Ch. 30: : Beano/Bingo or Associated Equipment Technical Standards
MaineRegulations
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Code of Maine Rules › 16-633 Gambling Control Board › Ch. 30
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1. The Gambling Control Unit has adopted as its Beano/Bingo and associated technical
requirements the specifications contained in the following standards developed and
published by the Gaming Laboratories International, Inc.:
A. GLI-15, Electronic Bingo and Keno Systems, version 1.3
B. GLI-11, Gaming Devices in Casinos, version 3.0
C. GLI-13, On-Line Monitoring and Control Systems (MCS) and
Validation Systems in Casinos, version 2.1
2. All Beano/Bingo devices and associated equipment designated by a Beano/Bingo Distributor
for delivery to Maine will comply with the standards referenced in 1A-C.
3. The standards are contained in the remainder of this Appendix.
STANDARD SERIES
GLI-15:
Electronic Bingo and Keno Systems
Version: 1.3
Release Date: September 6, 2011
Copyright 2011 Gaming Laboratories International, LLC
All Rights Reserved.
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All Rights Reserved.
ABOUT THIS STANDARD
This Standard has been produced by Gaming Laboratories International, LLC for
the purpose of providing independent certifications to suppliers under this Standard
and complies with the requirements set forth herein.
A supplier should submit equipment with a request that it be certified in accordance
with this Standard. Upon certification, Gaming Laboratories International, LLC will
provide a certificate of compliance along with an appropriate Gaming Labs
Certified® mark evidencing the certification to this Standard.
Nothing in this standard shall be construed to offer an opinion as to the
classification of Bingo and Keno Systems under the Indian Gaming Regulatory Act
(IGRA).
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GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
Version 1.3
September 6, 2011
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he
classification of Bingo and Keno Systems under the Indian Gaming Regulatory Act
(IGRA).
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GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
Version 1.3
September 6, 2011
Table of Contents
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Table of Contents
CHAPTER 1 ............................................................................................................................... 7
1.1 OVERVIEW - STANDARDS FOR ELECTRONIC BINGO AND KENO SYSTEMS .................................... 7
1.2 Introduction .......................................................................................................................................... 7
1.3 Acknowledgment of Other Standards Reviewed ................................................................................... 8
1.4 Purpose of Standard ............................................................................................................................. 8
1.5 Other Documents That May Apply ..................................................................................................... 10
CHAPTER 2 ............................................................................................................................. 11
2.1 BINGO SYSTEM REQUIREMENTS .......................................................................................................... 11
2.2 Bingo System Definitions .................................................................................................................... 11
2.3 General Operating Procedures .......................................................................................................... 12
2.4 Point of Sale or Cashier Station Requirements .................................................................................. 13
2.5 Callers Desk Requirements
........................................................................................ 11
2.3 General Operating Procedures .......................................................................................................... 12
2.4 Point of Sale or Cashier Station Requirements .................................................................................. 13
2.5 Callers Desk Requirements. ................................................................................................................ 14
2.6 Server and Database Requirements .................................................................................................... 15
2.7 Electronic Bingo Card Marking Device (EBM) Requirements ........................................................... 16
2.8 Electronic Random Number Generator Requirements ....................................................................... 18
2.9 Mechanical Random Number Generator Requirements ..................................................................... 20
CHAPTER 3 ............................................................................................................................. 22
3.1 ELECTRONIC KENO SYSTEM REQUIREMENTS .................................................................................. 22
3.2 Keno System Definitions .................................................................................................................... 22
3.3 General Operating Procedures .......................................................................................................... 24
3.4 Hardware Requirements ..................................................................................................................... 26
3.5 Software Requirements ....................................................................................................................... 27
CHAPTER 4 ............................................................................................................................
