24.1 Compliance with Regulations
(a) All electronic equipment used for EGS Gaming must be scientifically tested and certified in accordance with these regulations by an approved Independent Testing Laboratory, which is demonstrably competent and qualified. All equipment sent to the Test Laboratory for the purpose of testing and certifying the EGS Gaming equipment must be in accordance with the Test Laboratory’s submission requirements.
(b) All control chips, EPROMS, flash drives, CD-ROM, etc. containing game control information will be shipped directly by the manufacturing to the EGS Section for testing and verification prior to them being installed at the gaming facility. Chips, EPROMS, flash drives, CD-Rom, etc. are to be received no less then five (5) days before the gaming device is received at the gaming facility.
(c) All gaming devices will be shipped to the gaming facility in an inoperable fashion and will not include game control chips, EPROMS, flash drives, CD-ROM, etc.
24.2 Software Verification
(a) In general, all components involved in EGS Gaming that have an effect on the integrity of the operation (hereinafter, 'Critical Files') must utilize Control Program Storage Media that can be verified via a third-party verification procedure. This would include EGS, all Systems addressed herein, and all associated equipment whether it is internal to the EGS or a component of the system. The third-party verification may be embedded within the game software provided the requirements in (iii) are met or the component shall have an interface port for a third-party device to authenticate the media. This integrity check will provide a means for field testing the software to identify and validate the program. Unless otherwise defined, Control Program Storage Media must have the ability to:
i. Authenticate all Critical Files including, but not limited to, executables, data, operating system files and other files;
ii. The third-party method utilized must employ a secure hashing algorithm. (e.g. MD5 or SHA1) or equivalent. The algorithm shall use a key or seed of sufficient length and complexity. The Manufacturer should be prepared to demonstrate the algorithm choice to the Test Laboratory for approval. This would include 'downloadable' software;
iii. The third-party verification process shall not include any process or security software provided by the operating system Manufacturer. A secondary checking method may use commercially available software by the operating system Manufacturer. The third-party verification tool maybe embedded within the program provided:
(1) The Test Laboratory shall evaluate and approve the method, as required within subsection (ii);
(2) The Test Laboratory is supplied with the tools needed to 'extract' the program from the component to have the ability to perform forensic examinations should the EGS or System yield an invalid signature, at the request of the Commission or its personnel.
24.3 Physical Security and Player Safety Requirements for EGS
The EGS shall be robust enough to withstand forced illegal entry, unless such entry causes an error condition, and which does not affect the subsequent play or any other play, prize or aspect of the game. The following rules shall apply to the EGS access areas:
(a) All external doors and Logic Compartment doors shall be locked and monitored by door access sensors, which shall have the ability to detect and immediately report the door opened event to the EGS by way of an error;
(b) It shall not be possible to insert a device into the EGS that will disable a door open sensor when the machine’s door is closed, without leaving evidence of tampering; and
(c) The sensor system shall register a door as being open when the door is moved from its fully closed and locked position.
24.4 Player Safety
Electrical and mechanical parts and design principles of the EGS may not subject a player to any physical hazards.
24.5 Environmental Effects on Game Integrity
The Laboratory will perform certain tests to determine whether or not outside influences affect EGS game fairness to the player or create cheating opportunities. Electrical Testing shall be performed by a Test Laboratory that specializes in that type of testing for health or safety matters. Electrical Testing is the responsibility of the Manufacturer, purchaser, and operator of the equipment. An EGS shall be able to withstand the following tests, resuming game play without operator intervention:
a) Random Number Generator. The random number generator and random selection process shall be impervious to influences from outside the device;
(b) Electro-Magnetic Interference. EGS gaming devices shall not create electronic noise that would effect the integrity or fairness of neighboring machines or associated equipment;
(c) Electro-Static Interference. Protection against static discharges requires that the machine’s conductive cabinets be earthed in such a way that static discharge energy shall not damage, or inhibit the normal operation of the electronics or other components within the EGS gaming device. EGS gaming devices may exhibit temporary disruption when subjected to a significant electro-static discharge greater than human body discharge, but they shall exhibit a capacity to recover and complete any interrupted play without loss or corruption of any control or data information associated with the gaming device. The tests will be conducted with a severity level of a minimum of 27KV air discharge;
(d) Radio Frequency Interference (RFI). EGS gaming devices shall not divert from normal operation by the application of RFI at a frequency range from twenty-seven (27) to one thousand (1000) MHZ with a field strength of three (3) volts per meter;
(e) Magnetic Interference. EGS gaming devices shall not be adversely affected by magnetic interference;
(f) Liquid Spills. Liquid spills applied to the outside of an EGS shall not affect the normal operation of the machine, the integrity of the material or information stored inside the cabinet, or the safety of the players operating the equipment. If liquids are spilled into a bill acceptor, the only degradation permitted is for the acceptor to reject all inputs or generate an Error Condition; and
(g) Temperature and Humidity. Gaming devices can be expected to operate in a variety of extreme environments. In the event that the designed operational parameters of an EGS are exceeded, the machine, if incapable of continued proper operation, shall perform an orderly shutdown without loss of game status, accounting, and security event data. The Manufacturer should supply any documentation if the device has had temperature and humidity testing against any recognized standard.
