---
title: 'Free Winning Roulette System'
source: 'https://youtube.com/watch?v=kGcSr-OSjrw'
video_id: 'kGcSr-OSjrw'
date: 2026-07-24
duration_sec: 2279
channel: 'Roulette Physics'
---

# Free Winning Roulette System

> Source: [Free Winning Roulette System](https://youtube.com/watch?v=kGcSr-OSjrw)

## Summary

This video provides a crash course in visual ballistics for roulette, a technique that uses visual observation of the ball's speed and the wheel's diamonds to predict where the ball will land. The instructor explains how to identify a consistent deceleration point, record reference numbers, and use statistical analysis to determine the most likely landing zone.

### Key Points

- **Roulette Wheel Components** [00:43] — The wheel has metal deflectors (diamonds), a rotor with pockets, pocket separators, and a ball track. Diamonds can be vertical or horizontal.
- **Dominant Diamonds** [01:28] — Dominant diamonds are hit more frequently by the ball (e.g., 60-70% of the time on a wheel with 8 diamonds). This non-random behavior can be exploited.
- **Consistent Revolution Timings** [02:09] — In the last 4-5 revolutions, the ball's speed becomes consistent. The ball takes about 5-6 seconds for the last 4 revolutions and bounces about 9 pockets after hitting a diamond.
- **Recording Reference Numbers** [03:57] — When the ball has a known number of revolutions left (e.g., 4), note the number under a specific diamond (number A). After the ball lands, record the winning number (number B). Repeat for 20-60 spins.
- **One Revolution Prediction** [05:46] — With one revolution left, observe the number under the diamond. This is easier to learn and requires only a few spins to gauge the ball's speed.
- **Visual Ballistics Technique** [09:07] — The method involves identifying a target speed where the ball consistently has the same number of revolutions left. Record number A (under diamond) and number B (winning number) for each spin.
- **Sudden Deceleration Point** [12:14] — The ball does not decelerate evenly; it suddenly slows down at a consistent point. This point is used as the reference for recording number A.
- **Charting Data** [25:37] — Plot the distance in pockets between number A and number B for each spin. Look for groupings of high bars (frequent distances) to identify the most likely landing zone.
- **Betting Application** [28:01] — Bet on an 18-pocket arc around the reference number A. Skip spins where the rotor speed is inconsistent.
- **Statistical Analysis Results** [35:52] — The green areas on the chart indicate peaks where the ball lands most frequently. This technique is simplistic but can be profitable with proper application.

### Conclusion

Visual ballistics is a basic but effective method for predicting roulette outcomes by observing ball speed and diamond hits. More advanced techniques exist, but this crash course provides a foundation for beginners.