................................................................................................................. 26
3.5 Software Requirements ....................................................................................................................... 27
CHAPTER 4 ............................................................................................................................. 30
4.1 ELECTRONIC KENO AND BINGO GAMES USING PLAYER TERMINALS .......................................... 30
4.2 Player Terminal Definitions ............................................................................................................... 30
4.3 General Operating Procedures .......................................................................................................... 31
4.4 Payment by Voucher or Payment Slip ................................................................................................ 32
4.5 Cashless Player Terminals ................................................................................................................. 33
4.6 Game Server Requirements ................................................................................................................ 33
4.7 Account Server Requirements ............................................................................................................. 34
4.8 Required Reports ................................................................................................................................ 35
GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
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September 6, 2011
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Version 1.3
September 6, 2011
Chapter One: Overview – Standards for Electronic Bingo and Keno Systems
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ber 6, 2011
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GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
Version 1.3
September 6, 2011
Chapter One: Overview – Standards for Electronic Bingo and Keno Systems
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CHAPTER 1
1.0 OVERVIEW - STANDARDS FOR ELECTRONIC BINGO
AND KENO SYSTEMS
1.1
Introduction
1.1.1 Electronic Bingo and Keno Systems Defined. An Electronic Bingo and Keno System is
a game management system that is primarily tasked to provide logging, searching, and reporting
of gaming significant events, collection of financial data, and display and verification of winning
cards. These Standards are intended to provide guidance toward the certification of the following
types of electronic Bingo and Keno systems:
a)
Manual Draw games using paper Cards;
b)
Electronic Draw games using paper cards;
c)
Manual Draw games using electronic card marking devices;
d)
Electronic Draw games using electronic card marking devices;
e)
Manual Draw games using a combination of paper and electronic card marking devices;
f)
Electronic Draw games using a combination of paper and electronic card marking
devices; and
g)
Electronic Draw game using player terminals.
1.1.2 Phases of Certification. The approval of an Electronic Bingo or Keno System may be
certified in up to two phases:
a)
Initial laboratory testing, where the laboratory will test the integrity of the system in the
laboratory setting with the equipment assembled; and
b)
On-site certification where the system and configuration set up are tested on the gaming
floor prior to implementation.
GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
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Chapter One: Overview – Standards for Electronic Bingo and Keno Systems
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equipment assembled; and
b)
On-site certification where the system and configuration set up are tested on the gaming
floor prior to implementation.
GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
Version 1.3
September 6, 2011
Chapter One: Overview – Standards for Electronic Bingo and Keno Systems
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1.2
Acknowledgment of Other Standards Reviewed
1.2.1 General Statement. These Standards have been developed by reviewing and using portions
of the documents from the organizations listed below. We acknowledge the regulators who have
assembled these documents and thank them:
a)
The State of Kentucky, Dept. of Charitable Games;
b)
Alberta Canada, Liquor and Gaming Authority;
c)
The Texas Lottery;
d)
The State of Louisiana Charitable Gaming Division;
e)
The State of Nevada;
f)
The State of New York, Charitable Games;
g)
The State of Washington;
h)
The Washington Charity Satellite Bingo Regulations;
i)
The Province of British Columbia, Charitable Games;
j)
The State of Illinois;
k)
The State of Mississippi;
l)
The State of Missouri;
m)
The State of Nebraska;
n)
The State of New Hampshire;
o)
The Province of Nova Scotia, Canada;
p)
The State of Virginia; and
q)
The National Indian Gaming Commission.
1.3
Purpose of Standard
13.1 General Statement. The purpose of this technical standard is as follows:
a)
To eliminate subjective criteria in analyzing and certifying Electronic Bingo and Keno
Systems.
GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
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b)
To only test those criteria which impact the credibility and integrity of gaming from both
the Revenue Collection and game play point of view
s.
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b)
To only test those criteria which impact the credibility and integrity of gaming from both
the Revenue Collection and game play point of view.
c)
To create a standard that will insure that Electronic Bingo and Keno systems are fair,
secure, and able to be audited and operated correctly.
d)
To distinguish between local public policy and laboratory criteria. At GLI, we believe
that it is up to each local jurisdiction to set their public policy with respect to gaming.
e)
To recognize that non-gaming testing (such as Electrical Testing) should not be
incorporated into this standard but left to appropriate test laboratories that specialize in
that type of testing. Except where specifically identified in the standard, testing is not
directed at health or safety matters. These matters are the responsibility of the
manufacturer, purchaser, and operator of the equipment.
f)
To construct a standard that can be easily changed or modified to allow for new
technology.
g)
To construct a standard that does not specify any particular technology, method or
algorithm. The intent is to allow a wide range of methods to be used to conform to the
standards, while at the same time, to encourage new methods to be developed.
