Understanding Slot Machine Terms and Math 2017

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The presentation discusses various terms and concepts related to understanding slot machine math and performance analysis.

Some of the terms and concepts discussed include theoretical hold percentage, actual hold percentage, handle, gross, plays, and different machine settings and their effect on performance.

When analyzing machine performance, factors like daily average handle, gross, theoretical hold percentage, actual hold percentage and comparison to manufacturer averages are evaluated. Colors are also used to indicate if values are below, within or above tolerances.

UNDERSTANDING SLOT

MACHINE TERMS AND


MATH
The principles behind the numbers…
1. Please turn your cell phones to silent.
2. I ask that you do not text, or social media during this
presentation.
3. If you must take a call… I WILL STOP THE
PRESENTATION UNTIL YOU RETURN.
• DISCLAIMER: WHAT THE REST OF THE CLASS DOES

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TO YOU THEN, IS NOT MY RESPONSIBILITY.

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4. Please keep all conversations to the entire class, no side

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fo st ch e
conversations or off subject conversations.

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th hen

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1. Ask Questions - Be the hippest “Chick” or “Dude” in the class and

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ask questions related to the topics.

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2. Answer Questions that I present to the class… Even if you think it

a
may be wrong, let's see how you found your answer, be it right or

at
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wrong.
3. Open your mind – Ummm…Ummm.. Come on everyone… with me…
UMMMMM….
4. Breaks – Yes there will be scheduled 5 min breaks, see bottom of
slide for slide numbers the breaks are on. Our lunch break will be
slide 41. It is an open discussion lunch break for about 20 mins.
Breaks on slides 12, 26, 44, 65 88

2
What we will be covering

1. Terms and their meanings that are used in Slot Math and Data
Collection.

2. Grouping these terms into their prospective areas such as:


a. How to get credits onto the machine
b. Play
c. Out

3. Difference between cash accounting and performance accounting.

4. Machine settings and how they effect the machines input and output.

5. Progressives and their effect on machine performance.

6. The math needed to calculate: Win/loss, Actual Hold, Handle,


Theoretical win, Actual Win, average wager and more….

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Understanding Slot Machine Terms and Math, TERMS

DEBUNKING THE MYTHS 1-15


1. Stopping the Reels… I win more –
a. This has no effect on the outcome of the machine. The Machine has already
selected the outcome at the moment the SPIN button was Pressed.
b. The Machine uses a Random Number Generator, that randomly selects the stop
(symbol or blank) for each reel from a set number of stops.
c. This selection becomes the combination. The machine on the next play uses
the same number of stops and randomly selects. This means that the same
stop can be chosen each time. This makes the ODDS of getting each
combination the same as
2. I win more when not covering all the lines –
a. Actually, what is happening is that their money is lasting longer because they
are not covering all the Lines.
b. But mathematically they are reducing their opportunity of winning.
c. The game is setup to offer its best chance to the player with all lines covered.
d. It will hit on these lines either way, wagered or not on the lines.
3. When I have a lot of money on the machine I never win –
a. The machine does not evaluate the players credits to determine a win or not.
The win is calculated by the combinations
Breaks On 12, 26, 44, 65 88
and their random selection. 4
Understanding Slot Machine Terms and Math, TERMS

DEBUNKING THE MYTHS 1-15

5. When I play with my players card in the machine I never win – (not related to
our operations) –
a. The players system actually communicates opposite.
b. The machine talks to the system, the system does not talk to the machine.
c. So the machine would not be able to evaluate if your players card is inserted or
not.
6. Machines at the end of the aisle pay more –
a. This theory has a bit of truth to it… Since these machines are at the end, they
get more play in general.
b. Because of this, they are envisioned to win more only because they get played
more.
7. When I get the bonus I let the machine cool down before I play it –
a. This has no bearing on the outcome, the machine has already chosen the
outcome on the bonus, or its bonus pay range.
8. When I touch the reels to stop it I win –
a. This has no bearing on the outcome, the machine has already chosen the
outcome of the game.
b. This is just to give the player the feel of interacting with the game.
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Understanding Slot Machine Terms and Math, TERMS

DEBUNKING THE MYTHS 1-15


9. When a machine is New I always Lose…or always Win –
a. Yep and Yep… well kinda… but not really, but could be… what we do know is
mathematically it happens, but in the randomness of numbers it should not…so they
are correct on both cases.
b. A games’ spread of its PO% and volatility is largest when a game is new. Well not
true, it depends on the sampling of games in the evaluation period.
c. It’s PO% and volatility can be expected to be within 30% points Positive or Negative
from its set PO% for a sampling 10,000 or so games.
d. This spread reduces the more games are played.
e. Remember if ram cleared, this starts all over again…Does it really exists?
10. The machine pays different when I change Denomination –
a. Yep… well maybe… In most casino this is true, they set lower denomination to a
lower PO%.
b. As we try not to do that here, there are machines on our floors that have been set
that way.
c. And because of their performance or other factors, some will not be adjusted.
11. The casino puts their best games near the front door –
a. Haha… On the Vegas strip this would be correct to get attention. But we are a locals
clientele (besides SKN). Therefore we have no walk by traffic, so this would not be
true.
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Understanding Slot Machine Terms and Math, TERMS

DEBUNKING THE MYTHS 1-15


12. The machines are tighter on the weekends –
a. To change the PO% on the machine many levels of security needs to be done.
b. Reprograming of the machine needs to be done, and this would actually reset the
machines PO% and volatility making it act like a NEW machine….SO NO…not true.
13. When the Tech enters my machine I never win again –
a. The tech cannot do any changes to the machine that would make it win or lose, there
is no “screw” to turn or button to press.
14. The Random Number Generator (RNG) selects the combination –
a. Don’t let this simplify your idea on how the machines works.
b. The RNG randomly selects a stop on the reel for each reel.
c. Then it’s the matching of the symbol on this stop, combined with the other reels (this
becomes the combination) that will either pay or not pay an award.
15. I never win Jackpots here –
a. Yep… and guess what you are not winning “Jackpots” at the other casinos either. A
Jackpot is the winning of the highest combination, very high odds.
b. The other casinos just (as we do), have a lower lockup amount creating a “handpay”
or false “Jackpot”…
c. What are some positives and negatives of this?

Can you think of any others Myths that Need debunking ….


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Debunking the Myths

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PART 2:
TERMS AND THEIR MEANINGS
THAT ARE USED IN SLOT MATH
AND DATA COLLECTION.
It’s a language all its own…
Understanding Slot Machine Terms and Math, TERMS 1 of 22

Credit - is the single unit of a value of play on the machine.


1. Simplified – A credit is worth the value of the denomination the game is set at.
a. Credits may increase or decrease between denominations depending on the value of the
initial credits given from the initial insertion of a monetary value and or,
b. From the monetary value of any credits won at different denominations.
2. Credits are normally used and stated in amounts…examples…
a. “you have three credits left on the machine”
b. “you need to cash out your credits”
c. “you just won, 1,000 credits”
3. If the player changes denomination
a. The credit amount (number of credits) will change to match that of the Credit (play)
Denomination. What is displayed will depend on the availability of displaying either
credits or dollar amount of credits.
b. Also the amount of total dollars will change when changing the credit value.
4. Example for Credit value change with constant dollar
a. Start with $25.00 at 0.25 = 100 credits, and change to
b. $25.00 at 0.10 = 250 credits
5. Example for Dollar amount change with constant credit
a. Start with, 100 credits at 0.25 each = $25.00, and change to
b. 100 credits at 0.10 each = $10.00
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Understanding Slot Machine Terms and Math, TERMS 7 of 22

Credit limit – The limit (Maximum) of credits allowed to be


accumulated on the machine from all “additions” of credits.
1. Simplified – The amount (limit) of Credits the machine will allow on it at any one time.
a. The operator can change this Limit when setting up the machine.
b. Certain jurisdictions may limit this amount.
2. Method of payments:
a. If this limit is exceeded through a “win” on the machine and the win does not exceed the
handpay limit, the win from each play will either be paid from the Hopper (depending
on hopper limit), paid to a Ticket OUT or locked up as a Handpay (Credit Handpay).
b. This all depends if a machine has a TICKET OUT or HOPPER, and for Cashless, this will
Lock up into a Credit Limit Handpay.
3. NOTE:
a. A Canceled Credit Payment (Credit Limit Handpay), also known as a CCPO (Canceled
Credit Payout or a Accumulative Credit Payment) and sometimes mistakenly thought of
as a JACKPOT, is a payment lockup caused when the credit limit will be exceeded and
automatic payment methods from the machine are either not available or their limits
exceeded.
4. Example:
a. Credit limit is set at 600. Player wagers 20, balance is 580 and, has a win of 100.
b. The balance of the credits plus the win (580 + 100 = 680) will exceed the Credit limit
(600).
c. Therefore this win of 100 will need to be paid by one of the methods listed above
leaving 580 credits.

Breaks On 12, 26, 44, 65 88 11


Five Minute Break, please do not take any longer.
Check your time before you leave for the break.
The class will not restart until everyone is here.

5 Minutes
4 Minutes
3 Minutes
2 Minutes
1 Minute

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Understanding Slot Machine Terms and Math, TERMS 3 of 22

Multi-Denomination – the choice of changing the value of one (1) credit.


1. Not all machines allow Multi-Denominations.
a. The operator may choose not allow Multi-Denominations on machines that allow
this option.
b. The machine may be optioned either by the manufacture or the operator not to
allow certain denominations on certain games.
c. Once optioned to allow, In most cases the denominations are selectable by the
player within the ranges that the operator has selected.
• Example: The machine shows “.05, .10, .25, 1.00” as selectable
denominations on the machine.
2. Some Reasons for limiting or not having Multi-Denomination.
a. Jurisdictional Rules
b. Progressives (in some cases cannot be Multi-Denomination)
c. Limiting Operators liability
• This allows the casino to have a limit to possible larger machine wins and
jackpots caused by High Denomination players.
d. Limiting Players Loss (Loss limit)
• There are two mind sets here. One is a Jurisdictional Limit to help curb
Compulsive Gaming Disorder.
• The second is, a way to extend or possibly extend the plays “Time on
device” by having their money last longer with smaller denominations.
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Understanding Slot Machine Terms and Math, TERMS 4 of 22

Meter Denomination – value in terms of currency for the movement


of one change in the machines meters. (1 of 2)
1. Also called ACCOUNTING UNIT (AU) or Accounting Denomination.
a. This is selected when the game is initially programed by the operator.
b. Must be at least the Lowest denomination that is player selectable if Multi-
Denomination… But is Normally set at $0.01.
2. If Using “Ticket IN Option”.
a. Meter-Denomination must be at “$0.01” to avoid “less then Meter-
Denomination”, Ticket OUT from being automatically given with an insertion of a
Ticket IN.
b. This occurs when a value of less than the value of one (1) credit at the lowest
denomination is valued on the ticket.
• Example: Meter-Denomination is set for $0.05, a Ticket IN is inserted for a
value of $3.74. The machine will automatically cash out a ticket for $0.04, as
this is lower than the value of 1 meter movement (1=$0.05) and therefore
cannot be recorded.
• Note: When set to $0.01 the 4 cents in the above example will stay as
remainder credits, and can only be cashed out at the end of game play.

Continued on next slide….

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Understanding Slot Machine Terms and Math, TERMS 5 of 22

Meter Denomination – value in terms of currency for the movement


of one change in the machines meters. (2 of 2)
3. Meter movement from play –
a. This is a question that needs to be asked: If the machine is expected to have
high handle (play), will the meter movement go beyond the acceptable limit of
the Slot System Variance settings?
b. Example: Video Roulette can allow $100.00 plus per game played. Yet the
Minimum Chip Value may be $1.00.
• If Meter-Denomination is set to $0.01 and a wager of $100 is made, the
meter will have to advance by 10,000 ($100.00 / $0.01 = 10,000).
• In this case, if allowed by the machine, the Meter-Denomination should be
set to $1.00.

Note: all three (3) points need to be considered…


1. Lowest denomination,
2. Ticket in, and
3. Meter movement from play.

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Understanding Slot Machine Terms and Math, TERMS 6 of 22

Default Denomination – denomination used to default the play value,


when the machine is in “idle mode” with no credits.
1. Simplified –
a. The Denomination that will be shown on the machine after a set time of zero (0)
credits.
b. This has no effect on machine accounting.
c. Is only selectable on machines that have Multi-Denominations.
d. If a Single Denomination, then will be Automatically that Denomination either by
default or setup.
e. Some Jurisdictions may default this amount to the Lowest Denomination.

2. Purpose –
a. Used mainly to default to the lowest Denomination allowed on the machine to
avoid discouragement of players being shown at a Higher Denomination.

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Understanding Slot Machine Terms and Math, TERMS 8 of 22

Bill Credit Limit – MAX amount of credits accumulated through the insertion
of currency (Bills) at one time before a game must played.
1. Simplified –
a. Maximum amount of credits (counted and accumulated) added to the machine from
the Bill Validator (BV) (currency not Tickets) before a game must be played.
b. This amount is reset each time the game is played once.
2. Purpose -
a. Created for reasons to stop or reduce money laundering activities.
b. Certain Jurisdiction may limit this amount.
c. This limit should be set to below the limit mandated by any reporting of
Suspicious Currency Activities or know as Suspicious Activities Report (SAR) for
the Jurisdiction the machine is operating in.
3. Example 1:
a. Bill in limit set to $500
b. Four $100 dollar bills inserted ($400), Limit is now $100 left
c. Game is played, the limit is reset to $500
4. Example 2:
a. Bill in limit set to $500
b. Four $100 dollar bills inserted, Limit is now $100 left
c. One $20 dollar bill is inserted, Limit is now ($500 - $420) - $80
d. One $100 dollar bill is inserted, Bill will be rejected, Limit exceeded.
e. Game must be played.
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Understanding Slot Machine Terms and Math, TERMS 9 of 22

Jackpot (handpay) Lockup limit - The amount of a “single win”


that… over this limit will be hand paid.
1. Simplified –
a. The limit set by the operator, for the actions from a single game play, will cause the
machine to lockup and must be paid (reset) by the attendant before the machine will be
allowed to continue play.
2. What is a Jackpot?
a. Truly defined as the “HIGHEST POSSIBLE WINNING COMBINATION”.
3. What is a Handpay?
a. It is a “tilt” condition caused on the machine by exceeding the limits (handpay or other
cashout limits) set on the machine.
b. For this slide only…a win from a single play that exceeds the “handpay limit” now makes
this “single win” a consideration of a Jackpot. Remember...what is a Jackpot?
c. Some Jurisdictions mandate that certain amounts must result in a Handpay if that
amount of the “single win” exceeds the limit set by the Jurisdiction. This is normally due
to taxation reasons.
• On all slot machines in the USA, they must lockup for a “single win” at $1,200.00 or
more. They can lockup at a lower amount, but any amount from a “single win” at or
over $1,200.00 is taxed.
d. As this amount may be called a JACKPOT on some machines, IT IS NOT A JACKPOT. It is
a Handpay Limit Lockup. It can be better described as a “Single Win Lockup Limit”.

