Atlassino Academy · Slots · Lesson 4 of 10
Virtual reels and the near miss
Why the big symbol keeps coming to rest one row off the pay-line — and why that is the machine’s map rather than a sign that anything is close.
Two crowns are sitting on the pay-line, and on the third reel the crown has come to rest one row above the pay-line. How close was that?
The short answer
Not close, and not unlucky either. A slot machine draws a number first and looks up a symbol second, and one symbol can be the answer to many different numbers. Take a reel with 64 numbers on its strip and 22 symbols painted round its drum — call it the teaching reel. 1 of those numbers points at the crown, and 6 of those numbers point at each of the two blanks standing either side of the crown. So the crown comes to rest one row off the pay-line 12 times for every once it lands on the pay-line — and it does that because of how the numbers were shared out when the machine was built, not because of how your evening is going.
The screen you keep getting
Two crowns on the pay-line, and on the third reel the crown has stopped one row above the pay-line.
The screen you sat down for
Three crowns, all three of them on the pay-line.
Both pictures show the same three reels, and only the third reel differs between the two pictures. On the left the third reel came to rest on a blank, with the crown one row above the pay-line; on the right the third reel came to rest on the crown itself. On a machine built from three teaching reels, screens of the kind on the left — crowns on the pay-line on two of the three reels, and the crown standing one row off the pay-line on the remaining reel, whichever of the three that turns out to be — turn up about 36 times as often as three crowns on the pay-line.


Leoformer dealer · rules and maths
I worked a floor for years, and after that screen people always said the same thing: “that was close”. It was not close, and it never was.
Give me a few minutes and you will be able to say why in one sentence, and count it for yourself on a reel small enough to see all of at once.
A number first, a picture second
You press the button, and before a single reel has moved the machine draws a number. Then it looks that number up and finds the symbol the number points at, one symbol for each reel. Only after that do the reels turn, and they turn until those symbols are the ones showing in the window. The order of those three things is what makes the rest of a slot machine readable: the number comes first, the picture is built to match the number, and the reels decide nothing at all while you watch them turn.
- The drawThe machine draws a numberOne number out of the 64 on the strip behind each reel, and every one of those 64 numbers is exactly as likely to be drawn as every other.
- The look-upThe machine looks the number upThe map says which of the 22 symbols painted round the drum that number points at. One symbol can be the answer to several numbers; the crown is the answer to 1.
- The reelsThe reels turn, and stopThey stop with the symbols the map has already named showing in the window. Nothing at all is chosen while they are turning.
The map hands the numbers out unevenly on purpose, and each symbol's share decides how often you see that symbol.
| On the drum | How many symbols like it | Numbers pointing at each one | Numbers in total |
|---|---|---|---|
| The crown | 1 | 1 | 1 |
| The blanks either side of the crown | 2 | 6 | 12 |
| The middle symbols | 13 | 3 | 39 |
| The low symbols | 6 | 2 | 12 |
| Everything on the drum | 22 | 64 |
The middle column is where the almost comes from: nothing on the drum is pointed at by fewer numbers than the crown, and nothing by more than the two blanks either side of it.
- This reel
- The teaching reel
- Numbers on the strip
- 64
- Symbols on the drum
- 22
- Numbers pointing at the crown
- 1
- Numbers pointing at each blank beside the crown
- 6 and 6
- Crown on the pay-line
- 1 of 64
- Crown in the window, one row off the pay-line
- 12 of 64
Two things about this reel are true at the same time, and they sound as though they cannot both be. Every number on the strip is exactly as likely as every other number: the draw is even, and nothing tilts it. The symbols are nowhere near equally likely: the crown comes up far less often than a blank does. Both hold at once because the map sits between the numbers and the symbols, and an even draw over 64 numbers becomes a wildly uneven draw over 22 symbols the moment one symbol is the answer to 6 numbers and another is the answer to 1. Nothing is fiddled at the moment of the spin. The unevenness was built into the map before the machine was ever switched on.