1.3.2 No Limitation of Technology. One should be cautioned that this document should not be
read in such a way that limits the use of future technology. The document should not be
interpreted that if the technology is not mentioned, then it is not allowed. Quite to the contrary,
as new technology is developed, we will review this standard, make changes and incorporate
new minimum standards for the new technology.
1.3.3 Scope of Standard
ould be cautioned that this document should not be
read in such a way that limits the use of future technology. The document should not be
interpreted that if the technology is not mentioned, then it is not allowed. Quite to the contrary,
as new technology is developed, we will review this standard, make changes and incorporate
new minimum standards for the new technology.
1.3.3 Scope of Standard. This standard will only govern Electronic Bingo and Keno System
requirements necessary to achieve certification for the purpose of properly displaying selected
balls or numbers, properly verifying and awarding player winnings, and properly accounting for
and reporting all financial and game history data as needed to properly audit the system.
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GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
Version 1.3
September 6, 2011
1.4
Other Documents That May Apply
1.4.1 General Statement. This standard covers the minimal requirements of electronic Bingo
and Keno Systems and all associated components. The following other standards may apply:
a)
GLI-11 Gaming Devices in Casinos;
b)
GLI-12 Progressive Systems in Casinos; and
c)
Individual Gaming Board Minimum Internal Control Procedures.
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Chapter Two: Bingo System Requirements
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CHAPTER 2
2.0 BINGO SYSTEM REQUIREMENTS
2.1
Bingo System Definitions
2.1.1 General Statement. The following are commonly used terms in describing the game of
Bingo and the play of the game that are used throughout this chapter.
a)
“Deal” means each separate package or series of packages consisting of one game of
instant bingo, pull-tab raffle or seal cards with the same serial number
hts Reserved.
CHAPTER 2
2.0 BINGO SYSTEM REQUIREMENTS
2.1
Bingo System Definitions
2.1.1 General Statement. The following are commonly used terms in describing the game of
Bingo and the play of the game that are used throughout this chapter.
a)
“Deal” means each separate package or series of packages consisting of one game of
instant bingo, pull-tab raffle or seal cards with the same serial number.
b)
“Designator” means an object used in the number selection process, such as a ping pong
ball, upon which bingo letters and numbers are imprinted.
c)
“Disposable paper card” means a non-reusable, paper bingo card manufactured with pre-
printed numbers.
d)
“Electronic Bingo Card Monitoring Device” (referred to as “EBM” throughout this
chapter) means an electronic device that is used by a bingo player to monitor bingo cards
purchased at the time and place of a licensed organization’s bingo occasion. An EBM
provides a means for bingo players to input numbers announced by a bingo caller; and
compares the numbers entered by the player to the numbers contained on cards previously
stored in the electronic memory of the device. An EBM also identifies the winning
pattern; and signals only the bingo player when a winning bingo pattern is achieved.
Automatically marking numbers on the EBM is only permissible when allowed by local
ordinance. An EBM shall not mean or include any device into which coin, currency,
or tokens are inserted to activate play.
e)
“Electronic verification” means the verification of bingo by entering the free space number
of the winning bingo card into computer equipment which contains pre- programmed
software for this purpose.
GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
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Chapter Two: Bingo System Requirements
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ation” means the verification of bingo by entering the free space number
of the winning bingo card into computer equipment which contains pre- programmed
software for this purpose.