24.6 EGS Identification
An EGS shall have a not easily removable, without leaving evidence of tampering, identification badge, permanently affixed to the exterior of the cabinet by the Manufacturer, and this badge shall include the following information:
(a) The Manufacturer;
(b) A unique serial number;
(c) The EGS model number; and
(d) The date of manufacture.
24.7 Tower Light
The EGS must have a light located conspicuously on top of the EGS that automatically illuminates when a player is redeeming credits that the EGS cannot automatically pay, or an Error Condition has occurred, or a ‘Call Attendant’ condition has been initiated by the player. This requirement may be substituted for an audible alarm for ‘bar-top’ style games where multiple terminals share a common Tower Light.
24.8 On/Off Switch
An on/off switch that controls the electrical current shall be located in a place which is readily accessible within the interior of the machine so that power cannot be disconnected from outside of the machine using the on/off switch. The on/off positions of the switch shall be labeled.
24.9 Logic Compartment
The logic compartment is a locked cabinet area with its own locked door that is separate from any external door lock. Logic Compartment(s) are area(s) within an EGS that house(s) Critical Electronic Components (components that have the potential to significantly influence the operation of the EGS), which would include:
(a) CPUs and other electronic components involved in the operation and calculation or display of game play (e.g., game controller electronics and components housing the game or system firmware program storage media); and
(b) Communication controller electronics, and components housing the communication control program that is used for communicating financial data, program information and security events to the On-line Accounting and Monitoring, Ticket Validation, and any other system used that would affect the integrity of EGS Gaming.
24.10 Currency Compartments
All currency compartments shall be locked separately from the main cabinet area. Currency Compartments must also meet the following rules:
(a) Shall be fitted with sensors that will allow the EGS to immediately communicate the currency door open event or when the storage container has been removed; and
(b) Access to the currency storage area (Bill Stacker) is to be through two (2) levels of locks (the relevant outer door plus one other door or lock) before the receptacle or currency can be removed; and
(c) The Bill Stacker device shall have a ‘stacker full’ sensor.
24.11 Cabinet Wiring
The EGS shall be designed so that power and data cables into and out of the EGS can be routed so that they are not accessible to the general public. This is for game integrity reasons only, not for health and safety. Security-related wires and cables that are routed into a Logic Compartment shall not be able to be easily removed.
24.12 Power Surges
The EGS shall not be adversely affected, other than resets, by surges or dips of ± 20% of the supply voltage. It is acceptable for the equipment to reset provided no damage to the equipment or loss or corruption of data occurs.
24.13 Microprocessor Controlled
EGS must be controlled by one (1) or more Microprocessors or the equivalent in such a manner that the game is controlled by the Microprocessor.
24.14 Ticket Printers
For printer games, the printer shall be located in a locked area of the EGS (e.g., require opening of the main door to access), with the exception of a logic area or the drop box. This requirement ensures that changing the paper does not require access to the drop (cash) or logic areas containing Critical Electronic Components. Ticket Printers shall be interfaced in such a way as to allow the EGS Control program to interpret and act when the Ticket Printer is out of paper or low on paper, there is a printer jam or failure or the printer is disconnected.
24.15 Printed Circuit Board (PCB) Identification
Each Printed Circuit Board (PCB) shall be identifiable by some sort of name (or number) and revision level and:
(a) The top assembly revision level of the PCB shall be identifiable (if track cuts and/or patch wires are added to the PCB, then a new revision number or level shall be assigned to the assembly); and
(b) Manufacturers shall ensure that Circuit Board assemblies, used in their EGS, conform functionally to the documentation and the certified versions of those PCBs that were evaluated and certified by the Test Laboratory.
(c) All patch wires and track cuts shall be documented in a service bulletin and shall be submitted to an independent test laboratory for verification (this does not prohibit required repairs in the field); and
(d) Switches or jumpers which may alter specific EGS configuration settings, paytables, game denomination or payout percentages must be housed within a logic compartment. This includes top award changes (including progressives), selectable Blackjack settings or any other option that would affect the payout percentage.
24.16 Mechanical Devices Used for Displaying Game Outcomes
If the game has mechanical or electro-mechanical devices, which are used for displaying game outcomes, the following rules shall be observed:
(a) Electro-mechanically controlled display devices (e.g., reels or wheels) shall have a sufficiently closed loop of control so as to enable the software to detect a malfunction, or an attempt to interfere with the correct operation of that device. This requirement is designed to ensure that if a reel or wheel is not in the position it is supposed to be in, an error condition will be generated;
(b) Mechanical assemblies (e.g., reels or wheels) shall have some mechanism that ensures the correct mounting of the assembly’s artwork, if applicable;
(c) Displays shall be constructed in such a way that winning symbol combinations match up with pay lines or other indicators; and
(d) A mechanical assembly shall be so designed that it is not obstructed by any other components.
24.17 Video Monitors/Touchscreens
Games that have video monitors must meet the following rules, as applicable:
(a) Touch screens (if applicable) shall be accurate, and once calibrated, shall maintain that accuracy for at least the Manufacturer’s recommended maintenance period;
(b) A touch screen (if applicable) should be able to be re-calibrated by venue staff without access to the EGS cabinet other than opening the main door; and
(c) There shall be no hidden or undocumented buttons/touch points (if applicable) anywhere on the screen, except as provided for by the game rules that affect game play.
