Fruit Machine 27
Description and Rules
Fruit Machine 27 is a game with three
reels. A game result consists of 3x3 symbols,
each reel showing a section of three symbols.
Screenshots
The following image shows a screenshot of the game:
Figure 1: Screenshot of Fruit Machine 27
Features
3 reels
27 paylines
Joker: The Joker is a replacement for other symbols.
Double Win: Double your winnings with nine identical symbols!
Exciting Bonus Meter: With each Joker – even without winnings – the bonus meter goes up. The
bonus meter multiplies the next set of winnings. After winnings have been won, the meter starts
again from one. The bonus meter is managed separately for each bet value.
Gambling: Winnings can be achieved by multiple doubling of winnings after the game. After each
game won, gambling starts. Winnings can be doubled in various rounds. There is also the security
stage which acts as an extra part of the game: if the blue symbol appears, the actual amount of
winnings cannot be lost in the rounds which follow.
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Paytable
The following table shows the winning factor for all winning combinations. The winning factor
represents the multiple of the bet value that is returned to the player when the winning combination
occurs.
Combination Factor
3xCherry 1
3xLemon 2
3xOrange 3
3xPlum 4
3xMelon 7
3xGrapes 10
3xJoker 80
Table 1: Winning Factors of Fruit Machine 27
User Interface
The following picture shows an example screen of a game with all GUI elements. The GUI elements
are either contained in the panel at the bottom of the screen or in the top right corner and they are
the same in all games.
Figure 2: Example Screen of a Game with GUI elements.
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The following list describes the function of all GUI elements shown in figure 2:
1. The start button to start a game
2. The autostart button to start games automatically:
If a game is finished the next game is started without user interaction
3. The paytable button: The player can view a paytable listing the winning amounts of all
winning combinations by pressing this button.
4. The bet control: The value shows the current bet value.
It can be changed with the “+” and “-“ buttons.
5. The win display: If the player wins, the amount won is shown in this field.
6. The credit display: Shows the current account balance of the player
7. The denomination display: Shows the denomination factor.
8. The game over display: The text “GAME OVER” is shown when the game is in idle mode and
waiting for user interaction
9. The sound on/off button: The player can turn the sound on/off by pressing this button
10. The real time clock: Shows the current time.
11. The close button: The player can close the game by pressing this button.
12. The full screen toggle button: The player can turn the full screen mode on/off by pressing
this button.
Bet Values and Denomination
All games use a denomination of 1 point of credit equals 0.01 Euro (=1 Eurocent). The following
possible bet values are allowed: 10, 20, 50, 100, 200 and 500.
Gambling
During this secondary game the player can bet the previously won amount with the possibility to
double it but also with the risk to lose it. The player can play a theoretically indefinite number of
gambling rounds after he or she has received a win in the main game. In each round he or she can
double the current win.
Symbols
The following symbols are possible outcomes of the game:
Heart (red) Diamond (red) Spade (black) Club (black) Star (blue)
Figure 3: Symbols of Gambling
Screenshots
The following image shows a screenshot of gambling:
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Figure 4: Screenshot of Gambling
The following list explains the GUI elements of the gambling shown in the screenshot in figure 4:
1. The collect button: When the player clicks this button, he quits gambling and collects the
current amount shown in the field for the current win (number 5).
2. The red button: The player can click on this button to choose the red symbols (heart and
diamond). A click on this button leads to the evaluation of the gambling round: The die stops
spinning and shows a symbol. If it is a red symbol (heart or diamond) then the player wins.
3. The black button: The player can click on this button to choose the black symbols (spade and
club). A click on this button leads to the evaluation of the gambling round: The die stops
spinning and shows a symbol. If it is a black symbol (spade or club) then the player wins.
4. The die: This field shows the spinning die (while still waiting for user interaction) resp. the
stopped die with the final game outcome.
5. The potential win: Shows what the win will be raised to if the player wins the next gambling
round.
6. The saved win: Shows what the win will drop to if the player loses the next gambling round.