Silly Slots

Depending on the colors and shapes on the slot machine, decide whether to pull the lever or keep the slots.

### Next Released Module

Simon States

The Silly Slots module presents the defuser with a basic slot machine and depending on what slots you get determines whether you keep them or pull the lever. The process is repeated up to four times, as indicated by the lights at the top of the module.

## Manual Pages

* Original
* Lookup table (Timwi)
* Optimized (WhiteShadowZz)

## On the Subject of Silly Slots

Sassy Sally said sorry since soggy Steven slurped soup.

View Original

Only press the KEEP button when the slots are in a LEGAL state. Only pull the lever when the slots are in an ILLEGAL state. The module will automatically defuse after 4 pulls of the lever.

The slots are in an ILLEGAL state if any of these statements are true:

* There is a single *Silly Sausage*.
* There is a single *Sassy Sally*, unless the slot in the same position 2 stages ago was *Soggy*.
* There are 2 or more *Soggy Stevens*.
* There are 3 *Simons*, unless any of them are *Sassy*.
* There is a *Sausage* adjacent to a *Sally*, unless every adjacent *Sally* is *Soggy*.
* There are exactly 2 *Silly* slots, unless they are both *Steven*.
* There is a single *Soggy* slot, unless the previous stage had any number of *Sausage* slots.
* All 3 slots are the same symbol and colour, unless there has been a *Soggy Sausage* in any previous stage.
* All 3 slots are the same colour, unless any of them are *Sally* or there was a *Silly Steven* in the last stage.
* There are any number of *Silly Simons*, unless there has been a *Sassy Sausage* in any previous stage.

*UNDERLINED* words are placeholders, substitute them for the correct word using the matrix below and the keyword found on the module's display. This keyword changes when the lever is pulled.

## On the Subject of Swiftly Subduing Silly Slots

View Original

Use the table below to convert the symbols to letter A-D and the colors to numbers 1-3.

Find the three colors (row), the first two symbols (columns) and the third symbol (inside the cell).

*K* = keep, *P* = pull, rest is a condition of keep.

**n*^3* = *n*th slot 2 stages ago was 3.

*<D*, *<2F* = previous stage had any D/2F.

*«1D*, *«3F* = any earlier stage had a 1D/3F.

*&* = logical and.

## On the Subject of Silly Slots

Sassy Sally said sorry since soggy Steven slurped soup.

View Original

Only press the KEEP button when the slots are in a LEGAL state. Only pull the lever when the slots are in an ILLEGAL state. The module will automatically defuse after 4 pulls of the lever.

The slots are in an ILLEGAL state if any of these statements are true:

### ***Keyword: Sassy***

* There is a single *Red* *Bomb*.
* There is a single *Blue* *Cherry*, unless the slot in the same position 2 stages ago was *Green*.
* There are 2 or more *Green* *Coin*s.
* There are 3 *Grape*s, unless any of them are *Blue*.
* There is a *Bomb* adjacent to a *Cherry*, unless every adjacent *Cherry* is *Green*.
* There are exactly 2 *Red* slots, unless they are both *Coin*.
* There is a single *Green* slot, unless the previous stage had any number of *Bomb* slots.
* All 3 slots are the same symbol and color, unless there has been a *Green* *Bomb* in any previous stage.
* All 3 slots are the same color, unless any of them are *Cherry* or there was a *Red* *Coin* in the last stage.
* There are any numbers of *Red* *Grape*s, unless there has been a *Blue* *Bomb* in any previous stage.

### ***Keyword: Silly***

* There is a single *Green* *Grape*.
* There is a single *Blue* *Coin*, unless the slot in the same position 2 stages ago was *Red*.
* There are 2 or more *Red* *Cherry*s.
* There are 3 *Bomb*s, unless any of them are *Blue*.
* There is a *Grape* adjacent to a *Coin*, unless every adjacent *Coin* is *Red*.
* There are exactly 2 *Green* slots, unless they are both *Cherry*.
* There is a single *Red* slot, unless the previous stage had any number of *Grape* slots.
* All 3 slots are the same symbol and color, unless there has been a *Red* *Grape* in any previous stage.
* All 3 slots are the same color, unless any of them are *Coin* or there was a *Green* *Cherry* in the last stage.
* There are any numbers of *Green* *Bomb*s, unless there has been a *Blue* *Grape* in any previous stage.

