Skip to the main story

A British poker and gambling desk since 2005.

18+ only
  1. Front
  2. Odds & Edge
  3. Where a slot shows its volatility, and what the three bands mean

Odds & Edge

Where a slot shows its volatility, and what the three bands mean

Low, medium and high describe the shape of a game’s results, not its generosity. Where the band is printed, and how to read it off the paytable.

Odds & Edge

Return to player tells you the average. Volatility tells you how far from the average an ordinary session sits, which is the part a player actually experiences. We go through where the band is printed, what the three names describe, and — the useful bit — how to work it out from the paytable on the many games that never state it.

Where it is printed

Three places, in this order. The game information screen behind the i or hamburger button, usually on the same panel as the stated return. The paytable itself, which on newer releases carries a word or a five-dot scale near the top. And the game rules page, which is the longest of the three and the only one that sometimes explains what the studio means by the word. If none of them says anything, the lobby tile will not help: the band is a property of the maths, and the lobby sells the theme.

What the three names describe

All three describe the distribution of outcomes, not the size of the average. A low-volatility and a high-volatility game can state the same return to the decimal point and feel like different hobbies.

BandWhat the sequence looks like Where the return is stored
Lowfrequent small returns, many of them smaller than the stake; balance drifts rather than jumpsmostly in ordinary line wins
Mediumlong flat stretches broken by returns worth tens of stakessplit between line wins and the feature
Highmost spins return nothing; the session is decided by whether one event landsconcentrated in rare events worth hundreds or thousands of stakes

The practical consequence is session length on a fixed balance. A low-band game at a given stake will usually still be running after five hundred spins; a high-band game at the same stake is a short sequence of all-or-nothing attempts, and the arithmetic of why the ordinary result is worse than the average is set out in five hundred spins at a stated return of 96.5 per cent.

Reading it off the paytable when nobody states it

Four numbers on the paytable give the band away, and none of them needs the studio’s cooperation.

  • The maximum win multiplier. This is the strongest single signal. A game cannot advertise 50,000 times stake without storing a serious share of its return in an event that almost never happens. Put a figure on it: if that top event carries five percentage points of the return and pays 50,000 times, it has to land about once in a million spins — five hundredths of a stake divided by fifty thousand stakes. Nothing with a five-figure maximum is a low-band game.
  • The top symbol’s own pay. Five of the premium symbol for 20 times stake is a different game from five of it for 500 times, even at the same stated return, because the second one has to take that money from somewhere.
  • Hit frequency, where it is given. A stated hit frequency near one spin in four, with a modest maximum, describes the low band; one spin in five or worse with a four-figure maximum describes the high band.
  • The price of a feature buy, where the market allows one. This is the most direct reading available. A buy priced at 100 times the stake tells you the studio values the feature at about 100 stakes — so at a stated return of 96.5 per cent the feature is expected to give back roughly 96.5 stakes, and one click puts the equivalent of two hundred ordinary fifty-pence spins at risk in a single resolution.

The bands are a studio’s scale, not an industry one

There is no standard definition behind the words, and no obligation to use them consistently. One studio’s “medium” is another’s “medium-high”, and a five-dot scale means whatever the studio decided it meant. The comparison that holds is within a studio’s own catalogue: three dots against four dots from the same maker is real information, while three dots against another maker’s three dots is not. When the label is missing, the maximum multiplier is the figure to trust, because it is a fact about the paytable rather than a description of it. Which studios publish what, and how consistently, is the subject of our newsroom survey of studios and how they document their games.

What to do with the band once you have it

Match it to the stake, not to the budget. The same £50 can be a long low-band session at ten pence or eight high-band spins at six pounds and change, and both are defensible choices as long as the choice is deliberate. The error is taking a high-band game at a stake that assumes a low-band sequence — the balance then disappears during an ordinary flat stretch, which the game was always going to produce. Crash and instant games push the same question to its limit, and our newsroom piece on risk maths in crash and instant games works that version through.


Read next in Odds & Edge

All of Odds & Edge →