24.18 Bill Acceptors
All acceptance devices shall be able to detect the entry of valid bills, coupons, Ticket Vouchers, or other approved notes, and provide a method, utilizing a bi-directional communication protocol, to enable the EGS software to interpret and act appropriately upon a valid or invalid input. The acceptance device(s) shall be electronically-based and in a highly accurate manner, ensure that only valid bills of legal tender are accepted. The bill input system shall be constructed in a manner that protects against vandalism, abuse, or fraudulent activity. In addition, bill acceptance device(s) shall only register credits when:
(a) The bill or other note has passed the point where it is accepted and stacked; and
(b) The bill or other note is "irrevocably stacked."
(c) If a power failure occurs during acceptance of a bill or other note the bill validator shall give proper credits or return the note, not withstanding that there may be a small window of time where power may fail and credit may not be given (in this case the window shall be less than one second).
24.19 Factory Set Bill Acceptors
If Bill Acceptors are designed to be factory set only, it shall not be possible to access or conduct maintenance or adjustments to those Bill Acceptors in the field, other than:
(a) The selection of bills, coupons, Ticket Vouchers, or other approved notes and their limits;
(b) Changing of the certified Control Program;
(c) Adjustment of the tolerance level for accepting bills or notes of varying quality should not be allowed externally to the machine. Adjustments of the tolerance level should only be allowed with adequate levels of security in place. This can be accomplished through lock and key, physical switch settings, or other accepted methods approved on a case-by-case basis;
(d) Maintenance, adjustment, and repair per approved factory procedures; or
(e) Options that set the direction or orientation of acceptance.
24.20 Payglass/Video Display
Payglasses or video displays shall be clearly identified and shall accurately state the rules of the game and the award that will be paid to the player when the player obtains a specific win. The payglasses or video displays shall clearly indicate whether awards are designated in credits, currency, or some other unit. The Denomination being played shall be clearly displayed. The EGS gaming device shall reflect any change in award value, which may occur in the course of play. This may be accomplished with a digital display in a conspicuous location of the EGS gaming device, and the game must clearly indicate as such. All paytable information should be able to be accessed by a player, prior to them committing to a bet. Pay glasses or video displays shall not be certified if the information is inaccurate or may cause confusion. The “reasonable player” standard shall be used for evaluation:
(a) Upcoming wins. The game shall not advertise ‘upcoming wins,’ for example three (3) times pay coming soon;
(b) Extended Feature Information. Each game which offers an extended feature (i.e., Free Games, Re-Spins, Bonus Paytable during the next ‘x’ games, etc.) must display the number of feature games that are remaining, during each game; and
(c) Multiple Decks of Cards. Any games which utilize multiple decks of cards should alert the player as to the number of card decks in play.
24.21 Information to be Displayed
An EGS shall display, or shall have displayed on the glass, the following information to the player at all times the machine is available for player input:
(a) The player’s current credit balance;
(b) The current bet amount. This is only during the base game or if the player can add to the bet during the game;
(c) All possible winning outcomes, or be available as a menu item or on the help menu;
(d) Win amounts for each possible winning outcome, or be available as a menu or help screen item;
(e) The amount won for the last completed game (until the next game starts or betting options are modified); and
(f) The player options selected (e.g., bet amount, lines played) for the last completed game (until the next game starts or a new selection is made).
(g) The denomination being played shall be clearly displayed.
(h) A disclaimer regarding Malfunctions Void all Pays shall also be clearly displayed.
24.22 Games with Multiple Win Lines
Each individual line to be played shall be clearly indicated by the EGS so that the player is in no doubt as to which lines are being bet on. In addition, the winning playline(s) shall be clearly discernable to the player (e.g., on a video game it may be accomplished by drawing a line over the symbols on the playline(s) and/or the flashing of winning symbols and line selection box. Where there are wins on multiple lines, each winning playline may be indicated in turn. This would not apply to games that use mechanical reels).
24.23 Multiple Games offered for Play at one EGS
The following rules apply to EGS that offer more than one (1) game to be played:
(a) The methodology employed by a player to select and discard a particular game for play on a multi-game EGS shall be clearly explained to the player on the EGS, and be easily followed.
(b) The EGS shall be able to clearly inform the player of all games, their rules and/or the paytables before the player must commit to playing them.
(c) The player shall at all times be made aware of which game has been selected for play and is being played, as applicable.
(d) The player shall not be forced to play a game just by selecting that game. The player shall be able to return to the main menu.
(e) It should not be possible to start a new game before the current play is completed and all relevant meters have been updated (including bonus features, double up and other options of the game) unless the action to start a new game terminates the current play in an orderly manner.
(f) The set of games offered to the player for selection, or the paytable, can be changed only by a secure certified method which includes turning on and off games available for play through a video screen interface. The rules outlined in ‘Configuration Setting’ of this document shall govern the RAM Clear control requirements for these types of selections. However, for games that keep the previous paytable’s (the paytable just turned off) data in memory, a RAM clear is not required.
(g) No changes to the set of games offered to the player for selection (or to the paytable) are permitted while there are credits on the player’s credit meter or while a game is in progress.
24.24 Merchandise Prizes in Lieu of Cash Awards
Games offering merchandise prizes shall display the amount of merchandise prize clearly to the player on the EGS that is offering the prize.