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Understanding Slot Machine Terms and Math, TERMS 10 of 22

Celebration Lockup limit - The amount of a “single win” that over this limit
will cause the machine to lockup to allow for notification only of the win.
1. Simplified – A limit set that causes the machine to lockup and must be reset by the
attendant, but does NOT cause the amount of the win to be hand paid.
a. Not all machines have this option. This has only been an option in machines for
around 10 years, and has not been approved in many US Jurisdictions.
b. It is used to CELEBRATE A “WIN” with the player over a certain amount, but not to
cause this “Win Amount” to be a “hand pay”.
c. The credits won that cause the lockup will be credited to the machine upon reset.
2. Purpose – It is mainly used for marketing purposes as well as to give the impression and
notification of large single wins on the gaming floor.
a. This is normally reset by the floor staff, and all “Credits Won” from this are added to
the Players Credits upon the reset of the Celebration.
b. “Jackpot Limit” should override the Celebration Limit. If not, the Celebration Limit
must not be the same or higher than the Jackpot Limit.
3. Conflicts and restrictions –
a. May not be allowed in all Jurisdictions.
b. Some slot accounting systems (ACES is one) are not able to correctly recognize the
signal between the celebration Lockup and other Lockups and causes system errors.
c. Mainly found only on machines from European markets, but is merging into the US
market.
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Understanding Slot Machine Terms and Math, TERMS 11 of 22

Hopper Limit – the amount of “coins” that can be paid from the
hopper for a single cashout.
1. NOTE: The Term “COIN” is interchangeable for “TOKEN”, but should not be confused with
“TOKENIZATION”, will be explained further in the presentation.
2. Simplified – The limit of coins paid from the hopper for a single cashout.
a. If credits are cashed out from the machine, and this amount exceeds the HOPPER LIMIT,
the machine would be forced to lockup and pay this as a Canceled Credit Payment Out,
“CCPO” (Hopper limit exceeded handpay).
3. Limits understanding:
a. Payout Limit – This is the limit the hopper can pay from a single cashout. This limit
should not be more than a hopper fill amount in number of coins.
b. Partial Payout Limit – Allows for coins to be paid from the hopper before a lockup for the
remainder of the credits. This is NOT a hopper empty tilt.
• Normally, No coins would be paid from the hopper, but a partial payment limit, if
allowed in the Jurisdiction, may be set to payout part in “Coins” then the balance in
a “HandPay”.
4. How it works with the CREDIT LIMIT:
a. If a single win would cause the machine to exceed the CREDIT LIMIT (but this single win
is less than the Jackpot/Handpay Limit), and the single win is less than the Hopper
Payout Limit, the machine would then pay this from the hopper automatically.
b. If this same amount would ALSO exceed the HOPPER LIMIT, the machine would be
forced to lockup and pay this as a (CCPO).
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Understanding Slot Machine Terms and Math, TERMS 12 of 22

Hopper Related Terms


1. HOPPER FLOAT – This is the amount of coins that are in the hopper at any time. This
amount fluctuates.
2. HOPPER FILL – The amount of coins added to the hopper to allow the machine to make
a payout.
a. A fill is needed when the machine dispenses more coins then it is taking in.
3. INITIAL HOPPER FILL OR BEGINNING HOPPER FILL – The first filling of the
Hopper prior to the machine being played.
4. COIN DROP – The area within the machine or the slot base (stand) that holds the coins
not DIVERTED to the hopper.
5. DIVERTER – The device in the machine that diverts the inserted coin to either the
hopper or the drop.
a. Controlled by the hopper level probe (or level indicating function switch) in most
cases. May also be controlled electronically by counting coins in and out by the
machines Soft Meters (Not typical).
6. HOPPER LEVEL PROBE – The device in the hopper, that when it is contacted by coins,
completes an electronic circuit and allows for the diverter to change position.

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Understanding Slot Machine Terms and Math, TERMS 13 of 22

PLAYS – the number of games that were wagered on.


1. Simplified – Each time the game is played (spin button pressed), this is counted as one
(1) Game Played. This may also be called “Games Played”.
a. May be called “Handle”, for in the beginning of Machine designs, one (1) Coin = one
(1) Game Play. And the machine was played by the pulling of a “Handle” or what is
called an “ARM”…. Hence… “One Arm Bandit”.
2. NOTE: “Handle” is also sometimes referenced for “Money Wagered” in the machine.
a. Most Machine designs now are no longer 1 Game Played to 1 Money Wagered, and
the term “Handle” in these cases are referenced to “Money Wagered”…. We use
handle to mean “Money Wagered”.
3. Plays – Is the number of games played in a period.
a. This Period is defined by the date range that is being evaluated.
b. Plays gives the ability to calculate average wager per play, per player, per time
period, or other calculations where number of games played in an event is needed.
c. Also tells us how many games can be played in a time span allowing us to calculate
events and expectations of Handle and Win over time.
d. Example: 100 machines
• Number of total plays 523,721 / 100 = 5,237 (R) Per Machine
• Total Handle for the day, all machines $243,233 / 100 = $2,433.33 Per Mach
• Average wager per play: $2,433.33 / 5,237 = $0.47 (R) per play.
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Understanding Slot Machine Terms and Math, TERMS 14 of 22

Machine Meters – Item that records accounting and other


activities on the machine
1. Soft Meters (Electronic Meters) –
a. Are the ELECTRONIC METERS that are stored and constantly recording in the
machines memory. These record all revenue and most activities in the machine.
b. May record in Accounting Units (AU) or $, may be switchable on demand in some
machines.
c. Period Meters – This is a subset of meter records from an activity (reset) to a time of
the next reset.
• Example: Each time a Drop collection is made, these meters can be reset to show
the activity between each drop.
• Period Meters may not be available in all Jurisdictions or on all machines.
d. Full Clear (Ram Clear) – Will erase these meters in most cases and reset them to Zero
(0).
2. Hard Meters –
a. Are the MANUAL METERS that record the activities in the machines dealing with
revenue related activity. These meters are normally limited to: Coin in, Coin Out, Bills
in, Coin Drop, Jackpots, Games Played.
b. Issues: Can be tampered with, become non-operational, Roll Over (limited in digits),
Hard to read, Limited number of Physical Meters.

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Understanding Slot Machine Terms and Math, TERMS 15 of 22

System Meters – Item that records accounting and other


activities on the machine
1. System Meters – Are the ELECTRONIC METERS that are recorded by the Slot
Accounting System when a machine is connected to a System. This is the meters created
by and used by the system.
2. Compliance Meters – These are the “Machines Soft Meters” being sent to the system
and being recorded as they are received from the machine to the system.
3. Comparison of System and Compliance Meters - The system takes the Compliance
Meters and calculates a difference (delta) between the before and after meter readings
from an event (time period). Then compares this to their System Meter movement
calculation of the same time period.
4. True System Meters - Some systems (ACE) may create their own Beginning Meters at
Zero (0) and just compare the compliance difference (delta) to that of their own meters.
5. Cashless System Meters - Are sent to the system from the machine during any event
that causes a change in meter movement.
6. Non-Cashless Meters - Meters are not sent with actual game play. Meters only sent
during a security or cash (ticket) only event like… doors open, change button (if
optioned), bills in, cash-outs, hand pays.
7. Timed Meters Readings - All accounting systems, at set time intervals will request
meters from the machine.
a. This includes, End of Gaming Day, BV clearance (may not be timed, but as the BV
Cassette is pulled), set floor polling.
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Understanding Slot Machine Terms and Math, TERMS 17 of 22

Handle (in) – The amount of money wagered on the machine


1. Total Handle – The amount of Total Handle (normally life time) for that game.
a. May only be a certain Period of time.
2. Handle Per Day (Average) – The amount of Handle averaged per day over a set period.
Can be any Period just need to know number of days and handle in that period.
a. Example: June Handle = $43,321
• June = 30 days
• $43,321 / 30 = $1,444.03 Per day
3. Handle Per Month (Average) - The amount of Handle averaged per month over a set
period.
a. Example: June, July, and August Handle = $123,331
• Months = 3
• $123,331 / 3 = $41,110.33 Per month
4. Handle Per Play (Average) – The amount of handle wagered per each play of the game
over a count of games.
a. Example: June Handle = $43,321
• Total Games played in June = 76,491
• $43,321 / 76,491 = $0.57 (rounded) Per game played.
Reminder
Two items are needed to calculate anything with Handle.
1. Time or count, 2. Money wagered during that time or count.
Breaks On 12, 26, 44, 65 88 25
Five Minute Break, please do not take any longer.
Check your time before you leave for the break.
The class will not restart until everyone is here.

5 Minutes
4 Minutes
3 Minutes
2 Minutes
1 Minute

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Understanding Slot Machine Terms and Math, TERMS 18 of 22

Payout Percent (PO%) – The percentage of money wagered (handle)


Given back to the player (1 of 5)
1. Theoretical PO% – The calculated PO% as set by the game designer totaling all
winning combinations multiplied by their credit pay amount.
a. If an “External Progressive” is added, this increment amount needs to be added to
the Theoretical PO%.
b. Adding to Progressive Base (Not Typical) - If adding an amount to any award
(progressive base) is more then set by the game pay table (Par Sheet) for that
award, this amount needs to be calculated using its added Value, times the
number of hits expected in its cycle.
c. Or if less, needs to be reduced by the number of hits.
d. This amount then needs to be added or reduced (increasing or decreasing the base)
to/from the total credits paid from all games in its cycle.
e. This new total Theoretical OUT needs to be divided by the Theoretical IN (Minimum
wagered for Maximum outcome, times number of total combinations in its cycle), this
will give you the new Theoretical PO%.

The Next Slide will give examples…

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Understanding Slot Machine Terms and Math, TERMS 18 of 22

Payout Percent (PO%) – The percentage of money wagered (handle)


Given back to the player (2 of 5)
2. Adding External Progressive (not a base adjustment)
a. Theo PO%: 91.585%
b. External Progressive increment amount Return to player (RTP) = 1.500%
c. New Theo PO% = 91.585% + 1.500% = 93.085%
d. Need to Know Total (CI) IN credits = 394,035
e. Need to know TO credits = 363,451
3. Adding to the Base (reset) amount
a.Information needed to do the calculation
• Theo PO%: 91.585%, RTP: 1.500%
• Base amount: $1,000 (Game is $1.00 denom and award is 1000 credits)
• Hits of this award in its cycle: 5
b. Total added to Base = $5,000 ($1,000 x 5), this is the base amount x the hits.
c. Total Theoretical Credits Out (TO) (from the Par Sheet): 363,451 credits (Multiply this by the
denomination to get $ value when needed)
d. Calculated Hold: 100.00% - Out PO% 91.585% = Hold 8.415%
• Calculated Hold Credits (CI): 363,451 x 8.415% = 30,584
e. Changes you want to make
• Addition to base: $500 per hit ($500 x 5) = $2,500 (2,500 credits)
• New TO: 363,451 + 2,500 = 365,951
f. New Theoretical Out and PO%
• New PO%: New TO divided by the CI, 365,951 / 396,846 = 92.215% (rounded)
• This is a change of: 92.215% - 91.585% = 0.630%
g. Now add the RTP = 92.215% + 1.500% = 93.715%, This is the New overall Theo PO%
4. Total addition to the Theo PO%
a. Is the addition to Base = 0.630%, plus the RTP = 1.500% = 2.130%
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Understanding Slot Machine Terms and Math, TERMS 19 of 22

Payout Percent (PO%) – The percentage of money wagered (handle)


Given back to the player (3 of 5)
5. Theoretical PO% Multi Denomination – The calculated PO% as set by the game
designer totaling all winning combinations multiplied by their credit pay, Plus Progressive
and then taking into consideration the PO% set for each Denomination…
a. Chart to the Left – All Same.
b. Chart to the Right – Not all the Same.

Theoretical PO% Multi Denomination All Same Theoretical PO% Multi Denomination NOT SAME
Progressive Progressive
# Denom PO% RTP Total % # Denom PO% RTP Total %
1 $0.05 91.585 1.500 93.085 1 $0.05 91.585 1.500 93.085
2 $0.10 91.585 1.500 93.085 2 $0.10 91.585 1.500 93.085
3 $0.25 91.585 1.500 93.085 3 $0.25 92.782 1.500 94.282
4 $1.00 91.585 1.500 93.085 4 $1.00 92.782 1.500 94.282
SUM 372.340 SUM 374.734
Total Number of Denoms = 4 Total Number of Denoms = 4
Divide SUM by # of Denoms = 93.085 Divide SUM by # of Denoms = 93.684

The Next Side will show this with Multi-Game and Multi-Denom

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Understanding Slot Machine Terms and Math, TERMS 20 of 22

Payout Percent (PO%) – The percentage of money wagered (handle)


Given back to the player (3 of 5)
6. Theoretical PO% Multi-Game and Multi-Denomination – The calculated PO% as
set by the game designer for each Denom than for each Game Separate from each other,
Plus Progressive.
a. This Chart Below – All Same.
Theoretical PO% Multi Denomination All Same
# Game Name 0.05 PO% 0.10 PO% 0.25 PO% 1.00 PO% Sub Total # of Denoms Average PO% Prog% Total %
1 Cleopatra 91.585 91.585 91.585 91.585 366.340 4 91.585 1.500 93.085
2 Cats 92.500 92.500 92.500 92.500 370.000 4 92.500 1.500 94.000
3 Twin Win 93.000 93.000 93.000 93.000 372.000 4 93.000 1.500 94.500
SUM 281.585
Total Number of Games = 3
Divide SUM by # of GAMES = 93.862

b. Chart to the Bottom – Not All Same.

Theoretical PO% Multi Denomination NOT SAME


# Game Name 0.05 PO% 0.10 PO% 0.25 PO% 1.00 PO% Sub Total # of Denoms Average PO% Prog% Total %
1 Cleopatra 91.585 91.585 92.782 92.782 368.734 4 92.184 1.500 93.684
2 Cats 92.500 92.500 92.500 92.500 370.000 4 92.500 1.500 94.000
3 Twin Win 93.000 93.000 93.000 93.000 372.000 4 93.000 1.500 94.500
SUM 282.184
Total Number of Games = 3
Divide SUM by # of Games = 94.061

The same calculations can be done for each Denomination across all games.
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Understanding Slot Machine Terms and Math, TERMS 21 of 22

Payout Percent (PO%) – The percentage of money wagered (handle)


Given back to the player (4 of 5)
7. Actual PO% – This is the actual (true) PO% over a calculated period of time.
a. Calculation - TOTAL WON (OUT) / Total Wagered “Handle” (IN)
b. Note: These calculations TOTAL WON is assumed Credits Won converted to $,
plus any Jackpots, do not always assume this is correct. Must always know what
Total Won is. Not all machines, accountants or systems use the same calculations.
• IMPORTANT: All CCPO (credit limit handpay) are already added to TOTAL
WON.
8. Example:
a. Information Needed
• Total Out sum for June to Jan = $282,987
• Handle (IN) sum for June to Jan = $298,554
b. Calculating Actual PO% = OUT $282,987 / IN $298,554 = 0.94785 (94.785%
Rounded)
c. Testing calculation: IN $298,554 – OUT $282,987 = $15,567 (casino win).
• Now take WIN $15,567 / IN $298,554 = 5.214% (rounded) this is the
hold.
• Add the Actual PO% 94.785% + the Actual Hold 5.214% = 99.999%
(100% rounded).