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Chapter Two: Bingo System Requirements
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f)
“Equipment and video systems” includes equipment that facilitates the conduct of Bingo
such as ball blowers, flash-boards, TV monitors, cameras, electronic verifiers and
replacement parts for such equipment.
g)
“Fixed Base Station” has the same meaning as Player Terminal.
h)
“Free space number”, “center number”, “card” or “face number” means the number that is
generally displayed in the center space of a bingo card that identifies the unique pattern of
numbers displayed on that card.
i)
“Manufacturer” means a person who modifies, converts, adds to or removes parts from a
completed piece of bingo or other gaming equipment.
j)
“Packet” means sets of bingo cards assembled in the order of games to be played. This
may or may not include specials, winner-take-alls and jackpots.
k)
“Perm Number” means a group of predefined bingo cards, each of which has a card
number.
l)
“Player Terminal” means a device or player station that are connected to a central system
and allow the player to play the game of electronic bingo.
m)
“Random selection” or “randomly selected” means a process of selecting number
designators to produce random numbers during a bingo game in which each designator or
number in the remaining population has an equal chance or probability of being selected.
n)
“Serial number” means a unique number displayed or printed by the manufacturer on
each set of bingo cards or each instant bingo or pull-tab card in a deal.
o)
“Session” means a period of time during which one or more bingo games are conducted
that begins with the selection of the first ball for the first game and ends after someone
wins the last game
ual chance or probability of being selected.
n)
“Serial number” means a unique number displayed or printed by the manufacturer on
each set of bingo cards or each instant bingo or pull-tab card in a deal.
o)
“Session” means a period of time during which one or more bingo games are conducted
that begins with the selection of the first ball for the first game and ends after someone
wins the last game.
2.2
General Operating Procedures
2.2.1 RESERVED.
2.2.2 Game Display. All systems shall utilize a lighted game board or other means to display to
the public the drawn balls and the winning pattern of play for the game.
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GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
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2.2.3 Ball Drawing. The balls shall be drawn one at a time from a machine that mixes the balls
or via an approved electronic random number generator certified for use in the game of Bingo.
The operator shall have no discretion over which ball is drawn.
2.2.4 Packet Sales. There shall be an easy means to determine the number of packs sold.
2.3
Point of Sale or Cashier Station Requirements
2.3.1 General Statement. Each bingo system must have a device or facility that provides for the
sale of bingo cards and the collection and accounting tools needed to determine all sales
initiated through the bingo system.
2.3.2 Accounting Requirements. The system must have the capability of recording and printing
reports detailing sales and accounting information. This information can include, but is not limited
to, price of card faces or packages, number of faces or packages sold, total sales for both paper
and electronic faces, total paid.
2.3.3 Backup Requirements. The system must have a backup and archive utility to allow the
operator to save critical data should a system failure occur
ng and printing
reports detailing sales and accounting information. This information can include, but is not limited
to, price of card faces or packages, number of faces or packages sold, total sales for both paper
and electronic faces, total paid.
2.3.3 Backup Requirements. The system must have a backup and archive utility to allow the
operator to save critical data should a system failure occur. This backup can be automatically run
after the end of each session or may be a manual process to be run at the operator’s desire.
2.3.4 Sales and Accounting Report Requirements. The system shall contain sales and
accounting reports detailing all financial transactions on the system. In addition, a log of significant
events relating to accounting and sales must be maintained on the system and the operator
shall be given the option of printing this log on demand.
2.3.5 Configuration Access Requirements. The interface element setup/configuration menu(s)
must not be available unless using an authorized access method.
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GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
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September 6, 2011
2.3.6 Sales Adjustments and Corrections. The system shall allow for meter adjustments and
sales data corrections, if applicable, through a password controlled audit menu. A log of all
accounting changes including the employee name/ID, authorized to make the changes, the date
of the change, the time of the change and the detailed items adjusted must be kept on the system.
A printout of this audit log must also be available upon demand.
2.3.7 Remote or Portable Sales Stations. The system may have the capability of supporting
remote sales units provided that each unit communicate all sales to the main sales station either
via radio communications or via direct wiring to the stations
e, the time of the change and the detailed items adjusted must be kept on the system.
A printout of this audit log must also be available upon demand.
2.3.7 Remote or Portable Sales Stations. The system may have the capability of supporting
remote sales units provided that each unit communicate all sales to the main sales station either
via radio communications or via direct wiring to the stations. Remote sales terminals may have
all of the operational capabilities of the main sales station except that audit functions may only
be done at the main station.
