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FST 10C
3/21/17
8-Bit Fortune
Introduction:
Come on up and spin the wheels of 8-Bit fortune! Every carnival needs new and
innovative ways to make more money. One of the easiest ways for a carnival to make money is
through the games that they have. These games require no skill, and are won through probability.
In order for the games to make money in the long run they have to be in the favor of the carnival,
but they also cannot seem improbable for the player to win. We have been chosen to invent a
new and creative game to help the carnival make as much profit as possible. In order to make a
profitable game our team has to delve into the interesting field of probability, and explore the
concepts of how to construct, interpret, and analyze the probability of winning and losing a
carnival game.
This image shows the spinner after it has been constructed. As shown in the picture the
spinner has a 8-Bit theme. This is shown by the decals on the spinners.
The game that was designed consists of three different spinners. Each of the spinners that
were incorporated in the game have different chance of winning that certain spinner. Each one of
the spinners have 8 segments to it. The outermost spinner has a 75% chance of winning and
continuing on. The second spinner has a 50% of being won and continuing on. The innermost
spinner is the hardest to win, as it only has a 25% of being won. To proceed the next inner
The game costs $2 per play, but the reward is much larger at $8. Although the big prize is
$8, due to the player paying $2 to play it will only be $6 that they truly gain. To play the game
the player will start by spinning the outermost wheel, which contains 8 sections. Seventy five
percent of this wheel will be a win for the user, and will be marked by an 8-bit gold coin.
However, if the player spins the wheel and it ends up on the 8-bit skull and crossbones then this
will be considered a loss. If the player succeeds then they will continue on the the second (50%)
wheel. If the player wins on this wheel they have the option of dropping out of the game for a
win of $1 or they can spin the third (25%) wheel. If the player decided to move onto the third
spinner for the chance of winning $8 and they do not win then they will not receive any rewards.
If they succeed then they will receive their substantial reward of $6.
This game will have a sample space of losing the initial price of the game, winning the
final prize, and winning the drop prize. There are multiple ways to lose the initial price of the
Spinner 1 2 3
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$ -2 -2 -2
The spinners are set up so that they have a 75% chance to win the first spinner, a 50% to
win the second spinner, and a 25% to win the final spinner. This table shows the probability of
losing the initial price if only that spinner is spun. The first spinners probability of losing does
The probability of losing the initial price on the second spinner is ½, but only if that is the
only spinner being spun. To calculate the probability of losing on the second spinner, the
probability of winning the first must be multiplied by losing the second. This calculates out to a
The probability of losing the initial price on the final spinner is 3/4 , but once again only
if that is the only spinner being spun. The previous probabilities must be calculated into the
probability of losing. This calculates to a P(L) = 0.28125 chance of losing on the final spinner.
This probability is for losing the game at any point of the game, whether it be the first
spinner, the second spinner, or the final spinner. This probability ends up being P(L) = 0.90625.
The probability of winning the entire game comes out to be P(W) = 0.09375, meaning
there is not a very high chance of winning. From afar, this game may look easy, but from a
mathematician's’ perspective it is easy to tell this game will most likely take your money.
This game was set up to make money, but how much money will it make? To find this
the expected value of the numbers must be taken. The values found above will be used to find
$ -2 +6
This table is from the players perspective. The player can expect to lose $1.25 per game.
This is found by taking the expected values found and adding them together.
$ -6 +2
This table is from the perspective of a game owner. The owner can expect to win $1.25
per game played. This is found the same way as before, adding the expected values. The amount
the owner can win will only get bigger as more people play games.
The second simulation consisted of running 50 trials using the actual project. A trial was
one spin per spinner. If they did not make it to the end of the third spinner, they did not win.
$ -2 +6
E($) -1.8 .6
Table 4 states the basic values of the game in order to interpolate the expected value of
the game.The player has an estimate of losing $1.2 per game, this means that the game owner
The second simulation consisted of running five-hundred trials and calculating the overall
relative frequency. Each trial will be performed online by selecting a series of digits that
constitutes a win out of the total amount of possible outcomes and will have to pass three levels
to win.. This ratio will depend on the level of the spinner that the simulation is adhering to. For
example, the amount of digits that constitute a win will be less on the second level than the first
level since the hypothetical probability of winning is lower on the second level than the first. The
first level will contain the simulation values with six wins possible, the second will have four
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wins possible, and the third will have two wins possible. Each level will have eight total
outcomes to match its own probability. If the simulation passes all three level barriers then a win
will be recorded. The following data will be shown in the perspective of the players.
$ -2 +6
This table gives the results collected from the online simulation. The expected value for
the player was that they would lose $1.04 each game per 500 trials.
Figure 6. Simulation 2.
This set of random numbers showcases the method of collecting data through the use of
Figure 7. Simulation 3.
This Java simulation was made in JCreator (see Appendix A). The expected count for the
5000 trials is the player will lose about $1.50 per game. The player could earn $30000 if they
V. Summary:
This game is a 3-level spinner game made up of seemingly concentric circles. As the
player goes through the levels, the percentage of gold coins, which in this case are the winning
spaces, decrease making it harder for the player to win. This game, although it may look easy to
win, is in fact very hard to win with a P(W) = 0.09375. You can expect to earn $13000 in 5000
trials, which as a carnival game would be relatively easy to get that many players. This game will
attract players due to how simplistic it looks and its’ addictive nature of how fast and easy it is to
play. The design of this game will attract even more players that enjoy pixelated games. Over the
long run as the game attracts players it will also have a very good profit ratio. This game is
simple to maintain and catches the eye of gamers of all ages. The theoretical expected value for
this project was that the player would lose $1.25. The average of all of the expected values
gathered through simulations is that the player would lose $1.2467 per game they play.
In this project the work flow went as follows, we all had worked on the math and checked
through the paper. Ethan had constructed the program, wrote the summary and typed up the
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theoretical probabilities. Kevin had built the actual game and conducted simulation 2. Joe wrote