Understanding Slot Machine Terms and Math 2017
Understanding Slot Machine Terms and Math 2017
Understanding Slot Machine Terms and Math 2017
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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
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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.
4. Machine settings and how they effect the machines input and output.
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.
Breaks On 12, 26, 44, 65 88 5
Understanding Slot Machine Terms and Math, TERMS
5 Minutes
4 Minutes
3 Minutes
2 Minutes
1 Minute
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.
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.
Breaks On 12, 26, 44, 65 88 17
Understanding Slot Machine Terms and Math, TERMS 9 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
5 Minutes
4 Minutes
3 Minutes
2 Minutes
1 Minute
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
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
• COIN IN
• BILLS IN
• TICKET IN
• KEY IN AND REMOTE IN
• CASHLESS IN
• COMBINATION WINS
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
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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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.
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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Understanding Slot Machine Terms and Math, TERMS
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.
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.
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.
Breaks On 12, 26, 44, 65 88 60
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.
5 Minutes
4 Minutes
3 Minutes
2 Minutes
1 Minute
Continued…
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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.
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.
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
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
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
Wager on Mach
1 1 for 0.502 3 4 5 6
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
Wager on Mach
1
6 for 1.25
2 3 4 5 6
0.50 0.75
Wager on Mach
1 1 for 1.252 3 4 5 6
Wager on Mach
1 3 for 1.252 3 4 5 6
contributions…
4,745.25 3,147.00 2,875.50 2,475.00 5,111.25 7,078.75
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
1 2 3 4 5 6
THE DIFFERENCE WILL BE HOW MUCH PLAY THE CUSTOMER GOT FROM THE MONEY
THEY PUT IN.
5 Minutes
4 Minutes
3 Minutes
2 Minutes
1 Minute
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
Bill in
Coin Drop Cashless in
Coins in
Hopper Fill Cashless Out
Games played
Credits Wagered Jackpot Ticket In
Cash
Performance
BOTH
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Understanding Slot Machine Terms and Math, TERMS
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
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.
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.
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
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.
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.
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.
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.
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
END