- Even, and it stays evenEvery one of the 64 numbers on the strip has exactly the same chance of being the one the machine draws. That half is written down as a requirement the machine has to meet, and it is the half people tend to doubt.
- Uneven, and it was built that wayThe 22 symbols painted round the drum do not share those numbers equally. The crown is the answer to 1 of those numbers, and each of the two blanks beside the crown is the answer to 6 of those numbers. That half is the one people tend to miss.
Why the crown keeps stopping beside the pay-line
Suppose the machine draws the one number that points at the crown: the crown comes to rest on the pay-line, and that is 1 number out of 64. Suppose instead it draws any of the numbers pointing at the two blanks beside the crown: a blank comes to rest on the pay-line, the crown is still in the window one row off it, and that is 12 numbers out of 64. The same strip, the same drum, the same even draw — and the crown stands beside the pay-line 12 times for every once it lands on the pay-line.
- This reel
- The teaching reel, with its map
- Numbers on the strip
- 64
- Symbols on the drum
- 22
- Numbers pointing at the crown
- 1
- Numbers pointing at each blank beside the crown
- 6 and 6
- Crown on the pay-line
- 1 of 64
- Crown in the window, one row off the pay-line
- 12 of 64
- This reel
- The same drum with no map behind it
- Numbers on the strip
- 22
- Symbols on the drum
- 22
- Numbers pointing at the crown
- 1
- Numbers pointing at each blank beside the crown
- 1 and 1
- Crown on the pay-line
- 1 of 22
- Crown in the window, one row off the pay-line
- 2 of 22
Without the map every symbol gets one number, so the crown lands on the pay-line on 1 position out of 22 and stands one row off it on 2. The map does not invent the almost; it multiplies it, from 2 to 12.
Three teaching reels turning together: the long bar is the ordinary shape of an evening at a machine like this, the short bar the rare one.
Ontario puts a ceiling on exactly this. The symbol of the largest award a game offers may come to rest in the window without landing on a pay-line no more than 12 times, on average, for every time it does land on one. The teaching reel is built to sit right on that ceiling: add one more number to either of the two blanks beside the crown and the reel would be over that ceiling. No rule asks a machine to go all the way up to the ceiling, though. A machine may lean anywhere from not at all up to 12 to one, and where any particular machine on any particular floor actually leans is not published by its operator, by its regulator, or by anybody else whose pages we can read.
A drum with no map behind it
2 times off the pay-line for every once on it
The teaching reel, with its map
12 times off the pay-line for every once on it
The ceiling in Ontario — the symbol of the largest award a game offers may come to rest off the pay-line no more than 12 times, on average, for every time it lands on one.
Everything after the button
By the time the first reel begins to slow down, the spin is already over. The bet has to be committed before the machine selects the outcome, and a bet that arrives afterwards has to be voided and given back. So the crown standing a row above the pay-line is not a result that nearly went another way: it is the picture that belonged to the number the machine drew, delivered by reels with nothing left to decide. That screen is a loss with a flourish drawn on it.
- You pressThe bet is takenIt has to be taken now. A bet that arrives after the outcome has been selected has to be voided and handed back.
- The machine decidesThe outcome is selectedOne number for each reel, drawn from the 64 on that reel's strip. This is the step in which the spin is settled, and no reel has moved yet.
- The showThe reels turnNothing is being chosen while they turn. The machine is holding an answer it already has and taking its time to show you.
- The show endsThe reels stop, and the pay-line is settledEach reel stops on the symbol its own number pointed at. Only what came to rest on the pay-line is paid; the row above the pay-line is scenery.
You watch the reels turn and the reels stop. Every decision had already been taken when the bet was taken and the outcome selected, which is why a reel that is still turning cannot be willed, talked or leaned into landing on the crown.