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Understanding Slot Machine Terms and Math, TERMS 22 of 22

Payout Percent (PO%) – The percentage of money wagered (handle)


Given back to the player (5 of 5)
9. Comparing Actual PO% to Theoretical PO% –
Numbe r of Pla ys 1,000 10,000 100,000 1,000,000 10,000,000 100,000,000
a. Points to Consider when evaluating Actual PO%:
111.604% 111.604%
• Time (number of Games Played) of Actual PO%, As you may recall from the first
97.916% 97.916%
presentation, A game will average out and will be a within its Standard Deviation closer to
93.587% 93.587%
its Theoretical PO% over time or more number of Games Played.
92.218% 92.218%
• So if you are using a smaller samples of games, the variance will be larger from Theoretical
91.785% 91.785%
to Actual PO%.... See the pop up…
91.649% 91.649%
• Multi-Denom – If these are different PO%, needing to know the number of games played
91.585% for each Denomination. The ore tica l Se t PO%
91.522%• Multi-Game – Needing to know the number of Games played for each and each 91.522%
91.385% Denomination. 91.385%
90.952%
10. What info is available to us – 90.952%
89.583%
a. As our system does not break down the play 89.583%
on Multi-Denom or Multi-Game, we only get a
85.255% 85.255%
“Cabinet Total Play” information.
71.566%
b. Some locations71.566%
are providing us with Multi-Game and Multi-Denom monthly meters, but this is
Numbedone
r of Pla ys 1,000
Manually. 10,000 100,000 1,000,000 10,000,000 100,000,000
c. This information is used for deeper
Play Cycle analysis
Lower % when a certain Higher
machine
% is showing numbers that
Theo PO%
are out of the overall average expected performance.
(Sample) (Base PO% - VAR) (Base PO% + VAR)
1,000 71.566% 91.585% 111.604%
11. How to calculate: 10,000 85.255% 91.585% 97.916%
a. Take your Actual PO% 94.785% and subtract from that the Theoretical PO% 94.061:
100,000 89.583% 91.585% 93.587%
94.785 – 94.061 =1,000,000
0.724 (just 90.952%
under ¾ of 1%) 91.585% 92.218%
over Theoretical PO% (under holding).
10,000,000 91.385% 91.585% 91.785%
100,000,000 91.522% 91.585% 91.649%
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Understanding Slot Machine Terms and Math, TERMS 22 of 22

DROP – For SLOT machines only, drop is physical coins or bills


1. Simplified – This is the amount or value of Bills inserted into the machine, and the coins that were inserted and
diverted to drop (bucket under machine).
a. Accounting Purpose – NONE!, at least for slots.
• Drop is NOT an indicator of play.
• Drop can be manipulated by false drop.
• False drop is the insertion of bills or coins, then the cashing out of credits gained, resulting in no play.
• Cashless/Carded – Cashier sales need to be included and are often not included.
b. Only for Cash Accounting –
• This is the cash win calculation from true CASH IN, minus true CASH OUT.
• Can be manipulated for sums of CASH IN and CASH OUT, but not the result of IN minus OUT.
2. Calculating Drop =
a. Cashless/Carded – This is the total value of Bills and CASHIER SALES (cash added to the players card
from the cashier).
• Can be manipulated, if money added to the card is cashed out without play.
b. Bills only – The total value of Bills.
• Can be manipulated, if money added to the machine is cashed out without play.
c. TITO (Tickets) – Is not drop, unless the ticket was sold by the cashier (not typical).
d. Coins – The total value of coins in the drop bucket.
• Can be manipulated, if a technical or purposely created defect occurs in the coin path (hopper probe
or diverter).
3. Expected Win from Drop –
a. Subjective – There is no CALCULATED expected for the following reasons:
• Credit play and Carded play.
• Historically, Win from DROP is expected to be 25% with an acceptable variance of 10%+/-.
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PART 2:
HOW TO GET CREDITS ON THE
MACHINE.

Its only money…

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Understanding Slot Machine Terms and Math, TERMS

IN THIS SECTION WE WILL BE COVERING THE FOLLOWING

• COIN IN
• BILLS IN
• TICKET IN
• KEY IN AND REMOTE IN
• CASHLESS IN
• COMBINATION WINS

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Understanding Slot Machine Terms and Math, TERMS

Physical coin in -The insertion of a physical coin or token that has a


value. (1 of 4)
1. Coin Head –
a. The Coin is inserted by the player into a slot called a “Coin Head”.
b. The Coin Head slot is normally sized to the exact size of the coin used.
c. The front of the Head is normally curved to ALLOW Speed feeding of multiple coins.

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Understanding Slot Machine Terms and Math, TERMS

Physical coin in -The insertion of a physical coin or token that has a


value. (2 of 4)
2. Coin Acceptor – The Acceptor can be either electronic or mechanical.
a. Mechanical (Mech) – There are many designs, here is a basic and most
common
• Is sized to accept the physical size of the coin.
• When a coin enters the Mech, it passes through a weighted cradle, then a magnet.
• The magnet is to check for coins that are of magnetic properties. In the case a coin that is
wanted to be accepted is normally to have magnet properties (Canadian coins), this can be
removed.
• The coin then passes a device called a (CREM – Coin Reject Electro Magnet), this device is
electronically controlled and will switch the coin to either be accepted or rejected by
changing its path within the Acceptor. If the CREM is energized (meaning allows the coin to
pass) the coin will exit the Mech on the accepted side.
• Depending on design, the Mech may have a weighted rake at the end of the Mech that will
not allow the coin to return through its exit, some have this rake as a part of the CREM
design. The rake is designed to stop the “string of the coin”, better known as the “YOYO”.
b. Electronic – There are two basic types, a Comparator and a Validator.
• Comparator - uses a sample coin and creates an electronic wave form using
characteristics of the coin size and metal content. When a subject coin passes through the
comparator it must match the electronic signature within a window of acceptance,
(adjustable variance).
• Validator – This takes the sample reading of size and metal content creating an electronic
signature of a sampling of coins, normally 10. The subject coin when passing through the
coin validator must be within the sampling range to be accepted.
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Understanding Slot Machine Terms and Math, TERMS

Physical coin in -The insertion of a physical coin or token that has a


value. (3 of 4)
3. Coin In Switch or Optics – Currently all machine have Coin in Optics. As
switches may still be in use, none of our properties have them.
a. Coin in Optics – Once the coin leaves the Coin Mech, it passes through the
Coin In Optics.
• Depending on the machine Make and Model, This can be a set of 1, 2 or
3 optics.
• The purpose is all the same, When something breaks the light being
emitted from one side of the optic to the other side (receiver side) it
sends a signal to the processor. The Processor then takes this signal and
as long as it meets the requirements of time, it will credit the machine
with an insertion of a coin.
• If more than one (1) set of optics, they evaluate time it takes for the
coin to pass through optics. As well as sensing direction, this is
important in the case of YOYO.
4. Coin in Diverter
a. This device is controlled by the Hopper level of coins and will divert the
accepted coin to either go to the Hopper when its level is low, or to divert to
the Coin Drop when the hopper level is at capacity.

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Understanding Slot Machine Terms and Math, TERMS

Physical coin in (crediting the Machine) - The insertion of a


physical coin or token that has a value. (4 of 4)
5. The Path –
a. Once inserted into the machine and accepted by the coin acceptor and passes by the
Coin in Optics, the machine is credited with the amount of credits valued at the token
value divided by the credit value. This is called Tokenization.
6. Tokenization –
a. The number of credits give for a single value coin.
b. Example: Token Value $1.00 divided by Credit Value of $0.25, Equals 4 credits. ($1.00
/ $0.25 = 4)
c. The term TOKENIZATION is to be known as the giving of credits to the machine for
the value of the coin or token, divided by the credit value of the machine. If the value
of the coin or token is the same as the credit value, there is no tokenization.
d. The term TOKEN and TOKENIZATION are not the same, Token is a physical item
having value. TOKENIZATION is the principle of giving divided credits to a single
valued item.
e. Tokenization is only used in terms of dealing with coins.

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Understanding Slot Machine Terms and Math, TERMS

Bill(s) in – The insertion of currency in to the machine. (1 of 4)


1. Bills and Tickets (next section) - Are inserted into the machine through the use of a Bill
Acceptor or better known as a “BV” (Bill Validator).
a. In Casino Machines we use three (3) different models currently.
• MEI Cash Flow – For Mapau locations on USD, currently these are only being used in
St. Kitts, but not exclusively for all machines at that location.
• JCM WBA – (World Bill Acceptor) This BV is no longer supported by the
manufacture. Updates for improvements in Bill acceptance is not available.
 The WBA has an aftermarket modification that will allow it to work with certain
machines and the use of TTD currency for machines that do not permit or have
not allowed the creation of TTD firmware for their protocol.
• JCM UBA (Universal Bill Acceptor) This is in use at most locations. Has an
aftermarket inverter that will allow it to work with certain machines and the use of
TTD currency for machines that do not permit the acceptance of TTD firmware.
b. Basic components – All BV will have three basic components, BV head, Transport and
Cassette (PAN). In addition there is the frame and wiring harness. As each model may
have differences in configuration of the Head and transport the basic function is the
same.
c. The Cassette – as its called a PAN here, this is not a correct term for the cassette. The
cassette “stacks” the bills and therefore is also known as a stacker. In older BV units and
other models not shown here, some will feed the bills into the cash receiver called and
acts like a “PAN”, meaning a container to hold something.
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Understanding Slot Machine Terms and Math, TERMS

Bill(s) in – The insertion of currency in to the machine. (2 of 4)


2. Bills and Tickets – Continued from last slide
a. Basic Principles
• The machine and the BV communicate through the use of software drivers
(similar to a computer and printer).
• Each machine manufacture has their own protocol, and many share this
protocol with each other. IGT is one that does NOT share their protocol.
• For each country currency their BV is used in, Each manufacture creates a
firmware that identifies different characteristics of the currency. Some of these
are, magnetic ink, size, reflective properties and optical recognition.
• Next slide will show an example of a Firmware Spec sheets.
b. How It works
• When a Bill is inserted, it creates a signature of all the points of recognition
being used and matches that to the signature data in the Firmware.
• If a match is not found it will reject the Bill.
• If a match is found, it will then pass the bill from the head, through the
transport and into the Bill Cassette (Pan).
• Once it's in the Cassette, the BV will communicate with the machine, for the
machine to give credits for the value of the Bill.

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Understanding Slot Machine Terms and Math, TERMS

Bill(s) in – The insertion of currency in to the machine. (3 of 4)

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Understanding Slot Machine Terms and Math, TERMS

Bill(s) in – The insertion of currency in to the machine. (4 of 4)


3. How is the machine credited by the Bill Denomination –
a. The value of the currency divided by the credit value of the game will provide
credits to the machine.
b. Example: The insertion of a $1.00 currency note on a machine with a credit value of
$0.05 will provide 20 credits to the machine: $1.00 / $.05 = 20
4. Dealing with meters:
a. Soft Meters – “Total Bills in” = Sum of all values.
• May also have “Number of Bills” = Count of each bill value that was inserted.
b. Hard Meters – One (1) meter movement will count for one (1) dollar value.
• So an Insertion of a $10.00 Bill will move the hard meters by 10 meter
movements.
5. Other uses for the BV unit –
a. Some Slot Accounting Systems can issue monetary value coupons that can be
inserted into the BV unit.
b. This coupon has a bar code and will read the bar code and credit the machine
through the system by identifying the coupon in its system.
c. More about bar codes and tickets in the ticket section.

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20 Minute Break, please do not take any longer.
Check your time before you leave for the break.
The class will not restart until everyone is here.

20 Minutes 10 Minutes
19 Minutes 9 Minutes
18 Minutes 8 Minutes
17 Minutes 7 Minutes
16 Minutes 6 Minutes
15 Minutes 5 Minutes
14 Minutes 4 Minutes
13 Minutes 3 Minutes
12 Minutes 2 Minutes
11 Minutes 1 Minute

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Understanding Slot Machine Terms and Math, TERMS

Ticket OUT and IN - A system generated Ticket that has a currency


value or other value or message.
1. What is a Ticket –
a. A ticket is a “standardized” paper receipt that is printed at the machine (in most
cases) that must maintain certain features on it to be validated through the use of
an online system.
b. TITO – (Ticket In, Ticket Out) as it is called stands for both the ability for the
machine on a Slot System to accept and generate a ticket.
• Licensing, the patent of part of the technology is owned and jointly shared by
IGT and Bally. A license fee is charged to each machine that is ordered with
printers no matter which manufacture makes the machine.
• If a printer was not ordered with the machine, the manufacture must take
steps in the manufacturing process not to allow a printer to be added at a later
time.
2. Off System Printing-
a. Machines are not designed to print tickets unless they are connected to a system.
b. Because of the nature of systems, certain options in the SAS protocol will allow the
machine to print a ticket “off line” awaiting for it to communicate back to the
system.
• In the case of an online system, these tickets cannot be validated until the
machine reestablishes communication with the system.
• Some manufactures in their SAS protocol will not allow “off system printing”,
and these machine must be connected to a system to print.
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Understanding Slot Machine Terms and Math, TERMS

Ticket OUT and IN - A system generated Ticket that has a currency


value or other value or message.
3. What is printed on a Ticket –
a. Standards – IGT (owner of patent) has a nine page manual on the details of the
ticket design. Below are examples from that manual:
Size and Placement of information
16 reference points for a cash out

• 14 reference points for a Jackpot Receipt


• HandPay receipt (CCPO) will be the same but will
14 reference points for a coupon say Handpay Receipt

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Understanding Slot Machine Terms and Math, TERMS

Ticket OUT and IN - A system generated Ticket that has a currency


value or other value or message.
4. What ticket types should be seen –
a. Off line – All of our Ticket OUT locations are “Off Line”, in this case only machine generated
tickets will be produced, meaning the “playable only” tickets will not be seen.
• Most machines will not indicate on the ticket that it was printed “Off Line”.
b. Jackpot / Handpay Receipt – These SHOULD NOT print. In the case that a machine does print
this, the technical department needs to go into the machine and change the option.
• Club management may request these print, that will be assessed on a case by case basis.
c. Cashout Voucher / Ticket – Because we are “off line” we are able to change information of the
casino name and address reference points 1,2, and 3….see below. If we were “On Line” this
would be system generated with the “Off Line” backup setup in the machine.
• The changes we make to these three points are:
 1. The Name and Location of the club/casino
 2. The Asset Number: example – GM00000
 3. Machine location number – LOC 1210302

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Understanding Slot Machine Terms and Math, TERMS

Ticket OUT and IN - A system generated Ticket that has a currency


value or other value or message.
5. What to look for on a ticket –
a. 1. Club Name and location (our modification)
b. 2. Asset Number (our modification)
c. 3. Location Number (our modification)
d. 4. Does it say “cashout voucher or cashout ticket”
e. 6. Validation number – this is also printed on the right side (14) and is the data recorded in the
barcode (5). This number will also be found on the machine ticket out log.
• THIS VALIDATION NUMBER SHOULD BE VERIFIED WHEN A TICKET IS BEING
QUESTIONED IF IT IS COUNTERFEIT.
f. 7. Date and Time, this will be what was recorded and setup on the machine. If the machine
was setup wrong, the ticket will print wrong.
g. 9. Dollar amount in words, must be the same as the numbers in (11).
h. 11. Dollar amount, this is the value of the cashout.
i. 12. Void after, some machines allow this to be changed and others do not, system controlled.
j. 13. Asset number: Some machines will include the asset number (without the GM) and some
will show this as 001. This should be system controlled.