## Transcript

of the roulette wheel firstly we've got the metal deflectors otherwise known as diamond around the wheel this wheel has eight of them I've got four of the vertical diamonds and we've got the four of the horizontal violence horizontal
because it goes that way and really cool that way then we've got the rotor the rotor is the spinning part of the wheel we've got the pockets where the ball actually lands to the pocket separators the metal part between the pockets and
the ball track the ball track is where the ball actually rolls that subject to wear and tear which usually coated in a kind of epoxy resin
called dominant diamonds look at the diamond tier now indominus diamonds is when the ball hits particular diamonds more frequently than others play for example a wheel with $2 diamonds take nearing here the for more hit these
diamonds roughly 60 70 percent of the time more default will miss these particular diamonds and it's not random and we can diamonds and it's not random and we can actually take advantage of that
consistent revolution timings now especially towards the end of the spin with the last four or five four or five revolutions these action titling for the revolution of the ball is being reasonably consistent so when they say
four revolutions to go it might be about five or six seconds for the ball to complete those last four revolutions keep that diamonds and fall from that point the ball might bounce hit design it and bounce about nine or so pockets
it and bounce about nine or so pockets so if we knew essentially on a server at a consistent speed if we knew when the ball has four revolutions to go we could look at the number underneath that diamond and then we compare where the
ball actually does land and what best then when you pop it and then we know from future spins when there's four revolutions to go that's where we place our bet so just to recap just to explain what I
mean we look we have a method and that's very a lot of different methods to measure the actual ball speed but let's say for example we knew every time when the ball has four revolutions to go before
actually hit this diamonds or lands in this region and then we know from there the ball mostly bounces about nine or so poppers what visual ballistics actually does is not the point when there's four or so revolutions to
go until the ball falls in that region and bounces again
point of time with the ball the TR and its full revolutions to go and there's its full revolutions to go and there's number 27 underneath the diamond then we work through the ball to fall and say three lands on number 33 so on one
particular line on a piece of paper with right there's 27 comma 33 that tells us the initial reference number is 27 and then you know might be 33 then we count
the distance in pockets between them which are we do that repeat that process over about 20 30 depends on it the wheel how many spins you need to be able to 60 or so to repeat that and find out what particular distances most frequently
happens now you can also get a lot of different conditions such as multiple people overall busily with whatever you want to cause there's a lot of different things that can happen but this is only explaining the basics
you can predict when there's one revolution to go and when there's one revolution to go the ball will be here and it will look at the number and it will look at the number underneath that that diamonds now you'll
often find that you'll be a revolution off here and there that's perfectly fine all it does is just increase number of Peaks but they overlap anyway but that's a bit more advanced into that so we're looking for the when there's one
looking for the when there's one revolution to go it's really not hard to do you only need to watch a few spins to know at what speed the ball falls the more gradual the ball acceleration the higher it is so we're getting close now
higher it is so we're getting close now now probably the last revolution not now probably the last revolution not hard to do there's one revolution to go and we're looking when there's one revolution to
go looking to know what nobody underneath there but just is one more underneath there but just is one more time for what is one revolution go time for what is one revolution go almost dead last one now coming around
almost dead last one now coming around okay so it's pretty easy to do and this so that gets a lot more involved in this hit time we're going to be doing the
same thing but we need one revolution to go observe the number under that go observe the number under that darkness again you might occasionally be
in one revolution off that's perfectly fine looks like about six maybe one fine looks like about six maybe one mobile revolution yes 31 okay in that mobile revolution yes 31 okay in that case is right there 31 come up
case is right there 31 come up 23:31 223 account back negative a few 23:31 223 account back negative a few spaces needs Nidal so this is a crash course so again
hopefully no just a truck okay sylars without 717 so let's just looking at the last revolution and the reference number in the next part I'll show you
how to get a fiction much earlier with enough time to place your bets people like one or more bets in case you or one room it wasn't like that I help
or one room it wasn't like that I help you actor yeah that make relay predictable you also learn the basics of visual ballistics techniques which is simply visually determining where the ball is most
likely to land in this video or teach you how to get visual ballistics predictions much earlier so you still have time to bet before no more bits is called this particular technique is not the most effective you can get but it's
very easy to learn which is why we're teaching it here let's get started is at a specific target speed when the ball is at this target speed even on
amount of revolutions left before it falls when we've determined the ball is at this target speed we know which number on the wheel is under a specific diamond or metal deflector on the wheel we call this number number a then we
wait for the ball to fall we can call the winning number number B so every different spins we will have lots of sets of data consisting of a comma B sets of data consisting of a comma B then on another spin is a comma B and so
then on another spin is a comma B and so on I'll show you an example we start by on I'll show you an example we start by observing the ball as it goes around we just an example not an actual application just watch through the
numbers let's say for example and I'll pause it when the ball is at a pause it when the ball is at a particular diamond okay so in this case particular diamond okay so in this case the number underneath this diamond when
the ball is at this point is number 17 that would be our number a and this is assuming the ball is at our target speed now we wait for the ball to land
and the ball lands on one so our first spin sample will be 17 comma 1 now we'll do another spin as an example we're watching the ball as it slows down and this particular diamond when the ball is at a specific speed they'll pause it win
at a specific speed they'll pause it win the ball for example say for example the ball is at this target speed now our reference number will be 19 then we wait reference number will be 19 then we wait for the ball to land again
point it's fairly simple now we need to a way to measure the ball speed we need to know when the ball is at the same speed on each independent spin I'll speed on each independent spin I'll explain this part next there are many
ways to do this it does vary between wheels B to R depending on what is possible but the again the method I'm going to explain to that pretty much anyone can learn doesn't take long at all
on most wheels the ball does not slow down and at a constant even rate you will notice the ball starts off very fast for the first few revolutions then suddenly drops in speed you can see this occur without any electronic equipment
I'll just show an example watch on this spin the ball starts very very fast it's spin the ball starts very very fast it's a fairly even deceleration at this point a fairly even deceleration at this point and watch for it to suddenly decelerate
and watch for it to suddenly decelerate notice li around about hat now now at notice li around about hat now now at that point the ball is the same speed on
different spins so if we were to play all the way to the end and repeat all the way to the end and repeat another spin you will notice the same effect I call this a sudden point of deceleration other people call it