That flourish costs nothing on its own. It costs nothing when it happens, it costs nothing three times in an hour, and the next spin knows nothing about any of it. It begins to cost at the moment it talks somebody into putting more money on the next press than that person meant to put on it — and talking people into exactly that is the one thing an almost is genuinely good at.
- What that screen changedHow the next bet feels to the person looking at it. That is the entire list, and it is the only part of a slot machine that lives in your head instead of inside the cabinet.
- What that screen did not changeThe map behind the reels. The number the next spin is going to draw. And what the machine owes you, which is nothing at all, because a machine never owes anybody anything. The map cannot read a screen, the next number cannot read a screen, and neither of the two keeps any record of the spin that has just finished.
Loto-Québec owns slot machines and publishes its own plain-language guide to how they work, and it says the same thing about its own machines without softening it: a row of symbols one short of a payout makes a player feel they almost did it and entices them to try again, when in reality they were never close, because the chance on the next spin is exactly the chance they have just had.

Mayaformer floor supervisor · manners, money and breaks
If you take one habit away from this, take this one: decide what tonight costs while you are still at home, and give the screen no vote in it (Game plan does that in a couple of minutes). An almost is the machine's way of saying no. It is not a debt the machine has run up with you, it is not a hint about the next spin, and it is not a reason to put more money through.
And if the money on the machine starts to feel like money you need, or you are sitting there to get away from something, stop at that point and ring one of the lines at the end of this page. That is what those lines are for, and the people answering them have heard this evening before.
The same rule in two books
A machine standing in a room and a game running on a screen answer to two separate books of rules, and the same office writes both books: the Alcohol and Gaming Commission of Ontario. Both books open on the same sentence — a game must be clear and must not mislead the person playing it. Both then forbid, word for word, the same thing: once the outcome of a game has been selected, the game may not substitute a particular kind of loss to show you. Both name the near miss in brackets, as the example of what that means.
| The requirement | A machine in a room | A game on a screen |
|---|---|---|
| A game must be clear and must not mislead the player | Written down | Written down |
| Once the outcome has been selected, the game may not substitute a particular kind of loss to show you — the near miss, named in brackets | Written down | Written down |
| The symbol of the largest award may come to rest off the pay-line no more than 12 times, on average, for every time it lands on one | Written down | Not written down |
| A game that imitates a physical device must match what the real device does, unless the difference is disclosed | Written down | Not written down |
| Nothing may be shown that cannot be reached | Written down about the symbols on a reel: no symbol on the drum may have a weight of zero | Written down about the game as a whole: no amount and no symbol that cannot be reached |
Read the first two rows across and they are the same sentence twice, once in each book. Read the last three rows across and the two books part company, and they part in both directions. The book for rooms describes a reel strip down to the count of numbers standing behind each symbol, and the pages for screens never mention a reel strip at all. The pages for screens ask that no amount and no symbol be shown that cannot be reached, and the book for rooms asks that only of the symbols painted on a drum.
That rule forbids choosing a losing picture after the outcome is selected. It does not touch the reel strip: a map that puts the crown beside the pay-line 12 times for every once on it substitutes nothing, because the picture was settled the moment the number was drawn.
Practice: where will it stop?
Once the button is pressed a slot machine offers no decisions at all, so there is no spinning to do here. The decisions in the practice run are the ones you really do make: which reel you are reading, what a screen is telling you, and what you do next. Three levels of those decisions, and the strip below is the whole lesson — every square is one moment, and all of the squares are there from the start. Only your first answer on each square counts, and when the squares of one level are full the next level begins by itself.
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Level 1 · Numbers, then symbols
Two reels · the same twenty-two symbols on both drums
- This reel
- Reel A, mapped
- Numbers on the strip
- 64
- Symbols on the drum
- 22
- Numbers pointing at the crown
- 1
- Numbers pointing at each blank beside the crown
- 6 and 6
- Crown on the pay-line
- 1 of 64
- Crown in the window, one row off the pay-line
- 12 of 64
- This reel
- Reel B, one number each
- Numbers on the strip
- 22
- Symbols on the drum
- 22
- Numbers pointing at the crown
- 1
- Numbers pointing at each blank beside the crown
- 1 and 1
- Crown on the pay-line
- 1 of 22
- Crown in the window, one row off the pay-line
- 2 of 22
Reel A sends 1 of its 64 numbers to the crown. Reel B has no map at all: 22 numbers, one for each symbol. On which reel does the crown come to rest ON the pay-line more often?