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Understanding Slot Machine Terms and Math, TERMS

Ticket OUT and IN - A system generated Ticket that has a currency


value or other value or message.
6. Printers –
a. Like in the BV units there are different types of printers and different firmware protocols
for the manufacture of machines.
b. The printers are all thermal printers, meaning that the paper is treated with a chemical
and through heat transfer the information on the “information side” is printed using heat.
7. What to look for if you suspect a Ticket is counterfeit – ALL must be meet.
a. Was the information heat printed? Other printers can print Heat.
b. Is the information printed straight and to the specifications…see sample ticket below?
EGM Printers will print to the specified measurements 99.99% of the time.
c. Is the date and time in advance of the current
Size and Placement date and time? May be the machine is set
of information
wrong as well.
d. Is the information printed in the correct direction, look at the back of the ticket does it
match the direction of a known good ticket?
e. Dollar amount, does the words match that of the numbers.
f. Validation number: Check the machine for the log and see the date and time the machine
shows this ticket was generated. If validation number, date, time and amount does not
match printed ticket, ticket is counterfeit.
g. Check if duplicate ticket: Verify physically if that ticket was redeemed already by checking
the validation number with other tickets.

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Ticket OUT and IN - A system generated Ticket that has a currency value or
other value or message.
8. Online System –
a. A machine can only accept a TICKET IN if the machine is active and a part of
an Online system that has TITO ability.
b. It must be from the same system that issued the ticket, can be multiple
locations as long as they are interconnected (not normal).
9. Bill Validator –
a. Machine must have a BV that is capable of reading the Barcode on the TICKET.
b. When the TICKET IN is inserted, the BV reads the Barcode and communicates
through the machine to the system to verify the Transaction Number that is
within the Barcode.
• The dollar amount on the Ticket has no bearing, as the machine and
system is only seeing the Transaction Number and being credited the
amount recorded in the system for that transaction.
• The ticket is held within the BV transport awaiting verification from the
system.
c. Once the Transaction has been validated, the System sends a communication
to the machine for the BV to take the TICKET IN and stack it in the cassette.
d. Once the Ticket has been stacked, The machine than from this same signal,
credits the Player with the amount of the TICKET IN as recorded in the
SYSTEM from its original Transaction Number.
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Ticket OUT and IN - A system generated Ticket that has a currency value or
other value or message.
10. What to expected for a TICKET IN system (machine actions) –
a. Some machines depending on how they are programed may perform one of the
following when a Ticket IN is entered into the machine.
b. Not accept ticket in
• Credit Limit Setting Issue - The ticket will not be accepted because the amount
cannot give full credits to the machine. (Issue with Meter Denomination and
Machine/System settings, not normal), or
• Transaction Number has already validated by the system, or
• Transaction Number is not recognized by the system, or Non Readable, or
• Machine Lost communication with the system.
c. Instant issuance of remainder (residual) credits (once validated)
• Machine will issue a ticket generated by the system in the amount of the
remainder value that does not equal a full credit of the Meter Denom value.
• Example: Meter Denomination value is $0.05 and the Ticket IN is valued at $0.97
cents. The machine will be credited with 19 credits (19 x $0.05 = $0.95) and will
dispense a Ticket OUT in the value of $0.02 cents ($0.97 - $0.95 = $0.02).
d. Remainder credits (in money value) remain on machine (once validated)
• The machine will keep the Remainder credit on account and will pay this out
via a Ticket OUT at cashout.
• (Meter Denom at 0.01 with lowest available Credit Denom more than meter
denom.)
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Key ON/OFF Credit - credits are added to the machine without the insertion
of an item with value.
1. Simplified –
a. Key on/off credit is the manual addition or removal of playable credits to the
machine.
b. Credits ON - Through an option of the machine, normally accessible by one of
three methods.
• KEYED SWITCH, or
• Entering a CREDIT PLUS (on) option through a menu, or
• A CREDIT PLUS (on) device connected to the machine.
c. Credits OFF – Depending on the machines ability to cash out credits this may
be through a Handpay, Cashless to card, Ticket out, coins from hopper or a Key
OFF.
2. NOTE:
a. Not all machines have KEY ON/OFF CREDIT options, and in most cases for
machines that have it, this option can be disabled during the initial setup of the
machine.
b. This feature is not typical.

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Cashless (Carded) IN - credits are added to a machine through the


use of an online system.
1. EFT - Electronic Funds Transfer.
a. The protocol of communication between the machine and the Slot System for
cash transfers was first introduced in SAS version 3.0.
b. This is for actual Cashless Transfer of Money the player has on account or has
won through the play of the machine.
c. TITO SYSTEMS USES THIS.
2. AFT - Advanced Fund Transfer.
a. This allows the features of EFT but with the additional transfer of Promotional
Credits from the system to the machine.
b. Add to SAS version 5.0. This includes Match Play, Points transfer to (selling),
Marketing free play, Floor wide bonus.
c. DOES NOT have to be a Cashless system, but uses a Players Tracking Card to
access the players account and allow the features of Match Play, Points transfer
to (selling), Marketing free play, Floor wide bonus. Is called Legacy Bonus for
using the IGT Slot accounting System.
d. ACE (slot account system) uses the features in AFT as it is more secure and
“robust” than EFT.
e. Some machines when using a cashless system may not function on AFT
correctly and may have to be downgraded to EFT.

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Understanding Slot Machine Terms and Math, TERMS

Cashless (Carded) IN - credits are added to a machine through the


use of an online system.
3. Cashless System Design
a. An account is created in the system with a unique number. This account is assigned
a card and this card is assigned the account number.
b. The card can be a Smart Card, Mag strip Card or Barcoded Card.
• A Cashless system does not need a card to operate, it just needs the entry of
access to the account number remotely from the machine and with the ability
to close the connection when done.
c. The account can be credited cash through the following ways:
• Cashier
• Cash entered at the BV from the machine
• Kiosk Terminal
• Wins from the machine
4. Understand how it works
a. Assume the account has $10.00
b. The Card is entered into the machine.
c. If the system calls for a PIN number to access the account, it will be entered at this
point.
d. Depending on system setup, the system will transfer money from the account to the
machine, up to the transfer limit and no more than the machines credit limit.

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Understanding Slot Machine Terms and Math, TERMS

Cashless (Carded) IN / OUT - credits are added or removed from a


machine through the use of an online system.
5. Transactions being Recorded
a. Most Cashless systems will use redundancy recoding of all cash transaction events. Our
System, ACES, uses the standard that each transaction is recorded in the system.
b. This means that as a transaction is being performed at the machine, this same
transaction is being record at the system level.
c. When money is transferred to the machine (cashless in), it is actually still in the players
account. It is just moved to the machine where it is visible to the player.
• This can be considered a sub account of the main account.
d. When this money is transferred to the machine, it becomes only available through use
of that machine. The machine must release this amount back to the system (cashless
out) before it can be accessed by another means..i.e. Cashier or another machine.
e. The machine will record its Initial transfer as a Electronic Transfer IN or may also be
recorded as WAT (Wagering Account Transfer).
f. The machine is not actually maintaining and handling the transaction. The Machine is a
catalyst of the transaction. Since every transaction is being recorded to the system, the
machine is not storing the transactions before sending them to the system. The
machine records the transaction in its event log and send the transaction to the
system. The system then allows the machine to perform the transaction.
g. Each jurisdiction has their own requirements for Cashless transactions.

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PART 3:
WHAT ARE PROGRESSIVES AND
HOW THEY EFFECT PAYOUT
PERCENTAGE.
Progressive…its not only an insurance
company…

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Understanding Slot Machine Terms and Math, TERMS

Progressives – A percentage of the money wagered/won that contributes to a “an accumulative


account” where either, a combination, event or random section is made and triggers the award.

1. Simplified – A gradual increase of a set award that is won randomly and is triggered through
a random selection, Like the winning of a jackpot.
2. Purpose – To add excitement and anticipation to a machines potential to award a player an
amount that increases over time (play).
a. Both Stores
Increase Play –buy
Thisthis from the
is achieved same
through the distributor for $10.00
growth of the progressive Each.that
amount,
becomes to the player, an enticement to extend their play, focused on the award.
Bob’s Sporting Goods sells it for $40.00 gaining a $30.00 profit on each
b. Increased Casino Win – This is not the main focus, but it's an expected outcome from the
sold. increased play.
Mark’s• Sporting
As will beGoods
explainedsells
and it for $25.00
shown, gaining
in the majority a $15.00machines,
of progressive profit onthese will
each sold.have a higher overall PO% (Payout) which is a lower Hold% for the casino. In this
case, INCREASED
Mark’s Sporting Handle is
Goods needs toneeded for thethe
sell twice casino to get its
number ofoverall
itemsexpected
than WIN
(cash) to
Bob’s to make themakeup
samethe reduced
profit. Hold% from
($30/$15 = the
2) higher PO%.
• Further, this increased Handle is expected to be more than the House Average plus
Mark’s is the
expected, because
amount needed his the
to cover selling price
increased is lower,
PO%, thereforethat he will
gaining notwin for
a higher
only sell twice as many,
the casino… but
Lets look at expecting
an example…to sell more; increasing his profit
3.though quantity. work this way, why?
Not all progressives
a. principle
Our Manufactures havesame…
is the added Progressives
because into we the
haveoverall math of HOLD%,
a smaller the game. Inthedoing so,
they have
expected adjusted theHandle
is Increased base game to compensate
= “selling more” for to
thenot
progressive.
only match the
b. This adjustment
expected profit (cashmadewin)
by the manufacture
but to gaining willus
effect volatility
more greatly.
profit.
c. The manufacture has to adjust for a progressive and in doing so need to take from the
machines combinations or value of award to pay for the progressive.

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Understanding Slot Machine Terms and Math, TERMS

Progressives – A percentage of the money wagered/won that contributes to a “an accumulative


account” where either, a combination, event or random section is made and triggers the award.

4. Does adding a progressive amount effect the games volatility when its
added in addition to the games math (external)?
a. No, this has no effect on Volatility or Hit Frequency, only on PO%, and only to
the award hit.
b. An external progressive can not make adjustments to the games mathematical
profile (combinations and awards).
c. As an operator, we can choose a lower PO% version of the game, this would in
most cases have an effect on Volatility, Hit Frequency and PO%. Then by
adding an external progressive bring up the TOTAL PO% only.
5. Adding a Progressive Internally
a. The manufacture has to maintain its set PO%. So to add an internal
progressive the manufacture needs to decrease the Base Game to compensate
for the Progressive awards.
• So in this case the Base Game will in most cases be harder and this type
of game will have a higher volatility. To compensate for this, the
manufacture will increase the Hit Frequency and lower the award values
reducing the volatility effectiveness.
b. Example of Internal Progressive and Base Game Percentage Breakdown
• A typical setup will be Base Game at 65% with the Progressive Base and
increment at a total of 30% = Overall PO% at 95%
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Understanding Slot Machine Terms and Math, TERMS

Progressives – Terms (1 of 3)
1. BASE -
a. The Base is the starting amount of the progressive.
b. It is also the starting amount for when the progressive resets its self.
• This is NOT ALWAYS the first starting amount of the progressive. (see
current starting amount).
2. CURRENT STARTING AMOUNT -
a. In most cases this will be the Base amount. But for reasons listed below. this
“Current Starting Amount” may be different from the BASE amount.
b. System Reset (Ram Clear)
• The need to Ram Clear or reset the machine or progressive controller where
when doing so, the current amount will be cleared and needs to be reset
back to the amount it was before the Ram Cleared was performed.
c. Reasons for adjusting the current starting amount:
• Increased visibility - By starting a new progressive at a higher amount than
the BASE reset amount, the casino is able to attract more players with a
larger amount. This will affect PO% by increasing it, and lowering Hold%.
• Liability Distribution – When another Progressive is removed from the
gaming floor, the amount over the base amount may have to be distributed
to other progressives throughout the gaming floor, depending of the rules of
the Jurisdiction.
Continued on next Slide…. Breaks On 12, 26, 44, 65 88 59
Understanding Slot Machine Terms and Math, TERMS

Progressives – Terms (2 of 3)
3. RATE OF PROGRESSION
a. The rate of progression (ROP) is the value given to increase the Progressive Base with
each dollar amount being wagered.
b. Is also called “return to player” (RTP).
4. CAP (CAPACITY)
a. The amount that once reached will no longer progress.
b. Issues:
• If a CAP is used, the ROP or RTP (Rate of progression or Return to player) that was
calculated and added to the Theoretical PO% is no longer true.
• Once the CAP is reached, the Game will now have a Higher Theoretical HOLD%.
5. HIDDEN JACKPOT (NOT TYPICAL)
a. A hidden jackpot is an amount accumulating in the background, but not displayed.
• NOT TO BE CONFUSED WITH LESS THAT 0.01 ACCUMULATION.
b. Has all of the same attributes as a standard progressive.
c. Is typically only used on combination award progressives.
d. A smaller percentage (rate of progression) is added for each dollar amount wagered.
e. As the Current Progressive Jackpot amount hits, the hidden amount now becomes the new
Progressive Jackpot amount and a new HIDDEN AMOUNT is started.
f. A hidden amount is normally about 10% of the rate of progression of the active
Progressive amount, but can be any rate below the Rate of Progression of the active
progressive.
g. Its Purpose is to not have the Reset amount drop completely to its BASE amount, which
may discourage players once the current amount resets.
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Understanding Slot Machine Terms and Math, TERMS

Progressives – Terms (3 of 3)
6. PROGRESSIVE LIABILITY
a. Is the amount over the BASE amount (the amount progressed).
b. Is the amount that belongs to the player.
c. Should be recorded in the liability account.
7. LIABILITY ACCOUNT
a. Is the recording of each Progressive on the gaming floor indicating the following
information:
• Base amount
• Current amount
• Sum Liability (Current-Base)
b. Sum Liability – This amount is due payable to the players in the form of a machine win
triggering the progressive, or if allowed (jurisdictional rules) through a LIABILITY
ADJUSTMENT as a marketing cash giveaway.
8. LIABILITY ADJUSTMENT
a. Is the adjustment of the progressive liability due to the following reasons:
b. Is mainly used when a Progressive is being removed from the gaming floor.
• Standards are that if a progressive is removed, the amount progressed over the
base amount should be added to the new progressive, a different progressive or
shared with other progressives.
c. Amount removed or added to a progressive due to setup or calculation error.
d. Each Jurisdiction will have rules for Liability Adjustments.

