The ticker described above does not require any timers, any special clocks, or anything like that. I called it a ticker because it's something you'll be ticking away manualy. Within your main loop, have something like this. if (Ticker>0 ){Ticker--;} (Obviously, you'll need 3 of these.. One for each reel. So you can probably use TickerA,B and C.) When you set the ticker variable up to something like 120, it'll gradually reduce until it's back to 0. So, when the player hits A, set the first reel's ticker to 100, then second to 140, and the third to 160. If you can get those randomly, that'll be better. if (Pad.hit.A) {TickerA=100; TickerB=140;TickerC=160;} And, set off the spinning like you did earlier. Next, remember to keep the little reducer active, so it keep them ticking downwards, and once the ticker hits 0 again, stop the reels.. if (TickerA==0) { // stop the 1st reel here. } if (TickerB==0) { // stop the 1st reel here. } if (TickerC==0) { // stop the 1st reel here. } And, that should roughly be enough. Think of it like this. (assuming it were a real fruit machine..) When you push the button, you set reel 1 off with enough momentum to pass 100 fruit, 2 with 140 and 2 with 160. Then, as each fruit passes by the middle row, it clicks a little ticker which counts how many have gone by. As soon as the momentum's done, the fruit machine knows how many fruit have passed, because it's been ticking along as it goes. In our case, we're ticking backwards, but also using it to do the momentum too. It means rather than having both a momentum value, AND a ticker, we only really need one of them. It's much easier this way. This post is from -- http://socoder.net/index.php?topic=976