reach 200 points wins the game. In case of a tie, play continues
until the tie is broken.
Remember to turn the power off when not playing the game.
NOTE: The game's original on/off switch is not simulated - the simulator is always "on".
To simulate the effect of turning the game off and back on (to abandon a game that's not
going well), use the browser's refresh button.
NOTE: The simulator does not reproduce the sounds of the game, such as the "Win" sound
mentioned in the instructions. Javascript does not make it easy to program sounds. If
anyone wants to help add that feature to the game, please contact me. I tried using
pop-up message boxes to notify the player(s) when the game was over and who won, but they
just seemed obtrusive and didn't fit into the simulation.
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M I C R O V I S I O N
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V E G A S
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$ L O T $
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* BY MILTON BRADLEY * |
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Note: Simulator JavaScript tested against IE6, IE7 and Firefox. It has been reported not to
work with a Mac Safari browser, and may not work with others. User assumes all risk.
Simulation Options
Run at Half Speed
Contrast:
Links
Bug Report and Versions
Microvision Simulation Home Page
Blockbuster
Bowling
Pinball
Phaser Strike
German Phaser Strike Program
Links to other simulated Microvision games will go here when (if) they get written
Simulator Notes
This was a tough cartridge to simulate, because the instructions are fairly
vague, and there's so much random chance involved in the game's operation.
Here are some notes that I wrote up about the three game variations to give
some insight on the simulation - some "inside" information that may help
improve your game play. Although really, there's not much here to improve.
Unless you're a gambling addict, this was probably the least entertaining of
all the games released for the Microvision. I had more fun approaching it as
a simulation exercise than I ever did playing the original.
Game variation 1:
Since I have no idea how the original game cartridge calculated the odds of each spin
of the reels paying off, I just had to come up with something on my own. The way I
coded it, when you press PULL the characters on the reels roll by in a cycle: bar,
slash, checkerboard, circle (which seems to be the way the original game worked, as
far as I could tell by watching it).
If the Odds are set to "1", the leftmost reel will spin past a random number
of characters, stopping after at least three, but no more than seven characters have gone by.
This allows for an acceptable "spin time" and ensures that the reel has an equal chance
of stopping on each of the four possible characters. After the first reel stops, the
second will check each character as it goes by to see if it matches the first. If they
match, the game generates a random number between 0 and 99. If that number is less than 40,
the reel will stop (i.e. a 40% chance that the reels will match). If the character on
reel two does not match reel one, it only has a 25% chance of stopping the reel. The
third reel works the same way as the second, which should give decent odds of getting
three of a kind. Slashes are no rarer than any other character, so the big 50 point
payoff should come up every now and then.
If you have the Odds set to "2", the first reel will still spin past a few
characters, but then it will start checking to see what each character is as it
appears. If it's a bar or a circle, it has a 30% chance of stopping the reel.
If it's a checkerboard, it has a 25% chance, and if it's a slash it only has a
20% chance. The character showing on each reel has no bearing on where the next reel
will stop. It should be fairly easy to occasionally hit low paying
combinations (single bar, double bar, triple bars and circles), but fairly
uncommon to hit triple checkerboards and very uncommon to hit the big payoff of
triple slashes. Of course, it's all still based on luck and random chance. While
testing, I would often find myself getting more winning spins on Odds setting 2 than
on 1, both in the simulator and the original game.
Game variation 2:
The original cartridge didn't allow you to choose the "odds" for game 2, and the instructions
don't specify how odds are calculated, so I initally coded it with the reels
independent of each other, and each character having an equal chance of showing up in each window.
But the bar character seemed to appear a lot that way (with
a 25% chance of showing up in each window and three windows to appear in, the odds
were good that at least one bar would show up each turn). This caused the game to
take forever, because each player's turn was usually over after just one or two
spins, and getting pairs and three of a kind was rare. So I adjusted the percentages
so that slash, checkerboard and circle characters are about twice more likely to
come up than the bar is. That seems to make for a playable game.
The instructions are also vague as to whether the bar(s) can show up in any
window, or if it has to be the leftmost window(s). From playing the actual
cartridge, I discovered that it's one bar in any window that ends the turn, and
two bars in any two windows that sets current winnings to zero. Also, if you get
one bar and the other two (non-bar) windows match, you still don't get 2 points.
On the other hand, two non-bar characters in any two windows are worth 2 points,
which is nice.
Game Variation 3
For game variation 3, the reels are coded to spin independently and each reel has an
equal chance of stopping on any of the four characters. For the first reel, a
random number is picked between 3 and 7 (inclusive) and the reel spins by that
many characters before stopping. Once the first reel is stopped, the second
reel picks a number between 0 and 99 for each character that comes up, and if
that number is less then 25 the reel stops. The third reel works the same as
the second, once the second reel stops.
The "covered" middle reel really is spinning, even though the game is programmed
to keep all the "pixels" in that window black until the player decides whether to
uncover it or not. The game isn't "cheating" and picking a character for the
middle window after the other reels have stopped.
As vague as the instructions were for games 1 and 2, those for game 3 are
even less enlightening. While trying to program the simulation, I kept coming
up with questions that the instructions didn't answer. After going back and
playing the original cartridge for a while, here are some points that the
instructions don't mention or aren't fully clear about:
- Both players' pots start at 100. Since every press of PULL knocks a point
off your pot, it's theoretically possible to get down to zero. I coded the
simulator to keep playing in that situation, and just not charge a point for
a PULL if the player' score is zero. I don't know if that's the way the
original game worked, because it's practically impossible to get to zero.
- A point is deducted from your pot every time you press PULL,
including the start of your turn. So if you choose to uncover the middle
window, you're actually deducting 2 points from your pot before any winnings
are added. Unlike game 1, getting a winning spin does not "waive" the
point deduction of PULL.
- In the original game, if you pressed TAKE after the initial spin, the
middle window was not uncovered. You never got to see whether you
would have gotten more or less points if you had pressed PULL again. I
thought that was kind of lame, so the simulator uncovers the window and
shows you what you passed up. It doesn't affect your score at all. This
is the only deliberate difference between the original and the simulation.
- Both players get the same number of turns before the game checks for a winner,
like in game 2. If player 1 goes over 200, player 2 still gets a final turn, even
if he or she is more than 10 points behind and can't possibly catch up. The winning
score is shown when you press GO after player 2's turn, when one (or both) players
are over 200 points and the scores are not tied. Pressing DISPLAY will show the
losing player's score. Pressing GO again returns to the "choose game" screen.
- Your winnings for each turn are not added to your pot until you press TAKE.
When that button is pressed, the score shown for the turn will return to zero,
but pressing DISPLAY will show the current player's total pot so far. Pressing
GO starts the next player's turn. If a player presses PULL twice (to uncover the
middle window) and forgets to press TAKE before pressing GO, their winnings are
automatically added to their pot before the next player's turn begins.
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