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Understanding Slot Machine Terms and Math, TERMS

Progressives – Levels and Math Models


1. LEVELS -
a. Single Level
• “Only One Level Award”, This is normally the Top Award, but may be any award as
designed in the game.
b. Multi-Level
• “More than one award level”, A Multi-Level progressive is where there is more than
one (1) award level.
2. MATH MODELS
a. Must Hit By
• This is where the game is set to have a starting amount and a “must hit by amount”.
The machine will take a percentage from either credits wagered or credits won
(depends on the design) and add it to this award. Randomly between the “start” and
“must hit by amount”, the a machine will award to this the player.
• Example: start = $100, Must hit by $200, The machine will randomly select a value in
this range and when that amount is reached by the form of an increase of the ROP
set (example 0.5% of handle), it will award this amount.
• Typically these are INCLUDED using averaged expected values in the machines setup
PO% and will NOT be added to PROGRESSIVE LIABILITY or the THEATRICAL PO%
b. COMBINATION AWARD
• This is where a certain combination must be won on the game that will trigger the
Progressive award.
• Can be a random section from a BONUS WIN or from a WHEEL spin or other WIN
from the machine that was triggered by play and an outcome of the play.
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Understanding Slot Machine Terms and Math, TERMS

Progressive – Points to consider


1. Who gets the added percentage –
a. The added PO% or known as “Return To Player (RTP)” given is only felt and won by the
player that wins that award.
2. The real effect on numbers –
a. If the Base PO% is 95% to the player with a 5% hold, and you add 1% to the progressive,
this now becomes a 96% PO% to the players and a 4% hold. But only the player that wins
the award will get the added 1%.
b. If your Hold was 5% and you gave to the Progressive 1% your Hold is now 4%, you have
just lowered your Hold by a total of 20% expected.
• Example: 1 divided by 5 = 0.20, one (1) is one fifth of 5 or 20%, 20% x 5 = 100%
3. Why is it OK to add to a progressive, its expected outcome?
a. Its expected that these machines will get an increase in play over the Average machine.
b. In this case, the casino will Net from increased play more then it would have expected by not
adding to the progressive.
c. Example 1: If expected Handle is $1,000.00 and the hold is 5%, the Win will be $50.00. Now
let's do it at 4%... $1,000.00 and the hold is 4% the win will be $40.00.
d. Example 2: By adding the progressive your Handle is expected to increase to $1,300.00,
that’s an increase in handle by 30%.
• Now at $1,300.00 x 4% = $52.00. Your cash win increased $2.00 = this is actually an
increase in CASH by 4% (not be confused by the hold of 4%).
e. Remember: It started at a Win of $50.00, You Gave away a percent of this which dropped
your win to $40.00. With the expected increase in play, you would need to recover the
amount given up (1% which we calculated was $10.00), Then the amount over this is
considered an increase. This is your $2.00.
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Understanding Slot Machine Terms and Math, TERMS

Progressives – The Types (1 of 2)


1. STANDALONE (SAP)
a. “Only One Machine”, Stand Alone Progressive is a single machine that is
configured to be a progressive of at least one (1) of the math models.
• Math models are Combination Award or Must Hit By Award.
2. LINK (LP)
a. “More than One Machine”, A link is where two or more machines are connected
together sharing the same award Jackpot amount(s).
3. WIDE AREA PROGRESSIVE (WAP) –
a. A WAP is a progressive where the award amounts are linked to machines at
different casinos in an assigned area. Can be Single or Multi-Level and of any
math model.
4. MULTI-LINK (HYPERLINK) –
a. “Combination of Link and Multi-Level”, A Multi-Link progressive is where more
than one (1) award level is progressed and is linked to more than one (1)
machine. This is a combination of a Multi-Level and a Link.

Will discuss Floor Wide Mysteries on the next Slide………

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Five Minute Break, please do not take any longer.
Check your time before you leave for the break.
The class will not restart until everyone is here.

5 Minutes
4 Minutes
3 Minutes
2 Minutes
1 Minute

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Understanding Slot Machine Terms and Math, TERMS

Progressives – The Types (2 of 2)


5. FLOOR WIDE MYSTERY -
a. This Type needs of have a bit of understanding. As this works like a Progressive
in many cases, there are questions if it should be considered a progressive.
b. As each Jurisdiction has their own regulations concerning the handling of
Progressives, many operators prefer to consider this a Floor Wide Bonus.
c. REASONS:
• Taxation – If it’s a Marketing Plan and falls under Marketing, the operator
can use this as an expense. So all awards given out may be written off as a
business expenses with a different taxation rate.
• P/L Statement – Being an expenses, this becomes a line item expenses and
is no longer a liability on the accounting statement..
• Being a marketing item, adjustments can be made and will not need to
follow the rules concerning progressive changes.
d. Its purpose is not machine driven – this is not setup to drive traffic for a
particular machine or purpose, its floor wide, and being so, the expectations of
improved play cannot be gaged.
e. Need to ask – Do you want it to hit at a averaged certain amount or at a
standard number of days?

Continued…
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Understanding Slot Machine Terms and Math, TERMS

Progressives – The Types (2 of 2)


5. FLOOR WIDE MYSTERY - CONTINUED
f. If choosing number of days – factors of increased or decreased handle will
affect the hit frequency.
• If the handle increases the number of days will be shorter.
• Example: SKN in season will hit their mystery faster than out of season.
g. If choosing amount – Must be able to average the hit value between the start
trigger value and the must hit by value.
h. Does it matter that it is hitting more often when its verified that we have
increased play – no it does not matter, but this is an opportunity to slow down
the RTP, reducing the PO% to the player, and increasing the casinos hold.
i. Changing a setting – its not that simple. Each system is a bit different, some
allow instant changes and others only allow it after a trigger.
j. Understand your floor activity – If you have a few VIP parties in a given month,
you will see an increase in hit frequency because your handle will increase. This
increase is artificial and was manipulated by the vip play. So in this case no
adjustments should be made.
• Question - If you have more than normal match-plays will this increase the
hit frequency… Yes and No…why or why not….Lets talk it…remember two
budgets the customers have …Time and Money.

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Understanding Slot Machine Terms and Math, TERMS

Floor Wide Mystery Calculation


Two things to look out for…
1. Line “J” SUM = how much are you giving back
2. Line “O” and “Q” days to hit = how many in a day, and how many days
ROW
INFORMATION MINI MINOR MEGA SUM CALCULATION INFO
LETTER
A No. Machines 100 100 100 Total Machines on Mystery
B Avg. Handle per day per Machine $11,762 $11,762 $11,762 TOT HNDL / A (Total HNDL is from the system)
C Increment % 0.250% 0.150% 0.025% 0.425% MANAGEMENT CHOICE
D Start Up Value $100 $500 $5,000 MANAGEMENT CHOICE
E Trigger After Value $500 $12,000 $10,000 MANAGEMENT CHOICE
F Maximum Value $1,000 $15,000 $20,000 MANAGEMENT CHOICE
G Avg. Jackpot Win $750 $13,500 $15,000 E+F,/2 (NUMBER BETWEEN THESE)
H Start Up RTP % 0.038% 0.006% 0.013% 0.057% D/K
I Avg. Handle for all Machines per Day $1,176,200 $1,176,200 $1,176,200 B*A
J Total RTP % 0.288% 0.156% 0.038% 0.482% H+C

K Handle Required to Win Jackpot AVG. $260,000 $8,666,667 $40,000,000 G-D/C


L Total Increment per Day $2,941 $1,764 $294 I*C
M Total Increment per Minute $2.04 $1.23 $0.20 L/ 24 HOURS/60 MIN

N Hits per Day per Machine 0.05 0.00 0.00 B/K


O Hits per Day for all Machines 4.52 0.14 0.03 A*N

P Days Between Hits per Machine 22.11 736.84 3,400.78 K/B


Q Days Between Hits for all Machines 0.22 7.37 34.01 K/I

R Total Jackpots per Day $ $3,392.88 $1,832.16 $441.08 $5,666.12 G*O


S Total Jackpots per Month $ $103,245.48 $55,752.56 $13,421.91 $172,419.95 R* 30.43 (AVERAGE DAYS IN A MONTH)
T Total Jackpots per Year $ $1,238,402.88 $668,737.56 $160,992.38 $2,068,132.82 R*365 (DAYS IN A YEAR)

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Understanding Slot Machine Terms and Math, TERMS

Progressives – Testing (1 of 3)
1. HOW TO TEST THE RATE OF PROGRESSION (LINK OR STANDALONE)
a. These steps work for both Standalone and Linked (not WAP). These also work
with single and multi-level.
b. Need to take note on the triggering action, If its CREDITS WAGERED, OR
CREDITS WON, will be what is tracked and counted to verify the progression.
2. STEP 1, GETTING PREPARED.
a. Secure the machine(s), no other players can be on a machine if a Link.
b. Record the current amount of the Progressive Amounts.
c. Have a spreadsheet or paper listing the following columns:
• Machine number (location or asset),
• Start progressive amounts at test,
• Game number played starting from one (1),
• Amount in $, wagered,
• Amount in $ won, if any,
• Amount Progressive changed to, if any,
• If progressive triggered, amount it reset to.
d. For each machine being tested, have at least 10 lines for testing.
e. Have a calculator, test money or credits.

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Understanding Slot Machine Terms and Math, TERMS

Progressives – Testing (2 of 3)
3. STEP 2, PLAY AND RECORD
a. Record the test number …test play 1.
b. Make a wager in small even dollar amounts or in an amount that is easy to
calculate.
• For easy of calculation, avoid changing from this amount during the test
c. Record the win or loss amount (loss is not needed but is best to record it).
d. Record any change in progressive amount.
e. Repeat these steps until you see the progressive meter move at least $0.03 from
its recorded amount prior to the test.
f. If you have multiple levels, the chances are that some of these levels will have
small increment amounts to include less than ONE PERCENT <1%.
• Example 1: You have a 10 Levels, you may have the top level at 0.0025
(0.25%) this means that it will take $4.00 to move this $0.01.
• Example 2: You may have a level that is 0.0015 (0.15%). It will take $7.00
to move this $0.01. Being that 0.0015 x 7 = 0.0105. This means it will take
$7.00 in this level to move $0.01….On this same example, at the $20.00
accumulative wagered amount, this meter will move one extra cent ($0.01).
• How to figure Example 2 calculation = $0.01 / $0.0005 = 20, every $1.00
wagered there is an extra 0.0005. So… $0.0005 x 20 = $0.01.

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Progressives – Testing (3 of 3)
4. STEP 2 – THE CALCULATIONS
a. For each level add only the amount that changed from the current to the last test….or,
take your ending Progressive meter amount minus your start.
b. Then add the amount of the wagers for all tests.
c. Now divide the amount that changed (the increase) by the amount wagered, this will be
your total increment amount.
d. For multi-level do it for each level… Next slide will show an example.
5. STEP 3 – THE CALCULATIONS… THE TEST
a. Three levels
• Level A increased $0.02
• Level B increased $0.01
• Level C increased $0.15
b. Amount wagered during test
• $10.00
c. Calculations
• Level A = $0.02 / $10.00 = 0.002 (0.20%)
• Level B = $0.01 / $10.00 = 0.001 (0.10%)
• Level C = $0.15 / $10.00 = 0.015 (1.50%)
d. Total
• Add the amounts of percentage from each level and this is your total Rate of
Progression.
• 0.20% + 0.10% + 1.5% = 1.8%
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Understanding Slot Machine Terms and Math, TERMS

Progressives – Real Error in setting up progressive (1 of 2)


THIS IS A REAL SITUATION WHERE SETTING UP A PROGRESSIVE WRONG CAN COST…AND COST BIG TIME!!
THIS HAPPENED HERE IN THIS COMPANY AND HAPPENED ON 8 STANDALONE PROGRESSIVES. THIS AND THE
Bally Quick Hit Configuration
NEXT SLIDE WILL SHOW WHAT HAPPENED.

(c) Lines 30 Look at machine, get info from machine


(d) Max line Multiplier 5 Look at machine, get info from machine
(h) Denomination $0.01 Look at machine, get info from machine
(i) TOTAL MAX Credit 150 (c*d) Lines x Max line Multiplier
(e) Current Number of plays 160,000 This is the total current games played per machine meters pulled from meters or estimated

(j) Difference (f) Avg plays


(a) Correct (b) Amounts Set between (b-a) to hit level (k) Est.
(g) Credits
Combinations Prog ROP amount as wrong upto Jan of base per Number of Money Lost
per Paytable
calculated 17, 2015 amounts set Manufacture current hits
wrong. info
9 QH Symbols 0.25% 2500 $3,750.00 $5,000.00 $1,250.00 1,179,648 0 0
8 QH Symbols 0.35% 1000 $1,500.00 $1,500.00 $0.00 68,057 2 $0.00
7 QH Symbols 0.40% 100 $150.00 $500.00 $350.00 7,594 21 $7,374.24
6 QH Symbols 0.50% 50 $75.00 $100.00 $25.00 1,073 149 $3,727.87
5 QH Symbols 0.50% 10 $15.00 $50.00 $35.00 206 777 $27,184.47
TOTAL Estimated Calculated Total
Money Loss 2.00% This is
$38,286.57 calculated by
This is calculated This is
Prog & at "Credits Per This is the wrong
dividing
assuming that
Base Game PO% "current
Game Info from Cut Paytable" X "Total amounts minus Info from Cut all hits were
90.13% 92.13% number of
Sheet/Par sheet Max Credit" X correct amount (b- Sheet/Par sheet played at
plays" / "Avg
"Denomination" a). Maximum.
plays to hit per
(g*h*i) (j*k)
manufacture
info" (e/f)

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Understanding Slot Machine Terms and Math, TERMS

Progressives – Real Error in setting up progressive (1 of 4)


From the last slide…This slide shows the calculated change to Theoretical PO% that happened
when the Base amounts were changed.
Calculating Add PO% by increasing SEED
(c) Lines 30 Look at machine, get info from machine
(d) Max line Multiplier 5 Look at machine, get info from machine
(h) Denomination $0.01 Look at machine, get info from machine
(i) TOTAL MAX Credit 150 ( c*d) Lines x Max line Multiplier
(S) Estimated Number of plays 160,000 This is the total current games played per machine meters pulled from meters or estimated
Add to this
(J) Hold 7.870% sheet
100% - (o)
(p) Total possible Add to this
combinations
1,179,648 sheet
From Par or cut sheet
Add to this (p*(i*h)) Total combination x the sum of total credits x
(k) Total wagered in Max Bet $ $1,769,472.00
sheet denomination
Add to this
(L) Casino Win $139,257.45 sheet (k*J) Total wagered x hold

General Info 150 credits max bet

(f) Avg (m)


Dollar (Q) Correct Avg (R.) Base Increase of
(g) Credits plays to hit Number of New Avg
(T) Progressive play to (V) Hits in the Base Value Value of reset (n) Seeded Seed to New reset
Combinations per level per hits @ Est. Value of
ROP increase cycle at 150 award amounts Awards over base PO% amount
Paytable Manufactur number of Award Hit
$0.01 credits when hit set wrong (v*n,/k)
e info plays

9 QH Symbols 0.25% $4.00 2500 1 1,179,648 $3,750.00 $8,173.68 0 $5,000.00 $1,250.00 0.071% $5,000.00 $9,423.68
8 QH Symbols 0.35% $2.86 1000 17 68,057 $1,500.00 $1,857.30 2 $1,500.00 $0.00 0.000% $1,500.00 $1,857.30
7 QH Symbols 0.40% $2.50 100 155 7,594 $150.00 $195.56 21 $500.00 $350.00 3.073% $500.00 $545.56
6 QH Symbols 0.50% $2.00 50 1099 1,073 $75.00 $83.05 149 $100.00 $25.00 1.553% $100.00 $108.05
5 QH Symbols 0.50% $2.00 10 5726 206 $15.00 $16.55 777 $50.00 $35.00 11.327% $50.00 $51.55
Info from Info from Added
Info from Cut Seed %
Cut Cut f*sum
Sheet/Par sheet G*(i*H) F/S R-Q
Sheet/Par Sheet/Par (i*h)*T+Q
or P/F 16.023%
sheet sheet

(o) Prog & Game (U) Added


(A) Base Game PO% (B) Total Progressive RTP (B) + Base Game (A) + Added Seed (U) = TOTAL PO%
(a+b) Seed %

90.130% 2.000% 92.130% 16.023% 108.153%


Breaks On 12, 26, 44, 65 88 73
PART 3A:
HOW THE PROGRESSIVE WORKS.