The answer: Reel B, the one without a map.
Reel B. The crown is pointed at by one number out of 22 on Reel B, and by 1 number out of 64 on Reel A.
If virtual reels that map to displayed reels are used, each of the reel stops of the virtual reel strip must be mapped to a displayed symbol and must have the same probability of occurring (i.e. if the virtual reel consists of N positions, the probability of occurrence of each position must be 1/N). There cannot be any displayed symbol with a virtual reel weight of zero; all displayed reel symbols must have a non-zero probability to occur.AGCO · Minimum Technical Standards for Gaming — 11. Game Behaviour · section 11.11 Reel Strips · read
Level 2 · What the window says
The window · three reels, one pay-line
- Reel 1
- row above: a ring; on the pay-line: the crown; row below: a bar
- Reel 2
- row above: a wedge; on the pay-line: the crown; row below: a ring
- Reel 3
- row above: the crown; on the pay-line: a blank; row below: a bar
Crowns on the pay-line on the first two reels, and on the third reel a blank on the pay-line with the crown sitting one row above it. How close was that?
The answer: Not close: the third reel drew a number that points at a blank.
Not close. On this machine the crown stands one row off the pay-line somewhere on 46.4% of spins, so most of an evening is made of screens like this one.
All Bets must be committed before the selection of the Game outcome. Any Bet received after the selection of the Game outcome must be voided and returned to the player.AGCO · Minimum Technical Standards for Gaming — 11. Game Behaviour · section 11.3 Determination of Game Outcome · read
Level 3 · The next spin
The window · three reels, one pay-line
- Reel 1
- row above: a ring; on the pay-line: the crown; row below: a bar
- Reel 2
- row above: a wedge; on the pay-line: the crown; row below: a ring
- Reel 3
- row above: the crown; on the pay-line: a blank; row below: a bar
Two crowns on the pay-line and a blank on the third reel, with the crown one row above the pay-line. Your hand is on the bet button. What now?
The answer: The same bet I was playing before that screen.
The same bet, or no bet at all if the money you set aside is gone. What that screen cannot do is make a bigger bet a better idea than it was a minute earlier.
All Bets must be committed before the selection of the Game outcome. Any Bet received after the selection of the Game outcome must be voided and returned to the player.AGCO · Minimum Technical Standards for Gaming — 11. Game Behaviour · section 11.3 Determination of Game Outcome · read
Every moment on this table comes out of one map: 64 numbers, each as likely as the next, and how many of them point at each symbol. The counting is set out in “How it’s worked out” at the end of this page.
How the practice table works
Where the answers come from. Every count on this table is worked out from one map: 64 numbers, each as likely as the next, and how many of them point at each of the 22 symbols. Nothing is typed in by hand, and the reel drawn in the moments is the same reel drawn on this page.
One strip, no rounds. Every square on the strip is one moment of this lesson. Your first answer fills the square; when a level's squares are full the next level begins by itself, with no button in between. Practising a mistake turns a cross into “fixed in practice” and does not change the count: only first answers do.
No money on this table. What an hour at a machine costs, and how to hold a limit while you are at one, is the last lesson of this track. Progress stays in this browser; nothing is sent anywhere.
Check yourself

Mayaformer floor supervisor · manners, money and breaks
Five quick ones. Pick an answer, then check it. No timer, no points: just whether it stuck.