2.4
Callers Desk Requirements
2.4.1 General Statement. A Bingo system may possess a 'Callers Desk' or other means in
which the selected balls or numbers get entered into the system for validation purposes. The
Callers Desk shall not have the ability to sell or modify sales information.
2.4.2
Ball Draw Information. The Callers desk shall have either a manual ball blower system
or an approved Electronic Random Number Generator, see also Section 2.7, ‘Electronic Random
Number Generator Requirements,’ to determine the order of drawn balls. Each drawn ball shall be
announced prior to marking the light board. If the system used EBM devices the ball draw
information must be entered into the system at the same time as the number is announced. The
Callers Desk should have some means of correcting any input errors regarding drawn balls up to
the time the game is closed.
2.4.3 Winning Bingo Card Verification. The system shall contain a means in which all card
perm numbers or electronic serial numbers are contained within a database for winning card
verification. The winning card number or numbers, if more than one card has simultaneous
Bingo, shall be entered into the system and the system shall verify that the claim is valid. A
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rd
perm numbers or electronic serial numbers are contained within a database for winning card
verification. The winning card number or numbers, if more than one card has simultaneous
Bingo, shall be entered into the system and the system shall verify that the claim is valid. A
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GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
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September 6, 2011
printed record of all drawn balls, and each card face that won for each game, as required by local
ordinance.
2.5
Server and Database Requirements
2.5.1 General Statement. An Electronic Bingo System will possess a database of all cards in
the perm. Modification or changes to card faces shall not be permitted. Access to the database
shall be controlled by password authorization or another secure method.
2.5.2 System Clock. A Bingo System must maintain an internal clock that reflects the current
time (24hr format - which is understood by the local date/time format) and date that shall be used
to provide for the following:
a)
Time stamping of significant events;
b)
Reference clock for reporting; and
c)
Time stamping of all sales and draw events.
2.5.3 Synchronization Feature. If multiple clocks are supported the system shall have a
facility whereby it is able to update all clocks in components.
2.5.4 System Accounting Reporting Requirements. The system or other equipment, shall be
capable of producing general accounting reports to include the following information:
a)
The name of the organization;
b)
The game date and total number of cards and packets sold;
c)
The sales for regular and packet games;
d)
All information for special games that would be required to validate a bingo
mponents.
2.5.4 System Accounting Reporting Requirements. The system or other equipment, shall be
capable of producing general accounting reports to include the following information:
a)
The name of the organization;
b)
The game date and total number of cards and packets sold;
c)
The sales for regular and packet games;
d)
All information for special games that would be required to validate a bingo. (i.e., Color,
special patterns, special cards, free strips, odd/even numbers, etc.)
e)
The winner-take-all and bonus computations;
f)
Cash due and cash received reconciliation;
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GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
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g)
All other monies received from bingo game;
h)
Cash and check expenses;
i)
The total tax, cash, expenses and deposits;
j)
The signature and date of the person preparing the report; and
k)
Other reports as required by the specific local ordinance
2.5.5 Game Schedule Reports. A report detailing the game schedule and the type of games
being played in the session shall be available to be printed from the system. Changes to the game
parameters shall not be allowed once the game has begun.
2.6
Electronic Bingo Card Marking Device (EBM) Requirements
2.6.1 General Statement. EBM shall not mean or include any device into which coin, currency,
or tokens are inserted to activate play.
2.6.2 Bingo Card Limitation.
The EBM shall have the ability to limit the number of bingo
cards per game, if required by local ordinances.
2.6.3 RESERVED
2.6.4 Clearing of EBM. Each EBM shall be programmed to automatically erase all electronic
bingo cards and/or bingo card face numbers stored in device:
a)
upon turning off the device after the last bingo game of the occasion has been played; or
b)
by some secondary timing or clearing method.
2.6.5 Card Selection
mit the number of bingo
cards per game, if required by local ordinances.