Progressive…its not only an insurance


company…

Breaks On 12, 26, 44, 65 88 74


$1,600. 00
Base: $1,600.00 (6400 credits) Total Amount progressed:
Game Denom: 0.25 $0.00(00)
Hidden: No, MAX $1.25
Rate of Progression: 1%
This is the BASE JACKPOT amount.
Is always in dollars. This is the
Jackpot display. Here is basic accumulative
Here is basic This will increase when credits are information about the

ARE WE READY
information about played in the machine. progressive. This should be
the progressive the same as the sign. But
note since the wager
amount is 0.25 there will be

TO START?
less than 0.01 being
In these boxes you will see accumulated.
1
an accumulation 2
of credits 3 4 5 6
wagered in dollar amount In these boxes you will see a simulation of credits
during the entire Play wagered, in dollar amount. This is the amount
that will increase the progressive

Total Amount wagered: $0.00


Breaks On 12, 26, 44, 65 88 75
$1,600. 00
Base: $1,600.00 (6400 credits) Total Amount progressed:
Game Denom: 0.25 $0.00(00)
Hidden: No, MAX $1.25
Rate of Progression: 1%

Wager on Mach
1 1 for 0.502 3 4 5 6

Total Amount wagered: $0.00


Breaks On 12, 26, 44, 65 88 76
$1,600. 00
Base: $1,600.00 (6400 credits) Total Amount progressed:
Game Denom: 0.25 $0.00 (50)
Hidden: No, MAX $1.25
Rate of Progression: 1%

Wager on Mach
Notice here how the
amount progressed in
accumulation.
Since this amount is less

1
3 for 0.75
2 3 4
than 1%, there is no
advancement in the
5
progressive. 6

0.50

Total Amount wagered: $0.50


Breaks On 12, 26, 44, 65 88 77
$1,600. 00
1
Base: $1,600.00 (6400 credits) Total Amount progressed:
Game Denom: 0.25 $0.01 (25)
Hidden: No, MAX $1.25
Rate of Progression: 1%

Wager on Mach
1
6 for 1.25
2 3 4 5 6

0.50 0.75

Total Amount wagered: $1.25


Breaks On 12, 26, 44, 65 88 78
$1,600. 01
2
Base: $1,600.00 (6400 credits) Total Amount progressed:
Game Denom: 0.25 $0.02 (50)
Hidden: No, MAX $1.25
Rate of Progression: 1%

Wager on Mach
1 1 for 1.252 3 4 5 6

0.50 0.75 1.25

Total Amount wagered: $2.50


Breaks On 12, 26, 44, 65 88 79
$1,600. 02
3
Base: $1,600.00 (6400 credits) Total Amount progressed:
Game Denom: 0.25 $0.03 (75)
Hidden: No, MAX $1.25
Rate of Progression: 1%

Wager on Mach
1 3 for 1.252 3 4 5 6

1.75 0.75 1.25

Total Amount wagered: $3.75


Breaks On 12, 26, 44, 65 88 80
$1,600. 03
5
Base: $1,600.00 (6400 credits) Total Amount progressed:
Game Denom: 0.25 $0.05 (00)
Hidden: No, MAX $1.25
To save time we are jumping
Rate of Progression: 1%
ahead. We will assume 2
weeks have passed and a
total of $25,432.75 was
played between the 6
1 2 machines.
3 4 5 6
Mach 3 is the last to get a
wager for 1.25
1.75 2.00 1.25

Total Amount wagered: $5.00


Breaks On 12, 26, 44, 65 88 81
$1,854
JACKPOT . 32
JACKPOT
$1,854.33
Base: $1,600.00 (6400 credits) Total Amount progressed:
Game Denom: 0.25 $254.32 (75)
Hidden: No, MAX $1.25

The next slides will


Rate of Progression: 1%

explain the improper


and proper way to
debit the machines for
1
their
2
progressive
3 4 5 6

contributions…
4,745.25 3,147.00 2,875.50 2,475.00 5,111.25 7,078.75

Total Amount wagered: $25,432.75


Breaks On 12, 26, 44, 65 88 82
JACKPOT $1,854.33
There are three (3) basic ways that are used to account for progressed
amounts, but only one (1) proper way to do it. On this slide we will learn
about the two (2) ways that are used, but are not proper.
1. Charging the full amount to the winning machine (not proper) – The full

The THISnext slide will explain


amount of $1,854.33 is charged to the machine that hit the progressive.
IS TYPICAL AND IS USED IN MOST CASINOS.

the proper
amount In way to debit
2. Sharing the full jackpot amount (not proper) – Each machine is charged an
even split of the jackpot this case $1,854.33 / 6 machines =

the machines
$309.06 rounded up from .05(5) cents.
NOT TYPICAL AND NOT CORRECT for the
IN ANY WAY!!!

1 2 progressive.
3 4 5 6

4,745.25 3,147.00 2,875.50 2,475.00 5,111.25 7,078.75

Total Amount progressed: $254.32 (75)


Total Amount wagered: $25,432.75
Breaks On 12, 26, 44, 65 88 83
JACKPOT $1,854.33
The proper way – Each machine should be charged for the
progressed amount it contributed to the progressive over the base
amount. In addition, the machine that hit the progressive is charged
the base amount.
THIS IS THE
$2,875.50 x 1%
WINNING
= $28.75
$4,745.25 $3,147.00 $2,475.00 $5,111.25 $7,078.75
MACHINE
rounded plus
x 1% = x 1% = x 1% = x 1% = x 1% =
Base
WE$1,600.00
WILL
$47.45 $31.47 TotalBACK
= $24.75 $51.11 $70.79
rounded rounded
COME rounded
$1,628.75 rounded rounded
TO IT…

1 2 3 4 5 6

4,745.25 3,147.00 2,875.50 2,475.00 5,111.25 7,078.75

Total Amount progressed: $254.32 (75)


Total Amount wagered: $25,432.75
Breaks On 12, 26, 44, 65 88 84
PART 4:
SLOT METERS AND HOW THEY
WORK.

Put on your x-ray glasses… a peak


inside…

Breaks On 12, 26, 44, 65 88 85


Understanding Slot Machine Terms and Math, TERMS

Difference between Cash Accounting and Performance accounting


1. CASH ACCOUNTING
a. This is the calculation of all money physically entering into the machine minus
all money physically cashed out of the money.
b. Money IN for CASH ACCOUNTING is considered the following:
• Bills in
• Coin Drop (From Coin IN)
c. Money OUT for CASH ACCOUNTING is considered the following:
• Handpays (CCPO)
• Jackpots
• Hopper Fills
• Hopper float (balance of hopper)
NOTICE… NO MENTION OF PLAY OR WINS….ITS STRICTLY CASH OR CASH VALUE

Breaks On 12, 26, 44, 65 88 86


Understanding Slot Machine Terms and Math, TERMS

Difference between Cash Accounting and Performance accounting


2. PERFORMANCE ACCOUNTING
a. This is evaluating the amount of play the machine gets over time using the
actual amounts wagered and won on the machine.
b. IN is considered the following:
• Credits Wagered
c. OUT in this case is considered the following:
• Credits Won
• Jackpots (not CCPO as this is already counted as part of credits Won)

KEEP IN MIND… WHEN CALCULATING CASH ACCOUNTING AND PERFORMANCE


ACCOUNTING, THE END NUMBERS SHOULD ALWAYS BE THE SAME.

THE DIFFERENCE WILL BE HOW MUCH PLAY THE CUSTOMER GOT FROM THE MONEY
THEY PUT IN.

Breaks On 12, 26, 44, 65 88 87


Five Minute Break, please do not take any longer.
Check your time before you leave for the break.
The class will not restart until everyone is here.

5 Minutes
4 Minutes
3 Minutes
2 Minutes
1 Minute

Breaks On 12, 26, 44, 65 88 88


Understanding Slot Machine Terms and Math, TERMS

Difference between Cash Accounting and Performance Accounting

C C
Insert cash Credits available
Can Cash Out or
Meter of cash item (credits available Cash Out
Wager
advances display is shown)

P P P
A combination is Spin Button
won pressed Wager made, Credit
wager (in) Meter
Credits Out Meter Games Play meter advances
advances advances

C
Credits Available
(credits available Can Cash Out or
Display is Shown) Wager Cash Out

Breaks On 12, 26, 44, 65 88 89


Understanding Slot Machine Terms and Math, TERMS

Difference between Cash Accounting and Performance Accounting

Bill in
Coin Drop Cashless in
Coins in
Hopper Fill Cashless Out
Games played
Credits Wagered Jackpot Ticket In

Credits Won Credit Hand Ticket Out


Pay CCPO Key On Credit
Bill Drop
Key Off Credit

Cash
Performance

BOTH
Breaks On 12, 26, 44, 65 88 90
Understanding Slot Machine Terms and Math, TERMS

DIFFERENCE BETWEEN CASH ACCOUNTING AND


PERFORMANCE ACCOUNTING
May Also Be known Bill and Coin in Bill in with
Bill and/or
as, Note: some terms /or Coin Coin in with all all
Smart Card Full Coin in with
Meters Definitions may be duplicated or in with with Coin cashouts cashouts
SYSTEM TITO Ticket Out
have other Coin out out going to going to
Only
meanings. Only handpay handpays

Sum of Bills inserted,


Bill in BV in YES YES YES YES NO NO YES
normally metered at .01

Sum of cashless transfer


(AFT/EFT). Transfer from the Transfer in, AFT in,
Cashless In YES NO NO NO NO NO NO
card or account to the EFT in
machine.

Physical insertion of a coin,


normally counted as pieces,
Physical Coin in Coin in NO NO YES YES YES YES NO
Each coin no matter its value
is counted as 1

Sum of all tickets inserted in


Ticket In to the machine, normally TITO in, Voucher in NO YES NO NO NO NO NO
metered at .01

Sum of cashless transfer


(AFT/EFT). Transfer from the Transfer out, AFT out,
Cashless Out YES NO NO NO NO NO NO
machine to the account or EFT out
card.

Breaks On 12, 26, 44, 65 88 91


Understanding Slot Machine Terms and Math, TERMS

DIFFERENCE BETWEEN CASH ACCOUNTING AND


PERFORMANCE ACCOUNTING
May Also Be known as, Bill and/or Bill and /or Coin in Coin in with all Bill in with
Meters Definitions Note: some terms may be Smart Card Full Coin in with Coin in with with Coin cashouts going allgoing
cashouts
duplicated or have other SYSTEM TITO Ticket Out Coin out Only out to handpay to
meanings. Only handpays

Physical Coin Physical


a coin,
payout from the hopper of
normally counted as pieces, Coin out NO NO NO YES YES NO NO
Out No matter the value

Sum of all cashout tickets paid by


the machine, normally metered
Ticket Out at .01 (there may be Jackpot ticket TITO out, Voucher out NO YES YES NO NO NO NO
receipts paid out, this is normally
not added to this total.)

Physical counting of coins that were


inserted into the machine and
Coin Drop diverted to the coin drop under the Drop, bucket drop, base NO NO YES YES YES YES NO
machine. This is dependent on the drop
Hopper level and may divert coins to
the hopper.

Games Played Number of games played in total, do


not matter if multigame.
Played, Games, handle,
handle pulls YES YES YES YES YES YES YES

Sum of credits wagered on each


game. A credit is pieces, times (x)
Credits the value of denomination, may be Coin in, in, wagered, credits YES YES YES YES YES YES YES
Wagered converted to .01, where 1 credit on played
a $1.00 machine would be counted
as 100.

Breaks On 12, 26, 44, 65 88 92


Understanding Slot Machine Terms and Math, TERMS

DIFFERENCE BETWEEN CASH ACCOUNTING AND


PERFORMANCE ACCOUNTING

May Also Be known as, Bill and/or Bill and /or Coin in with Bill in with
Meters Definitions Note: some terms may Smart Card Full Coin in with Coin in with Coin in with all cashouts all cashouts
be duplicated or have SYSTEM TITO Ticket Out Coin out Coin out going to going to
other meanings. Only Only handpay handpays

Sum of credits won on each


game if a win was the outcome
for the player. A credit is
pieces, times (x) the value of
Credits Won denomination, may be Coin out, out, won, YES YES YES YES YES YES YES
converted to .01, where 1
credit on a $1.00 machine
would be counted as 100.

Value of jackpot (amount over


Jackpots the Jackpot / handpay limit). Handpays, ring off YES YES YES YES YES YES YES
Normally recorded in .01

Value of accumulative credits


on the machine when
requested by the player to
Accumulative cashout. This occurs when the Hand pays, ring off YES YES YES YES YES YES YES
Credit Hand Pay
Hand pay lockup amount is
exceeded during cashout.
Normally recorded in .01

Breaks On 12, 26, 44, 65 88 93


Understanding Slot Machine Terms and Math, TERMS

DIFFERENCE BETWEEN CASH ACCOUNTING AND


PERFORMANCE ACCOUNTING

May Also Be known as, Bill and/or Bill and /or Coin in with Bill in with
Meters Definitions Note: some terms may Smart Card Full Coin in with Coin in with Coin in with all cashouts all cashouts
be duplicated or have SYSTEM TITO Ticket Out Coin out Coin out going to going to
other meanings. Only Only handpay handpays

Sum of Accumulative
Total Hand Pay Credits Hand pays and Hand pays, ring off YES YES YES YES YES YES YES
Jackpots.
Sum of Coin Drop, Bills
Total Drop in, Tickets in. normally Drop YES YES YES YES YES YES YES
metered at .01
Sun of all monetary
value inserted into the
Total In machine. Converted to a In YES YES YES YES YES YES YES
dollar, or accounting unit
value.

Sun of all monetary


value paid out from the
Total Out machine. Converted to a Out YES YES YES YES YES YES YES
dollar, or accounting unit
value.

