Gaming Machines
A Player's Guide For the Northern Territory
Gaming Machines - A Summary
Gaming machines are designed as recreational amusement devices
on which people can spend money. They are not designed to
enable people to supplement their income.
In general, players can only 'get ahead' of a machine on
a short term basis at best. Many players will experience sessions
of play when prizes won exceed the amount spent. In the long
term, however, in all but the most unusual and extraordinary
circumstances, this outcome is virtually impossible. ( See
"About the Machines"
below)
To play a gaming machine is to play a game of chance. This
means that CHANCE ONLY determines the outcome
of any game. Therefore, there is no play method or play pattern
that can have any effect on whether a game is a winning or
losing one. (See "How the Machines
work - Chance" below )
Modern gaming machines use computer technology to control
and operate all functions from coin or note insertion, bets,
buttons use by players, and so forth INCLUDING determining
the outcome of each game.
Determining the outcome of each game involves what is called
a Random Number Generator. This is a mathematically based
program (i.e. a computer program)
The outcome of each game, irrespective of any other factor,
is UNPREDICTABLE and is ALWAYS UNPREDICTABLE. (See "How
the Machines work - Randomness" below)
The chances of winning prizes advertised on gaming machines
in any one game range from extremely rare to relatively frequent.
Generally, the higher the prize, the more unlikely it is to
occur. (See "Player Return Percentage"
below)
The following table describes some of the odds of an event
happening and enables comparison of some gambling odds to
odds of other possible life events.
|
Prize
|
One Chance In
|
|
Winning Powerball
|
55,000,000
|
|
Winning Gaming Machine Highest
Prize Combination
|
10,000,000
|
|
Being killed by lightning (Australia)
|
1,500,000
|
|
Dying from venomous bite/sting
(Australia)
|
1,000,000
|
|
Winning lucky seven
|
200,000
|
|
Winning $2 lottery
|
180,000
|
|
Winning $5 lottery
|
140,000
|
|
Being murdered (NT)
|
11,700
|
|
NT resident killed in alcohol
related roadcrash in NT
|
4500
|
|
Marriage ending in divorce
|
2
|
|
(See "Player Return Percentage"
below
|
Hints
- The gaming venue's have the rules in their favour, if
you lose, expect it.
- Don't bet money you can't afford to lose. Set a limit
on the money you're prepared to lose and the amount of time
you're willing to stay and stick to your limits. Don't chase
lost money.
- Although you'll lose in the long run, your money is likely
to go up and down like a roller coaster in the short run.
So, quit while you're ahead.
- There is no system that can beat a game of pure chance
(see "How they work" below).
- Machines are designed for entertainment and to return
a profit to gaming venues, not to solve players financial
or personal problems.
- People who drink alcohol, or are intoxicated while playing
are likely to spend more time and money
- Keep a record of the money you spend.
- Be aware of any lucky thinking, lucky thinking may encourage
you to spend more then you can afford to lose.
- Have fun - if it is hard to walk away from the machine
at will, it may be best not to play at all!
(See "Myths" below)
About the
Machines
Design/Types
There are a huge variety of gaming machines, they differ
in appearance, game type, denomination and player options.
Designs can vary from the ornate scrolls of older machines,
to the computer generated artwork and sound effects of modern
machines. Generally, they are made to look as attractive as
possible with bright lights and a fun atmosphere. Machine
appearances and sounds can be varied to best match the preferences
of the playing population. The average interval between prizes
is clearly an important design feature, frequent payouts are
designed to keep players interested. The features are designed
to encourage players to enjoy playing, remain at the machines
longer and thus keep spending money.
Gaming machines are not designed to enable people to supplement
their incomes. They are designed as recreational amusement
devices on which people can spend money.
Use of gaming machines should accordingly be careful, moderate
and within the limits of each individuals discretionary spending.
It is possible to win money on the machines. In fact, the
machines are set to return to players a proportion of all
moneys bet. This characteristic needs to be properly understood
(see section on "Player Return
Percentage").
In practical terms, however, players can only 'get ahead'
of a machine on a short term basis at best. Many players will
experience sessions of play when prizes won exceed the amount
spent. In the long term, however, in all but the most unusual
and extraordinary circumstances, this outcome is virtually
impossible.
How the machines work
Chance
To play a gaming machine is to play a game of chance.
Tossing a coin involves chance - there are two outcomes each
with an equal chance of occurring (that is, 'Heads' or 'Tails').
In the language of chance, we say that the chance of 'Heads'
is one in two (1:2), or 0.5, or 50% - they all mean the same
thing.
Gaming Machines have far more than two possible outcomes.
The chances of getting any particular prize outcome can vary
markedly for each game. In addition, not all machines or games
have the same number of possible outcomes.
One essential element that all machines (other than skill
based games) share is that the outcome of any particular game
is determined by CHANCE ONLY.
This CHANCE ONLY characteristic is extremely important to
a proper understanding of how the machines work.