2.6.3 RESERVED
2.6.4 Clearing of EBM. Each EBM shall be programmed to automatically erase all electronic
bingo cards and/or bingo card face numbers stored in device:
a)
upon turning off the device after the last bingo game of the occasion has been played; or
b)
by some secondary timing or clearing method.
2.6.5 Card Selection. No EBM may be designed to allow bingo players the ability to design
their own bingo cards by choosing, rearranging, or placing numbers on a card, unless permissible
by the local ordinance.
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GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
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September 6, 2011
2.6.6 EBM Without a Site System. If the EBM is not used in conjunction with a site system
but rather requires an organization to enter bingo card face numbers from disposable paper bingo
cards, there must be a method to limit the number of cards loaded into the device. The limit will
be established by local ordinance. Additionally, the system shall have a means of configuring the
limitation, if required by local ordinance. A site system shall not be able to engage in any type
of sale, void, or reload transaction unless the EBM is connected to and communicating with the
site system.
2.6.7 Printing of Bingo Cards. A receipting function for electronic bingo cards must be self
contained within the site system and must record and print out on a copy which is given to the
player, the device identification number, the date, number of electronic bingo cards purchased or
loaded and the total amount charged for the electronic bingo cards.
2.6.8 Printing of Bingo Game Information. A site system shall be able to provide the winning
numbers and game patterns required for the entire bingo occasion on a hard copy printout. The
printout must be available upon demand at the bingo occasion.
2.6.9 EBM or Site System Malfunction
number of electronic bingo cards purchased or
loaded and the total amount charged for the electronic bingo cards.
2.6.8 Printing of Bingo Game Information. A site system shall be able to provide the winning
numbers and game patterns required for the entire bingo occasion on a hard copy printout. The
printout must be available upon demand at the bingo occasion.
2.6.9 EBM or Site System Malfunction. If any malfunction or problem with a EBM or site
system that could affect the security or integrity of the bingo game, the bingo card monitoring
devices, or the site system, is discovered, the system must log and immediately notify operations
staff of the malfunction, as soon as possible.
2.6.10 RESERVED
2.6.11 RESERVED
2.6.12 RESERVED
2.6.13 EBM Back-up. It is recommended that regardless of the number of EBMs made available
for play, at least one (1) device shall be reserved by the licensed organization as a back- up device,
in the event a device in play malfunctions.
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GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
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September 6, 2011
2.6.14 RESERVED
2.6.15 RESERVED
2.6.16 Bingo Card Verification. Numbers appearing on a bingo card identified by an EBM to be
a winning bingo card, must be verified in the presence of the majority of the players or entry into
an electronic card verifier.
2.7
Electronic Random Number Generator Requirements
2.7.1 Random Number Generator Requirements.
The use of an RNG results in the selection
of game symbols or production of game outcomes. The selection shall:
a)
Be statistically independent;
b)
Conform to the desired random distribution;
c)
Pass various recognized statistical tests; and
d)
Be unpredictable.
2.7.2 Applied Tests. The test laboratory may employ the use of various recognized tests to
determine whether or not the random values produced by the random number generator pass the
desired confidence level of 99%
ame outcomes. The selection shall:
a)
Be statistically independent;
b)
Conform to the desired random distribution;
c)
Pass various recognized statistical tests; and
d)
Be unpredictable.
2.7.2 Applied Tests. The test laboratory may employ the use of various recognized tests to
determine whether or not the random values produced by the random number generator pass the
desired confidence level of 99%. These tests may include, but are not limited to:
a)
Chi-square test;
b)
Equi-distribution (frequency) test;
c)
Gap test;
d)
Overlaps test;
e)
Coupon collector’s test;
f)
Permutation test;
g)
Kolmogorov-Smirnov test;
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GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
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September 6, 2011
h)
Adjacency criterion tests;
i)
Order statistic test;
j)
Runs tests (patterns of occurrences should not be recurrent);
k)
Interplay correlation test;
l)
Serial correlation test potency and degree of serial correlation (outcomes should be
independent of the previous game); and
m)
Tests on subsequences.
2.7.3 Background RNG Activity Requirement. The RNG shall be cycled continuously in the
background between games and during game play at a speed that cannot be timed by the player.