Breaks On 12, 26, 44, 65 88 94


Understanding Slot Machine Terms and Math, TERMS

Difference between Cash Accounting and Performance Accounting

Smart Card (cashless) SYSTEM


C P P P P P C C
Step 1a Step 2 Step 3 Step 4 Step 4a Credits
Step 1 Insert Available Players Make a Outcome of won - Non Step 4b No Win Step 4b Jackpot Step 5 Players Step 5a Cashout Available
Money credits choice wager wager Jackpot won choice credits
advance
Make a Amount won Available Credits are
Available wager / Credits Credits won Return to Step 2 / becomes a Return to Step removed from machine
Bills in / Cashless in credits Cashout wagered Game Played increase Available Step 1 handpay, Available 2 and added to the players
increase Available credits credits will not account
Credits increase
Note: A NOTE: If this NOTE: If available NOTE: A Jackpot is
credit is a Cashout amount would
NOTE: Will not be single unit Available Available Credits Won / exceed the credit less than the amount amount won an
credits are Zero or considered
that
able to exceed the valued at the Credits - credits Jackpot Won / limit, a handpay to be wagered, Step exceeds the limit
Bill in or Credit limit credit move to decrease No win will be forced
monetary step 5a (accumulative 1 wouldstep. be the next for a single game
played
value credit)

Breaks On 12, 26, 44, 65 88 95


Understanding Slot Machine Terms and Math, TERMS

Difference between Cash Accounting and Performance Accounting

Smart Card (cashless) SYSTEM


Before Credits After Credits
Meters Activity # Activity Activity Credits Jackpot CCPO
Available Available
A Cashless In $200.00 1 $0.00 Cashless In 200 $200.00 $0.00 $0.00
B Bills in $50.00 2 $200.00 Bills In 50 $250.00 $0.00 $0.00
C Ticket In $0.00 3 $250.00 Credits Wagered (10) $240.00 $0.00 $0.00
D Coin In $0.00 5 $240.00 Credits Won 15 $255.00 $0.00 $0.00
E Key On Credit $0.00 6 $255.00 Credits Wagered (10) $245.00 $0.00 $0.00
F Total In $250.00 7 $245.00 Jackpot 150 $245.00 $150.00 $0.00
G Cashless Out $235.00 8 $245.00 Credits Wagered (10) $235.00 $0.00 $0.00
H Ticket Out $0.00 9 $235.00 Credits Won 70 $305.00 $0.00 $0.00
I Key Off Credit $0.00 10 $305.00 CCPO (70) $235.00 $0.00 $70.00
J Hopper Out $0.00 11 $235.00 Cashless Out (235) $0.00 $0.00 $0.00
K CCPO $70.00 12 $0.00 $0.00 $0.00 $0.00
L Total Out $305.00 13 $0.00 $0.00 $0.00 $0.00
DROP 14 $0.00 $0.00 $0.00 $0.00
M BV Drop $50.00 15 $0.00 $0.00 $0.00 $0.00
N Hopper Bleed $0.00
O Coin Drop $0.00
Performance
P Credits Wagered $30.00 Limits Values
Q Credits Won $85.00 Bill Limit $500.00 Cash Accounting ($205.00)
R Games Play 3 Credit Limit $300.00 Performance Accounting ($205.00)
Jackpots Jackpot Limit $100.00 CA = F-L-S
S Jackpot $150.00 Hopper Fill Amount $100.00 PA = P-Q-S

Breaks On 12, 26, 44, 65 88 96


Understanding Slot Machine Terms and Math, TERMS

Difference between Cash Accounting and Performance Accounting

Full TITO

C P P P P P C C
Step 1 Insert Step 1a Step 2 Step 3 Step 4 Step 4a Credits
Money credits Players Make a Outcome of won - Non Step 4b No Win Step 4b Jackpot Step 5 Players Step 5a Cashout Available
advance choice wager wager Jackpot won choice credits
Bills in / Ticket In Available Make a Credits Game Played Credits won Return to Step 2 / Amount won Return to Step Available Credits are
credits wager / wagered increase Available Step 1 becomes a 2 removed from the
increase Cashout credits handpay, Available machine and printed on a
Available credits will not Ticket
Credits increase
NOTE 1: Will not be Note: A Cashout Available Credits Won / NOTE: If this NOTE: If available NOTE: A Jackpot is
able to exceed the credit is a Available credits Jackpot Won / amount would credits are Zero or considered an
Bill in or Credit limit, single unit Credits - decrease No win exceed the credit less than the amount amount won that
NOTE 2: If machine valued at the move to limit, a handpay to be wagered, Step exceeds the limit
is set for a single credit Step 5a will be forced 1 would be the next for a single game
denomination or monetary (accumulative step. played
does not have a value credit)
denomination
usable with the
total value of the
Ticket, the machine
can be configured
to either dispense
the Remainder
amount or to keep it
in reserve until
cashed out.

Breaks On 12, 26, 44, 65 88 97


Understanding Slot Machine Terms and Math, TERMS

Difference between Cash Accounting and Performance Accounting

Full TITO
Before Credits After Credits
Meters Activity # Activity Activity Credits Jackpot CCPO
Available Available
A Cashless In $0.00 1 $0.00 Bills In 50 $50.00 $0.00 $0.00
B Bills in $50.00 2 $50.00 Ticket in 75 $125.00 $0.00 $0.00
C Ticket In $75.00 3 $125.00 Credits Wagered (10) $115.00 $0.00 $0.00
D Coin In $0.00 5 $115.00 Credits Won 95 $210.00 $0.00 $0.00
E Key On Credit $0.00 6 $210.00 Credits Wagered (10) $200.00 $0.00 $0.00
F Total In $125.00 7 $200.00 Jackpot 150 $200.00 $150.00 $0.00
G Cashless Out $0.00 8 $200.00 Credits Wagered (10) $190.00 $0.00 $0.00
H Ticket Out $240.00 9 $190.00 Credits Won 70 $260.00 $0.00 $0.00
I Key Off Credit $0.00 10 $260.00 Credits Wagered (10) $250.00 $0.00 $0.00
J Hopper Out $0.00 11 $250.00 Credits Won 70 $320.00 $0.00 $0.00
K CCPO $70.00 12 $320.00 CCPO (70) $250.00 $0.00 $70.00
L Total Out $310.00 13 $250.00 Credits Wagered (10) $240.00 $0.00 $0.00
DROP 14 $240.00 Credits Won 0 $240.00 $0.00 $0.00
M BV Drop $50.00 15 $240.00 Ticket Out (240) $0.00 $0.00 $0.00
N Hopper Bleed $0.00
O Coin Drop $0.00
Performance
P Credits Wagered $50.00 Limits Values
Q Credits Won $235.00 Bill Limit $500.00 Cash Accounting ($335.00)
R Games Play 5 Credit Limit $300.00 Performance Accounting ($335.00)
Jackpots Jackpot Limit $100.00 CA = F-L-S
S Jackpot $150.00 Hopper Fill Amount $100.00 PA = P-Q-S

Breaks On 12, 26, 44, 65 88 98


Understanding Slot Machine Terms and Math, TERMS

Difference between Cash Accounting and Performance Accounting


Bill and/or Coin in with Ticket Out Only
C P P P P P C C
Step 1 Insert Step 1a Step 3
Money credits Step 2 Make a Step 4 Step 4a Credits Step 4b Jackpot Step 5 Players Step 5a Cashout Available
advance Players wager Outcome of won - Non Step 4b No Win won choice credits
choice wager Jackpot
Bills in / Coin in Available Make a Credits Game Played Credits won Return to Step 2 / Amount won Return to Step Available Credits are
credits wager / wagered increase Available Step 1 becomes a 2 removed from the
increase Cashout credits handpay, Available machine and printed on a
Available credits will not Ticket
Credits increase

NOTE: Will not be Note: A Cashout Available Credits Won / Note: If this NOTE: If available NOTE: A Jackpot is
able to exceed the credit is a Available credits Jackpot Won / amount exceeds credits are Zero or considered an
Bill in or Credit limit single unit Credits - decrease No win the credit limit, less than the amount amount won that
valued at the move to the machine will to be wagered, Step exceeds the limit
credit Step 5a pay coins from the 1 would be the next for a single game
monetary Hopper. If this step. played
value amount also
exceeds the
Hopper pay out
limit the machine
will lockup into a
handpay.

Breaks On 12, 26, 44, 65 88 99


Understanding Slot Machine Terms and Math, TERMS

Difference between Cash Accounting and Performance Accounting


Bill and/or Coin in with Ticket Out Only

Before Credits After Credits


Meters Activity # Activity Activity Credits Jackpot CCPO
Available Available
A Cashless In $0.00 1 $0.00 Bills In 50 $50.00 $0.00 $0.00
B Bills in $50.00 2 $50.00 Coin in Drop 10 $60.00 $0.00 $0.00
C Ticket In $0.00 3 $60.00 Credits Wagered (10) $50.00 $0.00 $0.00
D Coin In $10.00 5 $50.00 Credits Won 95 $145.00 $0.00 $0.00
E Key On Credit $0.00 6 $145.00 Credits Wagered (10) $135.00 $0.00 $0.00
F Total In $60.00 7 $135.00 Jackpot 150 $135.00 $150.00 $0.00
G Cashless Out $0.00 8 $135.00 Credits Wagered (10) $125.00 $0.00 $0.00
H Ticket Out $285.00 9 $125.00 Credits Won 90 $215.00 $0.00 $0.00
I Key Off Credit $0.00 10 $215.00 Credits Wagered (10) $205.00 $0.00 $0.00
J Hopper Out $0.00 11 $205.00 Credits Won 90 $295.00 $0.00 $0.00
K CCPO $60.00 12 $295.00 Credits Wagered (10) $285.00 $0.00 $0.00
L Total Out $345.00 13 $285.00 Credits Won 60 $345.00 $0.00 $0.00
DROP 14 $345.00 CCPO (60) $285.00 $0.00 $60.00
M BV Drop $50.00 15 $285.00 Ticket Out (285) $0.00 $0.00 $0.00
N Hopper Bleed $0.00
O Coin in Drop $10.00 T Coin In Hopper $0.00
Performance
P Credits Wagered $50.00 Limits Values
Q Credits Won $335.00 Bill Limit $500.00 Cash Accounting ($435.00)
R Games Play 5 Credit Limit $300.00 Performance Accounting ($435.00)
Jackpots Jackpot Limit $100.00 CA = F-L-S
S Jackpot $150.00 Hopper Fill Amount $100.00 PA = P-Q-S

Breaks On 12, 26, 44, 65 88 100


Understanding Slot Machine Terms and Math, TERMS

Difference between Cash Accounting and Performance Accounting


Coin in with Coin out

C P P P P P C C
Step 1 Insert Step 1a Step 2a Step 3 Step 4 Step 4a Credits Step 4b Jackpot Step 5 Players Step 5a Cashout Available
Money credits Players Make a Outcome of won - Non Step 4b No Win won choice credits
advance choice wager wager Jackpot

Coin in Available Make a Credits Game Played Credits won Return to Step 2 / Amount won Return to Step Available Credits are
credits wager / wagered increase Available Step 1 becomes a 2 removed from the
increase Cashout credits handpay, Available machine and coins are
Available credits will not paidout from the hopper.
Credits increase If the credits cashed out
exceed the Hopper payout
limit, a handpay will be
created.

Note: A Cashout Available Credits Won / NOTE: If available NOTE: A Jackpot is


credit is a Available credits Jackpot Won / credits are Zero or considered an
single unit Credits - decrease No win less than the amount amount won that
valued at the move to to be wagered, Step exceeds the limit
credit Step 5a 1 would be the next for a single game
monetary step. played
value

Breaks On 12, 26, 44, 65 88 101


Understanding Slot Machine Terms and Math, TERMS

Difference between Cash Accounting and Performance Accounting


Coin in with Coin out
Before Credits After Credits
Meters Activity # Activity Activity Credits Jackpot CCPO
Available Available
A Cashless In $0.00 1 $0.00 Coin In Drop 30 $30.00 $0.00 $0.00
B Bills in $0.00 2 $30.00 Credits Wagered (10) $20.00 $0.00 $0.00
C Ticket In $0.00 3 $20.00 Jackpot 105 $20.00 $105.00 $0.00
D Coin In $80.00 5 $20.00 Hopper Out (20) $0.00 $0.00 $0.00
E Key On Credit $0.00 6 $0.00 Coin in Hopper 50 $50.00 $0.00 $0.00
F Total In $80.00 7 $50.00 Credits Wagered (10) $40.00 $0.00 $0.00
G Cashless Out $0.00 8 $40.00 Credits Won 99 $139.00 $0.00 $0.00
H Ticket Out $0.00 9 $139.00 Credits Wagered (20) $119.00 $0.00 $0.00
I Key Off Credit $0.00 10 $119.00 Credits Won 90 $209.00 $0.00 $0.00
J Hopper Out $20.00 11 $209.00 Credits Wagered (35) $174.00 $0.00 $0.00
K CCPO $264.00 12 $174.00 Credits Won 90 $264.00 $0.00 $0.00
L Total Out $284.00 13 $264.00 CCPO (264) $0.00 $0.00 $264.00
DROP 14 $0.00 $0.00 $0.00 $0.00
M BV Drop $0.00 15 $0.00 $0.00 $0.00 $0.00
N Hopper Bleed $130.00
O Coin in Drop $30.00 T Coin in Hopper $50.00
Performance U Hopper fill $100.00 Hopper Bleed = U+T-J
P Credits Wagered $75.00 Limits Values
Q Credits Won $279.00 Bill Limit $500.00 Cash Accounting ($309.00)
R Games Play 4 Credit Limit $300.00 Performance Accounting ($309.00)
Jackpots Jackpot Limit $100.00 CA = O+N-U-K-S
S Jackpot $105.00 Hopper Fill Amount $100.00 PA = P-Q-S

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Understanding Slot Machine Terms and Math, TERMS

Difference between Cash Accounting and Performance Accounting


Coin in with all cashouts going to handpay

C P P P P P C C
Step 1 Insert Step 1a Step 2a Step 3 Step 4 Step 4a Credits Step 4b Jackpot Step 5 Players Step 5a Cashout Available
Money credits Players Make a Outcome of won - Non Step 4b No Win won choice credits
advance choice wager wager Jackpot

Coin in Available Make a Credits Game Played Credits won Return to Step 2 / Amount won Return to Step All cashouts will be set to
credits wager / wagered increase Available Step 1 becomes a 2 Handpay, this is done by
increase Cashout credits handpay, Available either setting the hopper
Available credits will not pay limit to ZERO and
Credits increase disabling any Ticket Out
option if available.