24.25 Percentage Payout
(a) Each EGS shall pay out a minimum of 83% during the expected lifetime of the game as required by Arkansas Code Ann 23-113-201(f).
The highest single advertised payout on each gaming device shall occur, statistically, at least once in 100,000,000 games. This does not apply to multiple awards won together on the same game play where the aggregate prize is not advertised. This odds rule shall not apply to games which make it possible for a player to win the highest win multiple times through the use of free games. This rule does apply to each Wager that wins the maximum award.
24.27 Credit Redemption
Available credits may be collected from the EGS by the player pressing the ‘COLLECT’ button at any time other than during:
(a) A game being played;
(b) Audit mode;
(c) Any door open;
(d) Test mode;
(e) A Credit Meter or Win Meter incrementation, unless the entire amount is placed on the meters when the collect button is pressed; or
(f) A payout or Memory Error Condition.
24.28 Credit Meter
The credit meter shall be maintained in credits or cash value. In addition, it must meet the following, where applicable:
(a) Progressives may be added to the credit meter if either:
i. The credit meter is maintained in the local currency amount; or
ii. The progressive meter is incremented to whole credit amounts; or
iii. The prize in the local currency amount is converted to credits on transfer to the player’s credit meter in a manner that does not mislead the player (i.e., make unqualified statement “wins meter amount” and then rounds down on conversion) or cause accounting imbalances.
24.29 Cancel Credit
If credits are collected, and the total credit value is greater than or equal to a specific limit (e.g., Printer Limit for printer games, etc.), the game shall lock up until the credits have been paid, and the handpay is cleared by an Attendant.
24.30 Taxation Reporting Limits
The game shall be capable of entering a lock-up condition if the sum of awards from a single game is equal to the ‘Taxation Limit’ and which requires an Attendant to clear.
24.31 Game Cycle
A game is considered completed when the final transfer to the player’s credit meter takes place (in case of a win), or when all credits Wagered or won that have not been transferred to the credit meter, are lost. The following are all considered to be part of a single game:
(a) Games that trigger a free game feature and any subsequent free games;
(b) “Second screen” bonus feature(s);
(c) Games with player choice (e.g., Draw Poker or Blackjack);
(d) Games where the rules permit Wagering of additional credits (e.g., Blackjack insurance; and
(e) Double-up features.
24.32 Player Assistance or Auto Hold Features
An Electronic Game of Skill may have player assistance or ‘Auto Hold’ features provided that the features may be disabled using a secure method.
24.33 Ticket Issuance
Cash Tickets can be generated at an EGS through an internal document printer. Additionally, cashier/change booth issuance is permitted, if supported by the validation system. Payment by ticket printer as a method of credit redemption is only permissible when the EGS gaming device is linked to a computerized ‘Ticket Validation System’, which allows validation of the printed ticket. Validation approval or information shall come from the Ticket Validation System in order to validate tickets. Tickets may be validated at any location, as long as it meets the standards in this section. Provisions must be made if communication is lost, and validation information cannot be sent to the central system, thereby requiring the Manufacturer to have an alternate method of payment. The validation system must be able to identify duplicate tickets to prevent fraud by reprinting and redeeming a ticket that was previously issued by the EGS gaming device. A ticket shall contain the following printed information at a minimum, some of which may also be part of the validation number or barcode:
(a) Franchise holder Name/Site Identifier;
(b) Machine Number (or Cashier/Change Booth location number, if ticket creation, outside the EGS is supported);
(c) Date and Time (24hr format);
(d) Alpha and numeric dollar amount of the ticket;
(e) Ticket sequence number;
(f) Validation number;
(g) Bar code or any machine readable code representing the Validation number;
(h) Type of Transaction or other method or differentiating ticket types; (assuming multiple ticket types are available) and
(i) Indication of an expiration period from date of issue, or date and time the ticket will expire (24hr format which is understood by the local date/time format).
If the taxation limit is reached on any single play the Ticket/Voucher must not be able to be redeemed at any place other than through human interaction (not on another machine or at a self-serve kiosk).
24.34 Online Ticket Redemption
Tickets may be inserted in any EGS gaming device participating in the validation system providing that no credits are issued to the EGS gaming device prior to confirmation of ticket validity. The patron may also redeem a ticket at a cashier/change booth or other approved validation terminal.
24.35 Randomness Requirements
Where the authorized game or system uses a Random Number Generator (RNG) to make selections, such RNG and the selections shall:
(a) Be statistically independent;
(b) Conform to the desired random distribution;
(c) Pass various recognized statistical tests;
(d) Be unpredictable;
(e) Be cycled continuously in the background between games and during game play at a speed that cannot be timed by the player. It is understood that at some time during the game, the RNG may not be cycled when interrupts may be suspended however, this exception shall be kept to a minimum;
(f) Randomly determine the first seed by an uncontrolled event. After every game there shall be a random change in the RNG process (new seed, random timer, delay, etc.). This will verify the RNG does not start at the same value, every time. It is permissible not to use a random seed; however, the Manufacturer must ensure that games will not synchronize;
(g) If a random number with a range shorter than that provided by the RNG is required for some purpose within the EGS , the method of re-scaling, (i.e., converting the number to the lower range), is to be designed in such a way that all numbers within the lower range are equally probable;
(h) If a particular random number selected is outside the range of equal distribution of re-scaling values, it is permissible to discard that random number and select the next in sequence, or some other acceptable method, for the purpose of re-scaling.