The test laboratory recognizes that some time during the game, the RNG may not be cycled when
interrupts may be suspended. The test laboratory recognizes this but shall find that this
exception shall be kept to a minimum.
2.7.4 RNG Seeding. The first seed shall be randomly determined by an uncontrolled event.
After every ball draw, there shall be a random change in the RNG process (new seed, random
timer, delay, etc.). This will verify the RNG doesn’t 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.
2.7.5 RESERVED
2.7.6 Ball Drawing Games
rst seed shall be randomly determined by an uncontrolled event.
After every ball draw, there shall be a random change in the RNG process (new seed, random
timer, delay, etc.). This will verify the RNG doesn’t 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.
2.7.5 RESERVED
2.7.6 Ball Drawing Games. The consequences for games depicting balls being drawn from a
barrel are as follows:
a)
At the start of each game, only balls applicable to the game are to be depicted. For games
with bonus features and additional balls that are selected, they should be chosen from the
original selection without duplicating an already chosen ball;
b)
The barrel shall not be re-mixed except as provided by the rules of the game depicted;
and
GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
Version 1.3
September 6, 2011
Chapter Two: Bingo System Requirements
Copyright 2011 Gaming Laboratories International, LLC
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All Rights Reserved.
c)
As balls are drawn from the barrel, they shall be immediately used as directed by the
Rules of the Game (i.e., the balls are not to be discarded due to adaptive behavior by the
gaming device).
2.7.7 Scaling Algorithms.
a) If a random number with a range shorter than that provided by the RNG is required
for some purpose within the gaming device, 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.
b) 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 for the purpose of re-scaling.
2.8
Mechanical Random Number Generator Requirements
2.8.1 Mechanical Based RNG Games. Mechanical based RNG games are games that use the
laws of physics to generate the outcome of the game
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 for the purpose of re-scaling.
2.8
Mechanical Random Number Generator Requirements
2.8.1 Mechanical Based RNG Games. Mechanical based RNG games are games that use the
laws of physics to generate the outcome of the game. All mechanical based RNG games must
meet the requirements of this document with the exception of the requirements for electronic
random number generators. In addition, mechanical based RNG games must meet the following
rules:
a)
The test laboratory will test via PC communications multiple iterations to gather enough
data to verify the randomness. In addition, the manufacturer may supply live data to
assist in this evaluation;
b)
The mechanical pieces must be constructed of materials to prevent decomposition of any
component over time (e.g., a ball shall not disintegrate);
c)
The properties of physical items used to choose the selection shall not be altered; and
d)
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.
GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
Version 1.3
September 6, 2011
Chapter Two: Bingo System Requirements
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Page 21
All Rights Reserved.
NOTE: The laboratory reserves the right to require replacement parts after a pre-determined
amount of time. In addition, the device(s) may require periodic inspections to ensure the integrity
of the device. Each mechanical based RNG game shall be reviewed on a case-by-case basis.
2.8.2 Mechanical Ball Mixing Method. A mechanical device that uses air flow for mixing and
randomly withdrawing balls to determine the letters and numbers or symbols to be called must
be utilized in locations that do not use Electronic RNG’s to draw the winning balls
riodic inspections to ensure the integrity
of the device. Each mechanical based RNG game shall be reviewed on a case-by-case basis.
2.8.2 Mechanical Ball Mixing Method. A mechanical device that uses air flow for mixing and
randomly withdrawing balls to determine the letters and numbers or symbols to be called must
be utilized in locations that do not use Electronic RNG’s to draw the winning balls. This device
shall be constructed in the following manner:
a)
It will allow participants full view of the mixing action of the balls; and
b)
The operation cannot be interrupted to change the random placement of the balls at the
exit receptacle of the device, except when the device is shut off.
2.8.3 Bingo Balls. A set of balls, each bearing a unique number, and the letters B, I, N, G, or
O provided, that the letters B, I, N, G, O need not appear if the balls are used for speed or hidden
face bingo games. The following additional requirements regarding bingo balls must be met:
a) The entire set of balls shall be available for inspection by the players before a bingo
session begins to determine that all are present and in operating condition;
b) Each numbered ball shall be the same weight as each of the other balls and free from
any defects; and
c) Each set of balls in play must be distinguishable from all other sets of balls in play.