Because CHANCE ONLY determines the outcome of any game, the
following statements are absolutely true:
- There is no play method or play pattern that can have
any effect on whether a game is a winning or losing one.
- Machines do not 'adjust' to compensate for a string of
losing games or for a string of winning games. In other
words, machines do not become 'due' to 'loosen up' or 'dry
up' because of past events.
- It is not possible to predict the outcome of the next
game.
Randomness
Modern gaming machines use computer technology to control
and operate all functions from coin or note insertion, bets,
button use by players, and so forth INCLUDING determining
the outcome of each game.
Determining the outcome of each game involves what is called
a Random Number Generator. This is a mathematically based
program (i.e. a computer program) which selects a group of
numbers that, in turn, determine the selection of the symbol
that will stop on the line that shows the winning or losing
combination. The important effect of this process is that:
- Each symbol selected is chosen quite randomly; and
- The selection process is not influenced by any outside
factors such as:
- previous selections
- winning or losing history
In short, the selection of all symbols that appear at the
end of each spin of the reels is the result of chance and
CHANCE ONLY.
As noted above, the outcome of each game, irrespective of
any other factor, is UNPREDICTABLE and is ALWAYS UNPREDICTABLE.
This is a constant. It is always the case, no matter how
many games have been played, no matter what previous wins
or losses have happened, no matter how fast or slow the player
chooses to play, no matter how many coins have been bet or
how many lines are played. Nothing can influence the chance
selection of symbols that appear when the reels stop spinning.
Player Return Percentage
Standard gaming machines have an expected player return rate.
This means that, of the total value bet, a certain proportion
is expected to be returned to players in winning.
This expected proportion of wins to bets is known as the
"Player Return Percentage". Note
the use of the word 'expected' - it underlines a very important
concept in understanding how machines work.
Government regulations in Australia set this expectation
at a minimum of 85% in some jurisdictions while others set
the figure at 87% or higher. In practice, most venues operating
the machines have them 'set' at a higher level than the regulated
minimum.
In the Northern Territory clubs and hotel are required to
have the Return to Player of a minimum of 85% and the casinos
are required to have the Return to Player at a minimum of
88%.
This 'setting' is not a rule or an outcome that will always
be perfectly satisfied for play sessions.
Care should accordingly be taken in dealing with the figure
and the concept.
Gaming machines function in this regard on the basis of PURE
CHANCE. The Player Return 'setting' is an expectation that
comes from the rules of CHANCE - it is not a guaranteed outcome.
To say that a machine is 'set' to return 90% to players simply
means that the game mathematics are structured in a way that
gives the EXPECTATION that over a long period of time the
machine is likely to average a return to player of 90% of
the total bets made on the machine.
For individual games, the figure is not very useful. This
is because of the enormous number of possible outcomes that
occur in any one game on a gaming machine.
If we look at a simple game of tossing a coin, there are
only two possible outcomes.
It might be expected that after 100 'games', or tosses of
the coin, "Heads" will tend to have occurred in
half the outcomes.
Using the rules of chance, "Heads" can be expected
to have occurred at a rate of 50% because there are two, equally
likely, possible outcomes.
There is no guarantee that 50 "Heads" will occur.
In fact, it is easily possible to get more than 50 or less
than 50.
The CHANCE factor simply means that, if a sufficient number
of trials of 100 games take place, "Heads", as an
average over all trials, will have tended to occur in 50%
of the results.
For gaming machines, however, the total possible outcomes
are almost astronomical by comparison.
For a game with, say, 144 million different possible outcomes,
there can be no reasonable expectation that it will be tending
to operate according to its average in 100 games - or even
1,000 games; or even 10,000 games.
An individual player will almost certainly not play a sufficient
number of games to have any reasonable expectation of experiencing
the 'set' Player Return Percentage.
How does one objectively evaluate gaming machines against
other forms of gambling?
One of the matters that players need to be aware of, to make
informed decisions when choosing to spend money on different
forms of gaming are the relative player return percentages.
It must be stressed that these player return percentages
are long term averages: individual players are accordingly
unlikely to achieve these percentages.
However, the following table is considered a useful independent
guide to the place that gaming machines occupy in the range
of average player return percentages:
|
Product
|
Player
Return Percentage
|
|
Pools
|
50.00%
|
|
Lottery
|
60.00%
|
|
Tattslotto, lotto
|
60.00%
|
|
Instant, Scratchies
|
60.00%
|
|
Keno
|
75.90%
|
|
TAB
|
84.00%
|
|
On-course Tote
|
84.00%
|
|
Bingo/Minor gaming
|
90.00%
|
|
Gaming Machines
|
90.84%
|
|
Casino
|
91.14%
|
|
Victorian figures 1997
Source: Tasmanian Gaming Commission
|
The following table gives an indication of how players will
fare on a typical machine.