(i) Unless otherwise denoted on the payglass, where the EGS plays a game that is recognizable such as Poker, Blackjack, etc., the same probabilities associated with the live game shall be evident in the simulated game. For example, the odds of drawing a specific card or cards in Poker shall be the same in the live game as if a physical deck of cards were being used. Card games also must meet the following:
i. Cards once removed from the deck shall not be returned to the deck except as provided by the rules of the game depicted; and
ii. As cards are removed from the deck they shall be immediately used as directed by the Rules of the Game (i.e., the cards are not to be discarded due to adaptive behavior by the EGS );
iii. At the start of each game/hand, it is recommended that the first hand of cards shall be drawn from a randomly-shuffled deck; the replacement cards shall not be drawn until needed.
(j) Where used, games that use the laws of physics to generate the outcome of the game (mechanical-based RNG games) must meet the Randomness requirements of this document with the exception of the regulations stated above that are applicable only to electronic RNGs. Mechanical-based RNG games must be constructed of materials to prevent decomposition of any component over time (e.g., a ball shall not disintegrate.) The laboratory reserves the right to require replacement parts after a pre-determined amount of time for the game to comply with this rule and the device(s) may require periodic inspections to ensure the integrity of the components of the device. The properties of physical items used to chose the selection shall not be altered; and the player shall not have the ability to physically interact or come into physical contact or manipulate the machine physically with the mechanical portion of the game;
(k) Each possible permutation or combination of game elements that produces winning or losing game outcomes shall be available for random selection at the initiation of each play, unless otherwise denoted by the game;
(l) An EGS shall use appropriate Communication Protocols to protect the RNG and random selection process from influence by associated equipment, which may be communicating with the EGS ;
(m) All Combinations and Outcomes Shall Be Available. Each possible permutation or combination of game elements that produces winning or losing game outcomes shall be available for random selection at the initiation of each play, unless otherwise denoted by the game rules;
(n) No Near Miss. After selection of the game outcome, the EGS gaming device shall not make a variable secondary decision, which affects the result shown to the player or gives the impression that the player is getting close to a win, or in any way gives a false impression that the chance to win is improved by another play.
(o) For instance, the random number generator chooses an outcome that the game will be a loser. The game shall not substitute a particular type of loser to show to the player;
(p) No Corruption from Associated Equipment. An EGS shall use appropriate communication protocols to protect the random number generator and random selection process from influence by associated equipment, which may be communicating with the gaming device.
24.36 Financial, Security and Game Play Auditing
The Financial, Security and Game Auditing information that is maintained by the EGS memory must only be available to authorized personnel.
24.37 Electronic Accounting and Occurrence Meters
Electronic accounting meters shall be at least seven (7) digits in length. If the meter is being used in dollars and cents, at least nine (9) digits must be used for the dollar amount. The meter must roll over to zero upon the next occurrence any time the meter is seven (7) digits or higher and after 9,999,999 has been reached (or any other value that is logical). Occurrence meters shall be at least three (3) digits in length and roll over to zero upon the next occurrence any time the meter is higher than the maximum number of digits for that meter. The required electronic meters are as follows (accounting meters are designated with an asterisk ‘*’):
(a) The Amounts Wagered* (OR cash in) meter shall cumulatively count the total amounts Wagered during game play, except credits that are won during the game that are subsequently risked in a double-up mode.
(b) The Amounts Won* (OR credit out) meter shall cumulatively count all amounts won by the player at the end of the game that were not paid by an Attendant, including amounts paid by a ticket printer. This meter must not increment for bills inserted and cashed out (used as a change machine).
(c) The drop* meter shall maintain a cumulative credit value of all bills and tickets/coupons inserted into the Bill Acceptor for play.
(d) The handpays* meter shall reflect the cumulative amounts paid by an Attendant for progressive and non-progressive wins.
(e) The games-played meter shall display the cumulative number of games played since the last RAM clear.
(f) A cabinet door meter shall display the number of times the front cabinet door was opened since the last RAM clear.
(g) The drop door meter shall display the number of times the drop door and the Bill Acceptor door was opened since the last RAM clear.
(h) The cancelled credit* meter shall reflect the cumulative amounts paid by an Attendant that are in excess of the credit limit and residual credits that are collected.
(i) NOTE: printer games do not require a cancelled credit meter unless a ‘printer limit’ option exists on the game.
(j) The progressive occurrence meter shall count the number of times each progressive meter is activated.
24.38 Multi-Game Game Specific Meters
In addition to the Electronic Accounting Meters required above, each individual game available for play shall have at least “Amount Bet” and “Amount Won” meters in either credits or dollars. Even if a double-up game is lost, the initial win amount/credits bet amount shall be recorded in the game specific meters. Alternatively, there can be separate meters that account for the double-up information. Either way, the method of metering must be understood on the screen.
24.39 Double-Up Meters
For each type of Double-up offered, there shall be two meters to indicate the amount doubled and the amount won, which should increment every time a Double-up occurs. If the EGS does not supply accounting for the Double-Up information, the feature must not be enabled for use.
24.40 Cashless Transaction Log
All EGS must have the capacity to display a complete Transaction history for the most recent Transaction with a cashless Wagering system (this would include Tickets, Coupons, electronically transferred Promotional and/or Bonusing credits, etc.), and the previous thirty-four Transactions prior to the most recent Transaction that incremented any of the Accounting Meters.