### ***Keyword: Soggy***

* There is a single *Blue* *Bomb*.
* There is a single *Green* *Coin*, unless the slot in the same position 2 stages ago was *Red*.
* There are 2 or more *Red* *Grape*s.
* There are 3 *Cherry*s, unless any of them are *Green*.
* There is a *Bomb* adjacent to a *Coin*, unless every adjacent *Coin* is *Red*.
* There are exactly 2 *Blue* slots, unless they are both *Grape*.
* There is a single *Red* slot, unless the previous stage had any number of *Bomb* slots.
* All 3 slots are the same symbol and color, unless there has been a *Red* *Bomb* in any previous stage.
* All 3 slots are the same color, unless any of them are *Coin* or there was a *Blue* *Grape* in the last stage.
* There are any numbers of *Blue* *Cherry*s, unless there has been a *Green* *Bomb* in any previous stage.

### ***Keyword: Sally***

* There is a single *Blue* *Bomb*.
* There is a single *Red* *Grape*, unless the slot in the same position 2 stages ago was *Green*.
* There are 2 or more *Green* *Coin*s.
* There are 3 *Cherry*s, unless any of them are *Red*.
* There is a *Bomb* adjacent to a *Grape*, unless every adjacent *Grape* is *Green*.
* There are exactly 2 *Blue* slots, unless they are both *Coin*.
* There is a single *Green* slot, unless the previous stage had any number of *Bomb* slots.
* All 3 slots are the same symbol and color, unless there has been a *Green* *Bomb* in any previous stage.
* All 3 slots are the same color, unless any of them are *Grape* or there was a *Blue* *Coin* in the last stage.
* There are any numbers of *Blue* *Cherry*s, unless there has been a *Red* *Bomb* in any previous stage.

### ***Keyword: Simon***

* There is a single *Green* *Cherry*.
* There is a single *Red* *Bomb*, unless the slot in the same position 2 stages ago was *Blue*.
* There are 2 or more *Blue* *Coin*s.
* There are 3 *Grape*s, unless any of them are *Red*.
* There is a *Cherry* adjacent to a *Bomb*, unless every adjacent *Bomb* is *Blue*.
* There are exactly 2 *Green* slots, unless they are both *Coin*.
* There is a single *Blue* slot, unless the previous stage had any number of *Cherry* slots.
* All 3 slots are the same symbol and color, unless there has been a *Blue* *Cherry* in any previous stage.
* All 3 slots are the same color, unless any of them are *Bomb* or there was a *Green* *Coin* in the last stage.
* There are any numbers of *Green* *Grape*s, unless there has been a *Red* *Cherry* in any previous stage.

### ***Keyword: Sausage***

* There is a single *Blue* *Coin*.
* There is a single *Red* *Grape*, unless the slot in the same position 2 stages ago was *Green*.
* There are 2 or more *Green* *Cherry*s.
* There are 3 *Bomb*s, unless any of them are *Red*.
* There is a *Coin* adjacent to a *Grape*, unless every adjacent *Grape* is *Green*.
* There are exactly 2 *Blue* slots, unless they are both *Cherry*.
* There is a single *Green* slot, unless the previous stage had any number of *Coin* slots.
* All 3 slots are the same symbol and color, unless there has been a *Green* *Coin* in any previous stage.
* All 3 slots are the same color, unless any of them are *Grape* or there was a *Blue* *Cherry* in the last stage.
* There are any numbers of *Blue* *Bomb*s, unless there has been a *Red* *Coin* in any previous stage.

### ***Keyword: Steven***

* There is a single *Red* *Coin*.
* There is a single *Green* *Cherry*, unless the slot in the same position 2 stages ago was *Blue*.
* There are 2 or more *Blue* *Grape*s.
* There are 3 *Bomb*s, unless any of them are *Green*.
* There is a *Coin* adjacent to a *Cherry*, unless every adjacent *Cherry* is *Blue*.
* There are exactly 2 *Red* slots, unless they are both *Grape*.
* There is a single *Blue* slot, unless the previous stage had any number of *Coin* slots.
* All 3 slots are the same symbol and color, unless there has been a *Blue* *Coin* in any previous stage.
* All 3 slots are the same color, unless any of them are *Cherry* or there was a *Red* *Grape* in the last stage.
* There are any numbers of *Red* *Bomb*s, unless there has been a *Green* *Coin* in any previous stage.

## Striking and Solving

The module will cause a strike if:

* The KEEP button is pressed when the slots are in an ILLEGAL state.
* The lever is pulled when the slots are in a LEGAL state. The slots will still change.

The module will be disarmed when:

* The KEEP button is pressed when the slots are in an LEGAL state.
* Once the lever is pulled four times causing all four lights to light up, the module will disarm on the next lever pull.

## Strategy/Trivia

* Contrary to the way the manual page looks like, it is actually faster to translate the symbols on the module into the words of the placeholders.