Back to the question we opened with. Two crowns on the pay-line and the third crown one row above it. On a machine built from three teaching reels, screens of that kind — crowns on the pay-line on two of the three reels and the crown one row off the pay-line on the remaining reel — turn up about 36 times as often as three crowns on the pay-line. It was not close. It is the picture a machine of that shape is built to show you most of the time.
Where this is written down
Further reading
- Minimum Technical Standards for Gaming, 11: Game Behaviour · Alcohol and Gaming Commission of OntarioWhat a slot machine in a room is allowed to do, clause by clause: the payout floor, the reel strip, the odds on the largest prize and the ten games of history every machine can show you.
- How to play slots · Ontario Lottery and Gaming Corporation (PlaySmart)An operator walking through the arithmetic of one spin, with its own worked example: nine lines on a nickel machine, and what one press of it takes.
- How to play slots · British Columbia Lottery Corporation (Casinos BC)Reels, lines and the province’s average return, in the words of the corporation that runs the rooms.
- Understanding chance: slot machines · Loto-Québec (Wise Play)The near miss, volatility and the illusion of control, named and explained by a provincial operator rather than by us.
- Informed Gambling: slots and VLTs · Manitoba Liquor & LotteriesA short brochure on what a payout percentage is and is not, and why two machines with the same one can empty a wallet at different speeds.
- Registrar's Standards for Internet Gaming: game design and features · Alcohol and Gaming Commission of OntarioThe same machine on a screen: what a regulated site in Ontario may not do with the picture after the outcome has been drawn.
If it stops being fun
If gambling stops being entertainment, help is available. 19+ in most of Canada; 18+ in Alberta, Manitoba and Quebec. More on responsible gaming.
How it’s worked out
The reel, the numbers and the hosts
Where this happens. Every machine on this page is a cabinet standing in a room you can walk into. A game on a screen at home draws its numbers in the same order, but it answers to a different book of rules, and where the two books differ has a section of its own further up.
The reel is ours. No machine's strip is reproduced here, and none could be: the map of any particular machine is not published by anybody, by any operator or regulator whose pages we can read. Ours has 22 symbols and 64 numbers, and it is built to sit exactly on the published ceiling, so that what you count on this page is what the rule allows rather than what some machine somewhere does.
The numbers. Every figure here comes from that map by counting. The crown lands on the pay-line on the 1 number that points at it and stands one row off the pay-line on the 12 numbers that point at its two neighbours. The table of the map multiplies how many symbols of each kind the drum carries by how many numbers point at each one, and the last column of it adds up to 64. The three-reel figures assume three such reels turning independently: 46.4% of spins put the crown off the pay-line on at least one of the three, 4.6% put it on a pay-line on at least one. The comparison of 36 to one is three reels multiplied by the 12-to-one on each. Shares of spins appear only where three reels are involved; on one reel the counts are exact, and a percentage would only round them.
The ceiling. The clause quoted on this page is the one written for machines with more than one pay-line, and it counts the thing this lesson counts: how often the symbol of the largest award comes to rest in the window without landing on a pay-line. Our teaching machine has one pay-line, and its map sits on that same 12 to one. It is a rule of one province, published by that province's regulator, and it is not a statement about machines anywhere else.
What this lesson does not cover. How much a machine pays back over its life, how often it pays anything at all, what a bonus round costs and how long the largest award takes are four separate questions with four lessons of their own in this track. Whether a machine can be due, hot or cold is another. Nothing here tells you which machine to sit at, and nothing here could.
Hosts. Leo and Maya are illustrated characters. Their backstories, a former dealer and a former floor supervisor, are written for the course: neither is a real person, and neither speaks for any casino. The rules and numbers on this page come from the sources it cites, not from their experience.
No promise. A slot machine is played against the house. Understanding the strip makes the screen readable; it does not make the machine cheaper, and nothing on this page says an evening at one is a good idea for you.