24.41 Accountability of Bills/Tickets or Other Items Accepted
An EGS, which contains a Bill Acceptor device, shall maintain sufficient electronic metering to be able to report the following:
(a) Total monetary value of all items accepted;
(b) Total number of all items accepted; and
(c) A breakdown of the bills accepted:
i. For bills, the game shall report the number of bills accepted for each bill denomination;
ii. For all other notes, the game shall have a separate meter that reports the number of notes accepted, not including bills.
24.42 Bill Acceptor Recall
An EGS that uses a Bill Acceptor shall retain in its memory and display the denomination of the last five (5) items accepted by the Bill Acceptor (including U.S. currency, Ticket Vouchers, Coupons, etc.)
24.43 Number of Last Plays Required
Information on at least the last ten (10) games is to always be retrievable on the operation of a suitable external key-switch, or another secure method that is not available to the player. Last play information shall provide all information required to fully reconstruct the last ten (10) plays. All values shall be displayed, including the initial credits, credits bet, credits won, and credits paid. If a progressive was awarded, it is sufficient to indicate the progressive was awarded and not display the value. This information should include the final game outcome, including all player choices and bonus features. The results of Double-up (if applicable) should also be included. The Last Game Recall shall reflect bonus rounds in their entirety. If a bonus round lasts 'x number of events,’ each with separate outcomes, each of the ‘x events’ shall be displayed with its corresponding outcome if the outcome results in an award. The recall shall also reflect position-dependent events if the outcome results in an award. For games that may have infinite free games, there shall be a minimum of fifty (50) games recallable.
24.44 Control Program Storage Media
All Program Storage Media (Writable/Non-Writable), including EPROMs, DVD, CD-ROM, Compact Flash and any other type of Program Storage Devices shall be clearly marked with sufficient information to identify the software and revision level of the information stored in the devices and shall only be accessible with access to the locked logic compartment, where applicable. In addition, if the program is copied to and executed from RAM, the game shall have a method to display the Program Storage Media identification information, on demand.
24.45 Write Once (Non-Writable) Program Storage
For Program Storage Media that are written to once (i.e., EPROM, CD), the following rules shall be met:
(a) CD-ROM-based Program Storage shall:
i. Not be a re-writeable disk; and
ii. The “Session” shall be closed to prevent any further writing.
(b) Non-EPROM specific (including CD-ROM) Program Storage shall meet the following rules:
i. The Control Program shall authenticate all Critical Files by employing a Hashing Algorithm which produces a ‘Message Digest’ output of at least 128 bits at minimum, as certified by the Test Laboratory and agreed upon by the Commission. The Message Digest(s) shall be stored on a memory device (ROM-based or other medium) within the EGS. Message Digests which reside on any other medium shall be encrypted, using a public/private key Algorithm with a minimum of a 512 bit key. However, a 768 bit key is recommended, or an equivalent encryption Algorithm with similar security certified by the Test Laboratory and agreed upon by the Commission.
ii. The EGS shall authenticate all Critical Files against the stored Message Digest(s), as required in (i), above. In the event of a failed authentication after the game has been powered up, the EGS should immediately enter an error condition with the appropriate tower light signal and record the details including time and date of the error in a log. This error shall require operator intervention to clear. The game shall display specific error information and shall not clear until either the file authenticates properly, following the operator intervention or the medium is replaced or corrected, and the device’s memory is cleared, the game is restarted, and all files authenticate correctly.
The values in (i) and (ii), above will constantly be re-evaluated based on technology advancements and new security methods available.
24.46 Writable Program Storage
This section does not apply to EGS that function as part of a Game Download System, as defined within section 30.0. This section applies to EGS where the control program is capable of being erased and re-programmed without being removed from the EGS, Bill Acceptor or other equipment or related device, and such control program shall meet the following requirements:
(a) Critical data, files and programs may only be re-programmed provided that:
i. A log of all information that is added, deleted, and modified be stored on the media;
ii. Verifies the validity of all data, files, and programs which reside on the media using the methods listed in the Non-EPROM Specific requirements;
iii. Contains appropriate security to prevent unauthorized modifications;
iv. Does not allow execution of the updated program while the game is in play.
24.47 Integrity of Control Programs
The control program shall ensure the integrity of all critical program components that operate the EGS. The integrity checks must at a minimum occur during the execution of said components and the first time the files are loaded for use (even if only partially loaded), where applicable.
RAM and PSD (Program Storage Device) space that is not critical to machine security (e.g., video or sound ROM) are not required to be validated, although the Test Laboratory recommends a method be in place for the files to be tested for corruption. If any of the video or sound files contain payout amounts or other information needed by the player, the files or program storage must have a secure method of verification.
24.48 Critical Memory Defined
Critical memory storage shall be maintained by a methodology that enables errors to be identified and corrected in most circumstances. This methodology may involve signatures, Checksums, partial Checksums, multiple copies, timestamps and/or effective use of validity codes. Critical memory is used to store all data that is considered vital to the continued operation of the EGS. This includes, but is not limited to:
(a) All electronic meters required in ‘Electronic Metering within the EGS ,’ including last bill data and power up and door open metering;
(b) Current credits;
(c) EGS/game configuration data;
(d) Information pertaining to the last ten (10) plays with the RNG outcome (including the current game, if incomplete); and
(e) Software state (the last normal state the EGS software was in before interruption).
