Model. A top view of a single layer of discs (diameter 34 mm, 7.35 g by default, aluminium-like). Each token has position, velocity, angle and spin. Equations of motion are integrated with semi-implicit Euler at dt = 1 ms with a cell grid for neighbours. Contact normal force Fn = k δ - c vn (linear spring-dashpot, k = 1000 N/m); contact friction Ft = -μ Fn vt/√(vt2+ve2) with the contact slip speed including spin (a regularised Coulomb law, ve = 5 mm/s).
Floor friction. A token sliding on the shelf feels -μs m g vrel/|vrel|; on the moving plate the relative velocity is taken against the plate. Spin is damped by the torque 2/3 μ m g r of a disc contact patch.
Stick or slip on the plate. The plate has sinusoidal motion y = (S/2)(1 - cos 2πt/T): peak acceleration amax = (S/2)(2π/T)2. A token rides with the plate while amax < μp g and slips otherwise; the Setup tab shows which case applies (on the Moon the grip is six times weaker).
The ratchet. When the plate retracts, tokens near the back wall are held by the jammed pile while the plate slides underneath; tokens that end up in front of the retreating face are then on the fixed shelf, and the next forward stroke pushes them on. Only a dense pile jams, so payouts need a loaded machine - an empty one pays nothing.
Pusher force. Sliding a block of N tokens needs F = μs N m g; wall friction adds a Janssen-type term because pushing the pile presses it sideways against the walls. Experiment 1 checks the first claim numerically.
Expected payout. Tokens are conserved: dropped + start pile = paid + gutters + still on the shelf. Over a long time the payback per coin is therefore 1 minus the gutter share, and for a uniform stream of exits the gutter share is 2 gw/W. A machine pays back the bank in bursts, which is why individual runs scatter and the experiment reports a confidence interval over replicates (t-distribution, n - 1 degrees of freedom).
Simplifications. One layer only - real machines pile coins two to four deep, which adds weight on the plate and avalanches; coins that would land on a full shelf wait in a queue on top of the pile and slide in when space appears; no prizes; walls and plate are perfectly rigid.