Every number as likely as the next
If virtual reels that map to displayed reels are used, each of the reel stops of the virtual reel strip must be mapped to a displayed symbol and must have the same probability of occurring (i.e. if the virtual reel consists of N positions, the probability of occurrence of each position must be 1/N). There cannot be any displayed symbol with a virtual reel weight of zero; all displayed reel symbols must have a non-zero probability to occur.
Section 11.11 Reel Strips
AGCO · Minimum Technical Standards for Gaming — 11. Game Behaviour · read
The ceiling in Ontario
For multi-line Games, Top Award symbols must not appear in their entirety more than 12 times, on average, not on any pay-line, for every time they appear on any pay-line.
Section 11.11 Reel Strips
AGCO · Minimum Technical Standards for Gaming — 11. Game Behaviour · read
The bet comes first, the picture second
All Bets must be committed before the selection of the Game outcome. Any Bet received after the selection of the Game outcome must be voided and returned to the player.
Section 11.3 Determination of Game Outcome
AGCO · Minimum Technical Standards for Gaming — 11. Game Behaviour · read
Clear, and not misleading
Game designs and features must be clear and must not mislead the player.
Section 11.3 Determination of Game Outcome
AGCO · Minimum Technical Standards for Gaming — 11. Game Behaviour · read
Game designs and features shall be clear and shall not mislead the player.
Section 2.8
AGCO · Registrar’s Standards for Gaming — 2. Responsible Gaming · read
Game designs and features shall be clear and shall not mislead the player.
Section 2.15
AGCO · Registrar's Standards for Internet Gaming — Game Design and Features · read
Swapping a loss is banned on both sides
After the selection of game outcome, the game shall not make a variable secondary decision which affects the result shown to the player. If the outcome is chosen that the game will lose then the game shall not substitute a particular type of loss to show to the player (i.e. near miss).
Section 2.8
AGCO · Registrar’s Standards for Gaming — 2. Responsible Gaming · read
After the selection of game outcome, the game shall not make a variable secondary decision which affects the result shown to the player. If the outcome is chosen that the game will lose then the game shall not substitute a particular type of loss to show to the player (i.e. near miss).
Section 2.15
AGCO · Registrar's Standards for Internet Gaming — Game Design and Features · read
The ceiling in Ontario
For multi-line Games, Top Award symbols must not appear in their entirety more than 12 times, on average, not on any pay-line, for every time they appear on any pay-line.
Section 11.11 Reel Strips
AGCO · Minimum Technical Standards for Gaming — 11. Game Behaviour · read
What only the book for rooms says
Where a game simulates a physical device, the theoretical probabilities and visual representation of the game shall correspond to the features and actions of the physical device, unless otherwise disclosed to the player.
Games shall not contain intentionally programmed subliminal messaging.
Section 2.8
AGCO · Registrar’s Standards for Gaming — 2. Responsible Gaming · read
Every symbol has to be reachable on a reel
If virtual reels that map to displayed reels are used, each of the reel stops of the virtual reel strip must be mapped to a displayed symbol and must have the same probability of occurring (i.e. if the virtual reel consists of N positions, the probability of occurrence of each position must be 1/N). There cannot be any displayed symbol with a virtual reel weight of zero; all displayed reel symbols must have a non-zero probability to occur.
Section 11.11 Reel Strips
AGCO · Minimum Technical Standards for Gaming — 11. Game Behaviour · read
Nothing unreachable on a screen
Games shall not display amounts or symbols that are unachievable.
Section 2.15
AGCO · Registrar's Standards for Internet Gaming — Game Design and Features · read
The reel strip, and the ceiling on it
If virtual reels that map to displayed reels are used, each of the reel stops of the virtual reel strip must be mapped to a displayed symbol and must have the same probability of occurring (i.e. if the virtual reel consists of N positions, the probability of occurrence of each position must be 1/N). There cannot be any displayed symbol with a virtual reel weight of zero; all displayed reel symbols must have a non-zero probability to occur.
Section 11.11 Reel Strips
AGCO · Minimum Technical Standards for Gaming — 11. Game Behaviour · read
For multi-line Games, Top Award symbols must not appear in their entirety more than 12 times, on average, not on any pay-line, for every time they appear on any pay-line.