different names but that's what I call it so once again it starts off fast wait for the southern point of deceleration we're going through it about now okay so
what we're going to attempt to do is we're going to attempt to get the reference number which is number a when the ball is beneath this above this reference number at that time that's number eight
video so again the ball starts off very fast we want it to do a complete revolution after the ball is sudden - certainly - celebrated okay so number 20
certainly - celebrated okay so number 20 will be our first number
and 29 is the winning number so what we've written down is 20 comma 29 now we'll repeat this for as many spins as it is practical generally speaking for
the average wheel anywhere between 50 to 60 ad so 15 to 60 spins per direction we're just going to do just a few just because we're not doing a full course because we're not doing a full course here it's a bit of a crash course
so again waiting for the sudden point of deceleration
next the number which is the winning number now to this point we're going to count the number of ball revolutions until the end so it's one two three four
until the end so it's one two three four five six so for the last one seven so seven revolutions and then it under shot this diamond so that's seven revolutions
this diamond so that's seven revolutions 28 now we'll repeat this on a different 28 now we'll repeat this on a different spin
we're waiting for the winning number for number B 25 now the object is to when
number B 25 now the object is to when you take the number a the ball is going to complete consistently the same number of revolutions give or take one revolution it's impossible for a visual ballistics player to have it accurate to
one or or less than one so you do have a margin of error which is perfectly acceptable how much margin of error is is acceptable it comes down to the wheel is acceptable it comes down to the wheel and the ball so once again waiting for
the sudden point of deceleration then one revolution after it just to be sure
20 and Counting the revolutions 1 2 3 4 5 6 so the number is 16 and that was six revolutions in the left panel here I've
got the numbers as we've been tracking we've got the number a this number here and the second number which is number B after the dash we have the number of revolutions remaining in the spinning so we take our reference number a then the
ball has six revolutions before it actually falls so six revolutions passes so this particular Dimond so we're going to continue to track like this now of beating wheel so you'd need realistically between thirty to sixty or
so spins we'll probably want to do about ten or so we'll see how we go for time
the time when the ball has reached a sudden deceleration point so zero and sudden deceleration point so zero and comma
the second number is 32 I completed six revolutions so again as I was saying before we're not always going to get the correct revolution down to the exact one we're going to be out usually one revolution sometimes two
so zero and 27 and it went around at six times next bend
revolutions and I think it might've been 7 or just let the video run so you can practice I won't actually pause it this time
see me in the panel here writing down the numbers as I see them
I'm gonna wait a little bit too far out on that one it does happen
going to chart this data now what I mean by charge this data is we need to look at the distance in pockets between number a and number B to each spin this
chart here shows what I'll call the jump camp it's basically the distance in pockets between number a and number B so say for example if the value on the x-axis here is zero that means number a and number B are exactly the same a jump
can of +1 or first of all hang on the scale goes from 0 to plus 18 and then from negative 18 down to negative 1 this is basically a circular chart so that end here on the Left joins up to the end on the right as I was saying a jump
on the right as I was saying a jump count of +1 means that the ball has landed or traveled +1 pockets between number a and number B and in this case the borrow is 2 values high which means the number of times that has happened in
our samples is 2 times now what we need to look for is a grouping of high bars basically where this blue line is above this Green Line it shows the average this is the green value which is the average value and the
blue line is just a modified curve it tells us where the grouping of the high bars are so in this case they're highlighted by the green which means in this area here on the left of the chart and on the right of the top because this
green area here or the highlighted area here is right next to this part here we can actually join them up and this basically tells us that the disc the approximate distance to the ball lands from the reference number a to the
desert to the actual n number number B is around about the same point but that's a it's not an uncommon situation but it makes it easier to apply now if for example this green area or the high bars were in the middle area what that
means is the area we need to bet on which is where the ball is landing is approximately 180 degrees which is opposite number a now give you some actual examples of application these are our sample spins
application these are our sample spins here we'll be betting on roughly the same number as the as number a covering about 18 pockets in that region which is conveniently half the wheel this number here is just the reference time in the
here is just the reference time in the the spins that I'm I'm using so we want seven six or seven revolutions before the ball falls so eleven
just counted as a win because it's within the 18 pocket arc as I may have said earlier you can afford to have quite sloppy application and there are a
lot of other methods that deal with the variation of rotor speeds but this is a very simplistic method and normally we would actually skip this particular spin
that's because the rotor speeds outside the norm
actually missed that one but it was around about 32 I think
let's go to revolution to fire on that one twenty three and four
evolution what actually happens depends on the speed of the rotor the lot of different variables it can be a positive thing or it can be a negative positive thing or it can be a negative thing basically a 50-50 chance zero
number of revolutions because over time we do get a bit sloppy with application
now and the number of revolutions after the number a it's not it's consistent as it is in the first step so it just shows I'm doing something wrong or not it's I'm doing something wrong or not it's good application applications knows
good application applications knows competent
demonstrations on the Internet although the wheels they use is a fair bit easier than this one this is much more difficult to anyone that doesn't know
what they're actually looking at it might look they're like magical cheating might look they're like magical cheating is actually very very basic thing
just to there's one more spin then we'll have a look at the chart
spins these are the spins where we've actually played on now as you can see the green areas are much in the same area the green areas represent the peaks or the high areas this is a proper statistical analysis so on the left hand
side we've got the green area and on the right hand side typically an area we've got a secondary green area in the centre but the main areas are the left and the right and that's exactly where we were betting so in this situation we would
have clearly profited now in this technique that I've actually taught you here again I have to say that it's a very very simplistic technique anyone can use it there are certain circumstances of course where you can't
use it but this is by no means the most effective visual ballistics techniques better with the variation in the rotor speed with this particular technique what you need to do is you need to stick with rotor speeds that are much the same
speed so if you find a dealer speeding the wheel of the road up far too fast or inconsistent with the other spins they just simply skip their spin now with the just simply skip their spin now with the actual the genuine weather system I well
more advanced visual ballistics techniques generally there are two visual ballistics which is what I've just taught you and bias analysis there are a few reasons for it but comparatively they're there all the
techniques and not as effective as what is available in here with them the is available in here with them the modern techniques that I teach