24.49 Critical Memory Integrity
Comprehensive checks of Critical Memory shall be made during each EGS restart (e.g., power-up cycle). The EGS Control Program shall be continuously monitored for possible corruption of Critical Memory. In addition, it is recommended that a trip redundancy check be implemented. Test methodology shall detect 99.99 percent of all possible failures. In addition, all Critical Memory (Non-Volatile) shall:
(a) Have the ability to retain data for a minimum of thirty (30) days after power is discontinued from the machine. If the method used is an ‘off chip’ battery source, it shall re-charge itself to its full potential in a maximum of twenty-four (24) hours. The shelf life shall be at least five (5) years. Random access memory that uses an off-chip back-up power source to retain its contents when the main’s power is switched off shall have a detection system which will provide a method for software to interpret and Act upon a low battery condition;
(b) Only be cleared by accessing the locked logic area in which it’s housed;
(c) Result in a RAM Error if the Control Program detects an unrecoverable memory error; and
(d) The RAM should not be cleared automatically, but shall require a full RAM clear (RAM Reset) performed by an authorized person.
24.50 RAM Clear
Following the initiation of a RAM Clear procedure (utilizing a certified RAM Clear method), the Game Program (EGS Control Program) shall execute a routine, which initializes each and every bit in RAM to the default state. For games that allow for partial RAM clears, the methodology in doing so must be accurate and the game must validate the un-cleared portions of RAM. The default reel position or game display after a RAM reset shall not be the top award on any selectable line. The default game display, upon entering game play mode, shall also not be the top award. This applies to the base game only and not any secondary bonus devices.
24.51 Error Conditions
EGSs shall be capable of detecting and displaying the following error conditions and illuminate the tower light for each or sound an audible alarm, unless otherwise noted. They shall be cleared either by an Attendant (denoted by ‘*’ – in these cases the EGS must cease play) or upon initiation of a new play sequence and be communicated to an on-line monitoring system:
(a) Loss of Communication with the central monitoring system;
(b) RAM error*;
(c) Low RAM battery, for batteries external to the RAM itself or low power source;
(d) Currency-in jam*;
(e) Program error or authentication mismatch*;
(f) Door open (including Bill Acceptor)*;
(g) Reel spin errors (if applicable), including a mis-index condition for rotating reels, that affects the outcome of the game*:
i. The specific reel number shall be identified in the error code;
ii. In the final positioning of the reel, if the position error exceeds one half of the width of the smallest symbol excluding blanks on the reel strip; and
iii. Microprocessor-controlled reels shall be monitored to detect malfunctions such as a reel which is jammed, or is not spinning freely, or any attempt to manipulate their final resting position.
(h) Power reset;
(i) ‘Out-Of-Paper*’ or ‘Paper Low;’
(j) Printer Jam*;
(k) Printer Failure*’
(l) Printer Disconnected* (it is permissible for the EGS to detect this error condition when the game tries to print.)
For games that use error codes, a description of EGS error codes and their meanings shall be affixed inside the EGS. This does not apply to video-based games; however, video-based games shall display meaningful text as to the error conditions.
24.52 Game Interruption and Resumption
After a program interruption (e.g., power down), the software shall be able to recover to the state it was in immediately prior to the interruption occurring and:
(a) If an EGS is powered down while in an error condition, then upon restoring power, the error message shall be displayed and the EGS shall remain locked-up. This is unless power-down is used as part of the error reset procedure, or if on power-up or door closure, the EGS checks for the error condition and detects that the error is no longer in existence.
(b) The program shall not be adversely affected by the simultaneous or sequential activation of the various inputs and outputs such as play buttons which might cause malfunctions or invalid results.
(c) Upon program resumption, the following procedures shall be performed as a minimum requirement:
i. Any Communications to an external device shall not begin until the program resumption routine, including self-tests, is completed successfully;
ii. EGS control programs shall test themselves for possible corruption due to failure of the program storage media. The authentication may use the Checksum; however, it is preferred that the Cyclic Redundancy Check (CRC) calculations are used as a minimum (at least 16 bit). Other test methodologies shall be of a certified type;
iii. The integrity of all critical memory shall be checked; and
iv. Games utilizing Microprocessor-controlled mechanical displays (e.g., reels or wheels), shall re-spin automatically to display the last valid game’s result when the play mode is re-entered, and the reel positions have been altered.
v. The bill validator device shall perform a self-test at each power up. In the event of a self test failure the bill validator shall automatically disable itself (i.e. enter bill reject state) until the error state has been cleared.
24.53 Door Open Events
When the EGS main door is opened, the game shall cease play, enter an error condition, display an appropriate error message, disable bill acceptance, and either sound an alarm or illuminate the tower light or both. When the EGS main door is closed, the game shall return to its original state and display an appropriate error message, until the next game has ended. The software shall be able to detect any meter access to the following doors or secure areas:
(a) All external doors;
(b) Drop box door;
(c) Bill Acceptor door.
