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Most modern slot
machines are designed to look and feel like the old mechanical models,
but they work on a complete different principle. The outcome of each
pull is actually controlled by a central computer inside the machine,
not by the motion of the reels.
The computer uses step
motors to turn each reel and stop it at the predetermined point. Step
motors are driven by short digital pulses of electricity controlled by
the computer, rather than the fluctuating electrical current that drives
an ordinary electric motor. These pulses move the motor a set increment,
or step, with great precision.
But even though the
computer tells the reels where to stop, the games are not pre-programmed
to pay out at a certain time. A random number generator at the heart of
the computer ensures that each pull has an equal shot at hitting the
jackpot.
Whenever the slot
machine is turned on, the random number generator is spitting out whole
numbers (typically between 1 and several billion) hundreds of times a
second. The instant you pull the arm back or press the button, the
computer records the next few numbers from the random number generator.
Then it feeds these numbers through a simple program to determine where
the reels should stop.
.
You pull the handle or
press the button, and the computer records the next three numbers from
the random number generator. The first number is used to determine the
position of the first reel, the second number is used for the second
reel and the third number is used for the third reel. For this example,
let's say the first number is 123,456,789.
To determine the
position of the first reel, the computer divides the first random number
by a set value. Typically, slot machines divide by 32, 64,128, 256 or
512. In this example, we'll say the computer divides by 64.
When the computer
divides the random number by the set value, it records the remainder of
the quotient. In our example, it finds that 64 goes into 123,456,789 a
total of 1,929,012 times with a remainder of 21.
Obviously, the
remainder can't be more than 64 or less than 0, so there are only 64
possible end results of this calculation. The 64 possible values act as
stops on a large virtual reel.
Each of the 64 stops
on the virtual reel corresponds to one of the 22 stops on the actual
reel. The computer consults a table that tells it how far to move the
actual reel for a particular value on the virtual reel. Since there are
far more virtual stops than actual stops, some of the actual stops will
be linked to more than one virtual stop.
Computer systems have made slot machines a lot more adaptable, players
can simply press a button to play a game, rather than pull the handle.
For the manufacturers
and slot proprietors, one of the main advantages of the computer system
is that they can easily configure how often the machine pays out (how
loose or tight it is)
.
slots pay from left to right and right to left. The symbols have to lie consecutively, starting from the leftmost or rightmost reel, to qualify as hits. If you have five symbols in a row, you are only paid once. The gopher, duck and catfish symbols are scatter symbols when you get 3 or more of these symbols (of the same kind) on the screen during one round, lying consecutively, you enter the bonus round. The symbols don't have to follow any pay line, meaning they can be on any position on the reel. In the bonus game, choose a driver, an iron and then a putter. You will win a prize based on these three clubs you choose. If you entered the bonus game with four scatter symbols and not just three, your prize is tripled. If you entered with five scatter symbols, your prize is multiplied by ten.
Slot machine as we know them today are the result of the machine manufacturers applying new technology to one of the most popular forms of gambling.
I think we should all remember that exposure to any form of gambling should be limited to responsible adults of legal age.
Slots have been described as captivating by many gamblers who choose this type of gambling as their game of choice. Advertisers have been banned from using sublime seduction to induce the consumer. It is about time that slot machines be very carefully examined by experts to determine exactly what the gamblers find to be captivating about the slots.
Defining Slots-For-Tots.
The new Millennium has begun with a new controversy for legal gaming: whether some slot machines might be unduly attractive to children.
The issue became news in October, 1999, when the Nevada Gaming Commission (ANGC@) made public its growing unhappiness over gaming devices with cartoon themes. In December, the NGC circulated proposed regulations. On January 27, 2000 the NGC met and adopted amendments to NGC Regulation 14, prohibiting slot machines with themes derived from products marketed to children.
The mass media loves stories like this. Headlines of AChildren At Risk!@ always sell papers, especially tabloids. Television news shows want action and color: one slot machine is worth a thousand talking heads. Even radio could get in on this story, throwing out familiar names, like Betty Boop7 and South Park7.