Win - Loss Table
|
A
|
B
|
C
|
D
|
E
|
|
Total units (coins)
staked in a single play session **
|
Proportion of players
who experience better than 100 percent return of total
amount staked
|
Proportion of people
who experience between 80 & 100 percent return of
total amount staked
|
Proportion of people
who experience between 60 & 80 percent return of
total amount staked
|
Proportion of people
who experience less than 60 percent return of total
amount staked
|
|
2,000
|
29%
|
46%
|
22%
|
3%
|
|
3,000
|
25%
|
54%
|
20%
|
1%
|
|
4,000
|
22%
|
61%
|
17%
|
0%
|
|
5,000
|
19%
|
66%
|
15%
|
0%
|
|
6,000
|
17%
|
71%
|
12%
|
0%
|
|
8,000
|
14%
|
77%
|
9%
|
0%
|
|
10,000
|
11%
|
82%
|
7%
|
0%
|
|
** Assuming all
games played on a single line with one coin staked per
game
|
The table should be read carefully, and the
following points should be borne in mind:
- Players whose experience is described in columns C, D
and E, are players who lost money.
- Each gaming machine is as unique as a fingerprint in respect
of the experiences it will generate for players. The above
is merely typical. It does not describe the characteristics
of all games.
- The table estimates SINGLE sessions of play only. The
unalterable rule is that the more sessions a player engages
in, the lower the chance becomes of winning more than is
staked. In fact, it tends to become impossible to win more
than is staked as play sessions increase.
Chances of Winning
The chances of winning prizes advertised on gaming machines
in any one game range from extremely rare to relatively frequent.
Generally, the higher the prize, the more unlikely it is to
occur.
The following table describes some of the chances of winning
on a typical five reel poker machine. This information will
be made available either in leaflet form or on screen for
each machine in the NT region.
Machine Designation
|
Prize Value
|
Chance
of the Prize happening on a
single play-line (including scatters)
1 chance in:
|
|
More than 500
|
10,198
|
|
200 to 499
|
2,669
|
|
100 to 199
|
1,458
|
|
50 to 99
|
450
|
|
20 to 49
|
246
|
|
10 to 19
|
106
|
|
5 to 9
|
53
|
|
1 to 4
|
10
|
|
Prize type by Symbol
Combination
|
Chance of the Combination
happening on a single play line
1 chance in:
|
|
Highest prize Combination
|
9,765,625
|
|
5 of a kind
|
4,784
|
|
4 of a kind
|
490
|
|
3 of a kind
|
45
|
|
2 of a kind
|
9
|
|
Overall chance on a single
play line:
|
|
Chance of ANY Prize:
|
1 in 7
|
|
Chance of NO Prize:
|
7 in 8
|
The Long -Term Average Player Return for this game, as approved
by the Regulatory Authority is: 90.31%
Caution
All the values shown are averages. It is likely that significant
variations to these will happen during any session of play.
If the machine you are playing is a linked machine, the chances
of a prize or combination occurring and the long term average
return to player will be different to those above (but can
only be better)
Myths
Myth 1:
Slot Machines are programmed
to go through a cycle of payoffs. Although the cycle can
span thousands of spins, once it reaches the end, the
outcomes will repeat themselves in exactly the same order
as the last cycle.
Wrong. Every spin is random and independent
of all past spins. Like the flip of a coin, a present
flip does not depend on the result of the last flip. The
flips are completely independent of each other.
Myth 2:
Gaming venues place the machines
that payout more regularly close to the front doors and
at the edge of the aisles to attract more attention/players.
Not true, placement of machines is generally
based first upon appearance.
Myth 3:
Machines are 'loosened' or
'tightened' on the weekends and holidays.
The player return percentage in the NT is set at
a minimum of 85% in clubs and hotels and 88% in casinos.
Venues often choose to purchase machines set with higher
return rates. Strict regulations and compliance monitoring
makes it impractical for venues to alter the return rates
on their machines.
Myth 4:
If a machine hits a big jackpot,
stop playing that machine as you won't win any more.
The winning of a jackpot is a random event,
therefore the next jackpot can occur anytime and has an
equally probable chance of going off on the next spin.
Myth 5:
If I had played that machine for a bit longer, I
would have hit the jackpot instead of him
This is not true. Random number generators
are operating constantly, regardless of whether the machine
is being played. To have achieved the same result you
would have had to have pressed the spin button at the
exact same millisecond (1/1000 of a second!) as the other
player did.
Myth 6:
Machines are rigged by maintenance workers
No. The payout schedules are pre-set
at the factory and programmed into the machine's random
number generator.
Produced by
Amity Community Services: HABIT WISE
amity@octa4.net.au
Supported by:
Racing ,Gaming & Licensing
Dept Industries and Business
Northern Territory Government
Lasseters Hotel Casino
References:
Hing,N Breen,H.&Weeks,P.(1998) Club Management in Australia:
Administration Operations and Gambling. Melbourne: Hospitality
Press
Productivity Commission 1999,(July) Australia Gambling Industries,Draft
Report Canberra
Levez B., 1995, Teach Yourself Successful Gambling
Hodder & Stoughton Educatioal, London
|