24.54 Bill Acceptor Error Conditions
Each EGS and/or Bill Acceptor shall have the capability of detecting and displaying an Error Condition, for the conditions below. It is acceptable for the Bill Acceptor to disable or flash a light or lights to indicate the error has occurred, provided the information is communicated to the EGS and the Bill Acceptor disables:
(a) Bill Stacker Full;
(b) Bill Jams;
(c) Bill Acceptor Door Open – where a Bill Acceptor door is the belly glass door, a door open signal is sufficient; and
(d) Bill Stacker Door Open or Bill Stacker Removed.
24.55 Unable to Upload Credits onto Cashless System
Any credits on the EGS that are attempted to be transferred to the host system that is unsuccessful must provide for an alternate payment method or must require the EGS to enter an Error Condition that requires a HandPay by an Attendant.
24.56 Communication Protocol
All EGS must accurately implement a ‘general accepted’ communication protocol that must be compatible with the systems used. EGS must, at a minimum, communicate with the facilities Central Monitoring System.
24.57 EGS Significant Events
The following are the events that EGS must immediately report to the Central Monitoring System, in real-time. All Accounting and Occurrence meters and Error Conditions as defined within these regulations that are not listed below must also be communicated to the Central Monitoring System although, not in real-time unless requested by the system itself:
(a) Power Resets or power failure;
(b) Handpay Conditions (amount needs to be sent to the system):
i. EGS Jackpot (An award in excess of the single win limit of the EGS );
ii. Cancelled Credit Handpay; and
iii. Progressive Jackpot (As per EGS Jackpot, above.)
(c) Door Openings (any external door that accesses a critical area, on the EGS). Door switches (discrete inputs to the Interface Element) are acceptable if their operation does not result in redundant or confusing messaging.
(d) Bill Acceptor Errors (‘i’ and ‘ii’ should each be sent as a unique message, if supported by the Communication Protocol):
i. Stacker Full (if supported); and
ii. Bill (Item) jam.
(e) EGS Low RAM Battery Error;
(f) Reel Spin Errors (if applicable with individual reel number identified);
(g) Printer Errors (if printer supported):
i. Printer Empty/Paper Low; and
ii. Printer Disconnect/Failure.
(h) The following priority events must be conveyed to the On-Line Monitoring System where a mechanism must exist for timely notification:
i. Loss of Communication with Interface Element;
ii. Loss of Communication with EGS ;
iii. Memory corruption of the Interface Element, if storing critical information; and
iv. RAM corruption of the EGS.
24.58 Ticketing Requirements
EGS containing Ticket Printers must be communicating to a Ticket Validation System, which records the ticket information. Validation approval or information shall come from the Ticket Validation System in order to validate tickets. Provisions must be made if Communication is lost, and validation information cannot be sent to the Ticket Validation System, thereby requiring the EGS or the Franchise Holder’s operations to have an alternate method of payment. The Ticket Printer shall print on a ticket and must provide the ticket data to a Ticket Validation System that records the following information regarding each payout ticket printed:
(a) Value of credits in local monetary units in numerical form;
(b) Time of day the ticket was printed in twenty-four (24) hour format showing hours and minutes – printing of this information is not required, provided that storage of this information is in the Database;
(c) Date, in any recognized format, indicating the day, month, and year;
(d) EGS number or machine number; and
(e) Unique validation number or barcode.
(f) If communications between a gaming device or a gaming device interface component and a system are lost, the gaming device or the gaming device interface component may continue to issue tickets/vouchers provided that, printed on the instrument, there is an authentication code derived by a HASH, or other secure encryption method of at least 128 bits, that will:
(i) Uniquely identify the wagering instrument;
(ii) Verify that the redeeming system was also the issuing system; and
(iii) Validate the amount of the voucher.
(g) For cases where a suitable authentication code is not printed on the voucher, the system must print at most one wagering instrument after the gaming device interface component to system communications have been lost.
24.59 Machine Diagnostics
It shall not be possible to change a Configuration setting that causes an obstruction to the electronic accounting meters, affect the integrity of the EGS or communications with any of the associated systems, without a RAM Clear. Notwithstanding, any such change must be done by a secure means, which includes access to the locked logic area.
24.60 Test Mode
If in a test mode the game shall clearly indicate that it is in a test mode, not normal play, and:
(a) Any test that incorporates credits entering or leaving the EGS shall be completed on resumption of normal operation;
(b) There shall not be any test mode that increments any of the electronic meters (test meters are permissible provided the meter indicates as such);
(c) Any credits on the EGS that were accrued during the test mode shall be cleared before the test mode is exited;
(d) The main cabinet door of the EGS may automatically place the EGS in a service or test-mode or may also be entered, via an appropriate instruction, from an Attendant during an audit mode access; and
(e) When exiting from test mode, the game shall return to the original state it was in when the test mode was entered.
24.61 Residual Credits
If residual credits exist a Ticket/Voucher shall be printed to remove the residual credits or return the credits to the player’s credit meter for betting.
If a residual credits removal game play feature exists the residual credits bet shall be added to the Amounts wagered or Cash in mater.
If a residual credits removal game play feature is won the credits won shall be either put back to the player’s credit meter or automatically paid to the player by ticker/voucher and the value shall be added to the Amounts Won or Credit Out meter.
If residual credits are removed in other means (cancelled credit, handpay, etc.) the appropriate meters shall reflect the residual credit removal.
If residual credits removal play is available it must meet all payback percentage and game recall requirements outlined within this document.