Note: A Cashout Available Credits Won / NOTE: If available NOTE: A Jackpot is


credit is a Available credits Jackpot Won / credits are Zero or considered an
single unit Credits - decrease No win less than the amount amount won that
valued at the move to to be wagered, Step exceeds the limit
credit Step 5a 1 would be the next for a single game
monetary step. played
value

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Difference between Cash Accounting and Performance Accounting


Coin in with all cashouts going to handpay

Before Credits After Credits


Meters Activity # Activity Activity Credits Jackpot CCPO
Available Available
A Cashless In $0.00 1 $0.00 Coin In Drop 30 $30.00 $0.00 $0.00
B Bills in $0.00 2 $30.00 Credits Wagered (10) $20.00 $0.00 $0.00
C Ticket In $0.00 3 $20.00 Jackpot 105 $20.00 $105.00 $0.00
D Coin In $30.00 5 $20.00 Credits Wagered (20) $0.00 $0.00 $0.00
E Key On Credit $0.00 6 $0.00 Credits won 50 $50.00 $0.00 $0.00
F Total In $30.00 7 $50.00 Credits Wagered (10) $40.00 $0.00 $0.00
G Cashless Out $0.00 8 $40.00 Credits Won 99 $139.00 $0.00 $0.00
H Ticket Out $0.00 9 $139.00 Credits Wagered (20) $119.00 $0.00 $0.00
I Key Off Credit $0.00 10 $119.00 Credits Won 90 $209.00 $0.00 $0.00
J Hopper Out $0.00 11 $209.00 Credits Wagered (35) $174.00 $0.00 $0.00
K CCPO $264.00 12 $174.00 Credits Won 90 $264.00 $0.00 $0.00
L Total Out $264.00 13 $264.00 CCPO (264) $0.00 $0.00 $264.00
DROP 14 $0.00 $0.00 $0.00 $0.00
M BV Drop $0.00 15 $0.00 $0.00 $0.00 $0.00
N Hopper Bleed $0.00
O Coin in Drop $30.00 T Coin in Hopper $0.00
Performance U Hopper fill $0.00
P Credits Wagered $95.00 Limits Values
Q Credits Won $329.00 Bill Limit $500.00 Cash Accounting ($339.00)
R Games Play 5 Credit Limit $300.00 Performance Accounting ($339.00)
Jackpots Jackpot Limit $100.00 CA = (O or D)-L-S
S Jackpot $105.00 Hopper Fill Amount $100.00 PA = P-Q-S

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Understanding Slot Machine Terms and Math, TERMS

Difference between Cash Accounting and Performance accounting


Bill in with all cashouts going to handpay

C P P P P P C C
Step 1 Insert Step 1a Step 3
Money credits Step 2a Make a Step 4 Step 4a Credits
advance Players wager Outcome of won - Non Step 4b No Win Step 4b Jackpot Step 5 Players Step 5a Cashout Available
choice wager Jackpot won choice credits

Bill in Available Make a Credits Game Played Credits won Return to Step 2 / Amount won Return to Step All cashouts will be set to
credits wager / wagered increase Available Step 1 becomes a 2 Handpay, this is done by
increase Cashout credits handpay, Available either setting the hopper
Available credits will not pay limit to ZERO and
Credits increase disabling any Ticket Out
option if available.

Note: A Cashout Available Credits Won / NOTE: If available NOTE: A Jackpot is


credit is a Available credits Jackpot Won / credits are Zero or considered an
single unit Credits - decrease No win less than the amount amount won that
valued at the move to to be wagered, Step exceeds the limit
credit Step 5a 1 would be the next for a single game
monetary step. played
value

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Understanding Slot Machine Terms and Math, TERMS

Difference between Cash Accounting and Performance accounting


Bill in with all cashouts going to handpay

Before Credits After Credits


Meters Activity # Activity Activity Credits Jackpot CCPO
Available Available
A Cashless In $0.00 1 $0.00 Bills In 30 $30.00 $0.00 $0.00
B Bills in $80.00 2 $30.00 Credits Wagered (10) $20.00 $0.00 $0.00
C Ticket In $0.00 3 $20.00 Jackpot 105 $20.00 $105.00 $0.00
D Coin In $0.00 5 $20.00 Bills in 50 $70.00 $0.00 $0.00
E Key On Credit $0.00 6 $70.00 Credits Wagered (20) $50.00 $0.00 $0.00
F Total In $80.00 7 $50.00 Credits Won 80 $130.00 $0.00 $0.00
G Cashless Out $0.00 8 $130.00 Credits Wagered (15) $115.00 $0.00 $0.00
H Ticket Out $0.00 9 $115.00 Credits Won 99 $214.00 $0.00 $0.00
I Key Off Credit $0.00 10 $214.00 Credits Wagered (10) $204.00 $0.00 $0.00
J Hopper Out $0.00 11 $204.00 Credits Won 80 $284.00 $0.00 $0.00
K CCPO $284.00 12 $284.00 CCPO (80) $204.00 $0.00 $80.00
L Total Out $284.00 13 $204.00 CCPO (204) $0.00 $0.00 $204.00
DROP 14 $0.00 $0.00 $0.00 $0.00
M BV Drop $80.00 15 $0.00 $0.00 $0.00 $0.00
N Hopper Bleed $0.00
O Coin in Drop $0.00 T Coin in Hopper $0.00
Performance U Hopper fill $0.00
P Credits Wagered $55.00 Limits Values
Q Credits Won $259.00 Bill Limit $500.00 Cash Accounting ($309.00)
R Games Play 4 Credit Limit $300.00 Performance Accounting ($309.00)
Jackpots Jackpot Limit $100.00 CA = F-L-S
S Jackpot $105.00 Hopper Fill Amount $100.00 PA = P-Q-S

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Understanding Slot Machine Terms and Math, TERMS

Performance findings and understanding (1 of 8)


1. Setting foundation Base
a. A “Tolerance Setting” needs to be set to evaluate the actual number from the
average.
2. There are differences between Value settings and machine Hold% or PO% tolerance
settings.
a. Value Tolerance Settings Example
• Example: If Average Handle is $1,000. The “Tolerance Setting” is the value
acceptable from this number.
• In the example, a “Tolerance Setting” of 25% is a warning. This would
mean that any amount in the range of $999.99 to $750.00 will show that
the amount is acceptable but is in a warning zone.
• Further anything below the “Tolerance Setting” is below acceptable levels.
• An above average setting should also be made as an indicator of a game
above an acceptable Tolerance.
b. Hold% or PO% Tolerance Settings Example
• Remember that the variance between “Theoretical Set PO%” and the Actual
PO% will have a higher acceptable variance with less games played in the
sample that the values are evaluated from.
• In this case, the proper “Tolerance Setting” would need to changed with the
number of games played in the sample.
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Performance findings and understanding (2 of 8)


3. Points to consider when evaluating numbers
a. Sample Days – When doing averages make sure that all averages are using the
same number of days. A weighted average may need to be used for games with
less days than others in the evaluation.
b. High Handle with Low Win…causes of low win
• Jackpots can cause the low win, in this case also a regular customer may
be chasing the games down wanting to get back their loses from earlier
play.
• Look for the same game name and see if the matching game has a High
Win with High Handle. if It does, verify if a same player has taken wining
from the first game and played in the second same game. In this point and
the one above, the handle is high from one player (or a small group) and
an increases of that title may not actually be needed.
• PO% set to high – Theoretical PO% and progressives settings need to be
checked. This would be a Major concern if the game is showing a consistent
LOSS (negative win).
c. High Handle with Average or within “Tolerance” of WIN
• This will show that a player was able to recover some of their losses.
• Again High Handle may be seen on a game with the same title and this
second game may have a Low Win.
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Performance findings and understanding (3 of 8)


3. Points to consider when evaluating numbers (continued)
d. High Handle with High Win
• This will show a player that plays this game until their money is gone.
• An expectation of a near future reduction in Win can be realized as a
regular player will chase this to recover their loss.
e. Average Handle with Low Win
• Jackpot(s) will be an indicator in this situation for the low win.
• A high amount of large Non lockup wins in high occurrence can be a factor
as well.
• A slight spike in Handle may be seen.
• This game will fluctuate in short samples of evaluation.
f. Average Handle with Average Win or within “Tolerance” of WIN
• This is acceptable and no concerns
• This game is starting to show signs of disinterest.
• Some games are made to be low played games, like a “carnival” theme
game, where they get a small amount of play (handle) from regulars each
time they come in trying for a certain prize. If this game is a “carnival” this
is acceptable.
• This may also be the fact of a low handle high win game

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Performance findings and understanding (4 of 8)


3. Points to consider when evaluating numbers (continued)
g. Average Handle with High Win
• This is an indicator of a small group or one player that likes this game.
• This game has a high probability that it will reduce in handle as the players
will feel it is not giving them back any amount to continue play.
h. Tolerance Handle with Low Win
• Indicator game has lost internet, it should be closely evaluated for
replacement.
i. Tolerance Handle with Average Win or within “Tolerance” of WIN
• An indicator that the game is losing interest.
• May be a “carnival” game, but is losing interest.
• Will start to show and decline in Handle.
j. Tolerance Handle with High Win
• An indicator that the game is losing interest.
• May be a “carnival” game, but is losing interest.
• Will start to show and decline in Handle.
• High expectation of a drop in Handle.
k. Low Handle with Low Win
• This game is needs to be replaced.

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Performance findings and understanding (5 of 8)


3. Points to consider when evaluating numbers (continued)
j. Low Handle with Average Win or within “Tolerance” of WIN
• May be a “carnival” game, but is losing interest.
• May see a small increase in handle but will drop once again.
• Should be evaluated for replacement.
k. Low Handle with High Win
• May be a “carnival” game, but is losing interest.
• May have a small group or single player, but will lose interest on game in a short
time.
• Should be evaluated for replacement.
4. Other factors
a. More than one title of the same game
• When evaluating look for multiples of the same game.
• If Handle is high on more than one, look for a Low Win on at least one of the
games. This is an indicator that a player took the winnings from one game and
played it in another, not necessarily and indicator of needing more of this game.
• If Handle is high and Win is high, this is a better indicator that a second of this
game is needed.
• Look at games played, is this high or low? If its high, you will need a second of
this game.
• If low, chances are you do not need another of this game. This will indicate a
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Understanding Slot Machine Terms and Math, TERMS

Performance findings and understanding (6 of 8)


4. Other factors (continued)
b. More than one title of the same game with different settings
• This could be PO%, Denomination, Max Bet or Lines.
• If multi same titles have different results and its not attributed to a known
player or factor, check if the settings are the same. See which is getting more
play, evaluation the reason.
c. More than one title of the same game location issue
• If one title is placed in a themed or particular area this can be a factor for
different results and is acceptable.
• A “brush off” location, like near a corner or door way or a walking path may be
a factor for bad performance.
d. Best game in worse location
• Each situation needs to be evaluated for this, but its known that players will play
the more popular games no matter where they are on the gaming floor.
• A bad game in a good location may have some improvement in the games
performance.
• A good game in a bad location may show some level of reduced performance
but still will out perform bad games overall. This will provide bad gaming spots
with improved performance while allowing a not so good game to get more
exposure.

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Performance findings and understanding (7 of 8)


4. Other factors (continued)
e. If a machine has Low Handle and also Low Games played need to check the
following:
• BV working properly,
• Card reading working properly,
• Buttons working properly,
• Touch screen working properly,
• Is the screen clear, images proper,
• Is the seat (chair) correct for this machine,
• Is there other factors like an employee hangout or obstacles placed in front of
the machine.
5. Manufactures Averages
a. Comparing House to Manufacture Average
• If a manufacture in general is a good performer, the chances are that they will
be in the higher end making up the average. In this case, a title may show
above the house average but not the manufactures average. Be mindful of this
and evaluate that manufacture on their own average then the floor average.
b. Inflated Averages
• Heavy play on a small handful of games may inflate a manufactures average, be
mindful of this when evaluating manufactures average.

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Performance findings and understanding (9 of 9)


In this example, All but the HOLD PCT column is color coded to show Red for below tolerance, Yellow within
tolerance and Green above Average. In this case “tolerance” is 25% of the base evaluation average number.
DAILY DAILY
DAILY DAILY
DAYS ON AVERAGE AVERAGE THEO
MANUFACTURER MODEL CABINET STYLE GAME NAME AVERAGE AVERAGE PLAYS HOLD PCT Result
FLOOR HANDLE PER GROSS PER HOLD PCT
HANDLE GROSS
MACHINE MACHINE

AINSWORTH A560HB HIGH BOY MG-MULTI WIN 3 (00054) 92 2,389.27 2,516.26 121.92 116.51 75,354 5.000% 5.103% Good
AINSWORTH A560HB HIGH BOY MG-MULTI WIN 2 (00052) 92 1,922.35 2,516.26 89.78 116.51 64,644 5.680% 4.670% Warning, Low handle
AINSWORTH A560LB LOW BOY MG-MULTI WIN 11 (U/K) 92 2,680.07 2,516.26 101.37 116.51 46,791 5.680% 3.782% Good
AINSWORTH A560LB LOW BOY GLITTER RUBIES 92 3,557.41 2,516.26 91.03 116.51 57,853 5.680% 2.559% Good, indicator High
Handle
AINSWORTH A560LB LOW BOY LEGENDS OF EGYPT 92 1,155.52 2,516.26 79.64 116.51 34,664 6.060% 6.893% Warning, May fall
AINSWORTH A560LB LOW BOY MG-MULTI WIN 5 (00851) 92 1,887.11 2,516.26 115.22 116.51 53,220 5.574% 6.105% Warning, check 3 month
HTY
AINSWORTH A560LB LOW BOY MG-MULTI WIN 10 (U/K) 92 1,871.73 2,516.26 180.04 116.51 34,697 5.545% 9.619% Warning, chk other same
title, 3 month HTY
AINSWORTH A600-HB HIGHBOY MULTI WIN 13 92 4,017.81 2,516.26 85.46 116.51 59,837 9.150% 2.127% Good, check for more
titles, is it group play?
AINSWORTH A600-HB HIGHBOY QUACKPOT 92 2,406.65 2,516.26 139.18 116.51 66,577 6.000% 5.783% Good
AINSWORTH A600-HB HIGHBOY WINGS OF FIRE 92 1,559.67 2,516.26 83.73 116.51 36,817 5.580% 5.368% Warning, May fall
AINSWORTH A600-HB HIGHBOY LUCKY YE HA HAI 92 2,720.84 2,516.26 128.27 116.51 69,437 6.180% 4.714% Good
AINSWORTH A600-HB HIGHBOY GOLD ZONE II 92 1,857.02 2,516.26 162.75 116.51 52,296 6.420% 8.764% Warning, check 3 MTH
HTY
AINSWORTH A600-HB HIGHBOY MULTI WIN 15 92 7,825.34 2,516.26 354.10 116.51 83,991 5.894% 4.525% Good, check for more
titles, is it group play?
AINSWORTH A600-HB HIGHBOY DIAMOND DREAMS 92 1,184.12 2,516.26 168.92 116.51 34,905 7.390% 14.266% Warning, check 3 MTH
HTY
AINSWORTH A600-HB HIGHBOY MULTI WIN 15 92 5,301.88 2,516.26 329.48 116.51 70,406 8.260% 6.214% Good, check for more
titles, is it group play?
AINSWORTH A600-ST SLANT TOP GREEN ROBIN 37 466.48 2,516.26 19.10 116.51 7,380 5.550% 4.094% BAD, CHK Days, location
AINSWORTH A600-ST SLANT TOP PUMPKIN POWER 37 438.01 2,516.26 65.54 116.51 8,980 7.990% 14.963% BAD, CHK Days, Location

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Understanding Slot Machine Terms and Math, TERMS

END

Remember, if something does not seem


right…ASK!
Never accept the status quo, find the
answer for the issue.

Ask the customers, other employees, get


their feedback, this will help you to find the
problems or concerns when evaluating
machines.
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