Section 11.11 Reel Strips
AGCO · Minimum Technical Standards for Gaming — 11. Game Behaviour · read
Even numbers, uneven symbols
If virtual reels that map to displayed reels are used, each of the reel stops of the virtual reel strip must be mapped to a displayed symbol and must have the same probability of occurring (i.e. if the virtual reel consists of N positions, the probability of occurrence of each position must be 1/N). There cannot be any displayed symbol with a virtual reel weight of zero; all displayed reel symbols must have a non-zero probability to occur.
Section 11.11 Reel Strips
AGCO · Minimum Technical Standards for Gaming — 11. Game Behaviour · read
The ceiling on the almost
For multi-line Games, Top Award symbols must not appear in their entirety more than 12 times, on average, not on any pay-line, for every time they appear on any pay-line.
Section 11.11 Reel Strips
AGCO · Minimum Technical Standards for Gaming — 11. Game Behaviour · read
The bet comes first, the picture second
All Bets must be committed before the selection of the Game outcome. Any Bet received after the selection of the Game outcome must be voided and returned to the player.
Section 11.3 Determination of Game Outcome
AGCO · Minimum Technical Standards for Gaming — 11. Game Behaviour · read
Every number as likely as the next, and symbols that carry a weight
If virtual reels that map to displayed reels are used, each of the reel stops of the virtual reel strip must be mapped to a displayed symbol and must have the same probability of occurring (i.e. if the virtual reel consists of N positions, the probability of occurrence of each position must be 1/N). There cannot be any displayed symbol with a virtual reel weight of zero; all displayed reel symbols must have a non-zero probability to occur.
Section 11.11 Reel Strips
AGCO · Minimum Technical Standards for Gaming — 11. Game Behaviour · read
The ceiling in Ontario
For multi-line Games, Top Award symbols must not appear in their entirety more than 12 times, on average, not on any pay-line, for every time they appear on any pay-line.
Section 11.11 Reel Strips
AGCO · Minimum Technical Standards for Gaming — 11. Game Behaviour · read
The bet comes first, the picture second
All Bets must be committed before the selection of the Game outcome. Any Bet received after the selection of the Game outcome must be voided and returned to the player.
Section 11.3 Determination of Game Outcome
AGCO · Minimum Technical Standards for Gaming — 11. Game Behaviour · read
An operator on its own machines
Slot machines often display series of symbols that are only one symbol away from winning.
It makes you feel that you “almost won” and entices you to try your luck again. In reality, however, you’re never “close” to winning. The odds of winning or losing will be exactly the same for the next spin.
Loto-Québec · Wise Play — Understanding chance: Slot machines · read
Clear, and not misleading
Game designs and features must be clear and must not mislead the player.
Section 11.3 Determination of Game Outcome
AGCO · Minimum Technical Standards for Gaming — 11. Game Behaviour · read
Game designs and features shall be clear and shall not mislead the player.
Section 2.8
AGCO · Registrar’s Standards for Gaming — 2. Responsible Gaming · read
Game designs and features shall be clear and shall not mislead the player.
Section 2.15
AGCO · Registrar's Standards for Internet Gaming — Game Design and Features · read
Swapping a loss is banned on both sides
After the selection of game outcome, the game shall not make a variable secondary decision which affects the result shown to the player. If the outcome is chosen that the game will lose then the game shall not substitute a particular type of loss to show to the player (i.e. near miss).
Section 2.8
AGCO · Registrar’s Standards for Gaming — 2. Responsible Gaming · read
After the selection of game outcome, the game shall not make a variable secondary decision which affects the result shown to the player. If the outcome is chosen that the game will lose then the game shall not substitute a particular type of loss to show to the player (i.e. near miss).
Section 2.15
AGCO · Registrar's Standards for Internet Gaming — Game Design and Features · read
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