Gambling is a sexy issue, so long as it does not get too complicated. It also gives rise to strong emotional reactions, especially from its opponents, the Aanti's.
The enormous success of Wheel of Fortune7 led manufacturers to look for other well-know brand-names. The issue over age-appropriate gaming devices was inevitable, since so many of our best-loved trademarks come from our childhood: Monopoly7, The Three Stooges7, Elvis Presley7. The whole point of branded slots is to tap in to our warm, fuzzy feelings of nostalgia. Such selling-by-association is certainly nothing new: movies like Star Wars7 may make more money from toys and other products than from the movie itself. But it is relatively new to legal gambling.
Regulators face a myriad of problems when an issue like kiddie-theme slots is raised in the press.
It would be natural to think the first question to be resolved is whether the problem really exists This is not as easy as it seems. Exactly how does one discover whether children are being unduly enticed into gambling by machines with themes?
What is the standard? Would it be enough to show that merely one child in the country put money into a particular slot machine? How do we prove that the child would not have made the bet, but for the lure of the brand name?
It is very difficult to show that something is true beyond any doubt, like the claim that certain games create underage gambling. But it is nearly impossible to prove the opposite, that something is not true. What evidence would you use to show a slot machine is not unduly attractive to children?
Since we are forced to deal with probabilities, should regulators be concerned if there is only a slim possibility the claim is true? For a politically explosive issue like this, regulators will, often unconsciously, follow the path with the least downside risk to themselves.
If regulators ban certain slots that should not have been banned, the loss to casinos, manufacturers and players is small and difficult to measure. But, if they allow a device they should have outlawed, there is the possibility of scandal B such as pictures of kids playing slots on national T.V. B that will raise questions about the regulators' own competence.
Although there may be a bias in favor of imposing new standards, in the name of protecting children, there is also a bias against making any new rule. The first question a good regulator, or lawyer representing an interested party, will ask is whether these regulators have the power to issue regulations such as these.
Major constitutional challenges make news. But the day-to-day world of making regulations involves questions of procedure and delegation.
What procedures should the regulators use to guarantee due process -- that all interested parties have a fair and equal opportunity to have their say -- not just now, but when new machines are invented in the future? The easiest format is to allow presentations of evidence and arguments at hearings open to the public.
The delegation doctrine is also fundamental to our democratic system. Regulators are appointed, not elected. The only power they have is the specific, limited power given them by the legislature or governor.
The NGC found a law passed by the Nevada Legislature to justify its action. Section 463.350 of the Nevada Gaming Control Act makes it a crime for a licensed operator to allow anyone under 21 to gamble. The NGC declared its new rules Awill further the enforcement of 463.350 by establishing standards for gaming device themes.
Is it necessary to have a prohibition on these games at all? Regulators of riverboat casinos, which can easily prevent any child from boarding, will probably find it unnecessary to issue new rules about gaming themes. In other cases self-regulation will work: You are not going to see any Pokemon slot machines.
How does a regulator define what games are prohibited? A rule that simply lists cartoon characters and other kiddie attractions, obviously will not work: there are too many and they are constantly changing.
The NGC had to take three pages to describe what themes it was making illegal. The regulators used a mix of general statements and specific examples. Banned are themes Abased on a product that is currently and primarily intended or marketed for use by persons under 21." These include TV programs, cartoons, books, board games, movies and video games less than 21 years old with AG@ and similar ratings.
Exceptions are allowed where Athe theme is attractive to adults because of its nostalgic appeal.@ The regulators also gave themselves the power to Arestrict the time, place and manner in which an approved gaming device may be displayed.@ And they grandfathered-in Aany themes that were used in connection with gaming devices@ already approved.
Being a regulator may seem like child=s play, but usually it is hard work.
[Professor Rose can be reached at his Web Site: www.GamblingAndTheLaw.com]
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