2.8.4 RNG Outcome. There shall be a method to display the RNG Outcome for the numbers
called at all bingo games. The display must be visible to all players and clearly indicate all
numbers that have been called.
GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
Version 1.3
September 6, 2011
Chapter Three: Electronic Keno System Requirements
Copyright 2011 Gaming Laboratories International, LLC
Page 22
All Rights Reserved.
CHAPTER 3
3.0 ELECTRONIC KENO SYSTEM REQUIREMENTS
3.1
Keno System Definitions
3.1.1 General Statement. The following are commonly used terms in describing the game of
Keno and the play of the game.
a)
“EPROM” means Erasable Programmable ROM
3
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Chapter Three: Electronic Keno System Requirements
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All Rights Reserved.
CHAPTER 3
3.0 ELECTRONIC KENO SYSTEM REQUIREMENTS
3.1
Keno System Definitions
3.1.1 General Statement. The following are commonly used terms in describing the game of
Keno and the play of the game.
a)
“EPROM” means Erasable Programmable ROM.
b)
“Exception log” means a record documenting a prize payout that has not been authorized
by the computer.
c)
“Inside ticket” means a blank Keno ticket:
i.
Constructed with eighty (80) blocks numbered one (1) through eighty (80); and
ii.
Containing a bet block.
d)
“Keno” means a numbers game in which:
i.
A participant chooses from one (1) to ten (10) numbers from a pool of eighty (80)
numbers; and
ii.
The winner and his prize is determined by correctly matching his numbers to the
twenty (20) numbers generated in the game.
e)
“Keno equipment” means:
i.
Electronic selection device;
ii.
Random number generator;
iii.
Computerized Keno system; or
iv.
Integrated system of computer hardware and software that:
A.
Generates a player ticket;
B.
Records a game outcome;
C.
Verifies a winning ticket;
D.
Produces a management report; or
E.
Performs other internal audit controls of a Keno operation.
GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
Version 1.3
September 6, 2011
Chapter Three: Electronic Keno System Requirements
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All Rights Reserved.
f)
“Keno manager” means the person in charge of the operation of the Keno game.
g)
“Outside ticket” means a computer generated ticket given to the player which reflects
certain game and wagering information.
h)
“PROM” means programmable ROM.
i)
“Quick pick” means a number selection made for the player by a computer.
j)
“Random number generator” means a device:
i.
For generating number values that exhibit characteristics of randomness; and
ii.
Composed of:
A.
Computer hardware;
B.
Computer software; or
C
computer generated ticket given to the player which reflects
certain game and wagering information.
h)
“PROM” means programmable ROM.
i)
“Quick pick” means a number selection made for the player by a computer.
j)
“Random number generator” means a device:
i.
For generating number values that exhibit characteristics of randomness; and
ii.
Composed of:
A.
Computer hardware;
B.
Computer software; or
C.
A combination of computer hardware and software.
k)
“ROM” or “read only memory” means:
i.
The electronic component used for storage of nonvolatile information in Keno
equipment that provides instructions needed by the computer to begin its operations
each time it is turned on;
ii.
"PROM"; and
iii.
"EPROM".
l)
“Selection device” means a device that:
i.
May be operated:
A.
Manually; or
B.
Automatically; and
ii.
Is used to randomly select numbers.
m)
“Transaction log” means a record of the same information printed on each outside ticket
that is:
i.
Retained in the computer's memory; or
ii.
Printed out by the computer.
GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
Version 1.3
September 6, 2011
Chapter Three: Electronic Keno System Requirements
Copyright 2011 Gaming Laboratories International, LLC
Page 24
All Rights Reserved.
3.2
General Operating Procedures
3.2.1 General Statement. The rules within this section are general rules that govern the
conduct of Keno.
3.2.2 Operation of Keno Equipment. No player shall have access to, or be allowed to activate
the Keno equipment. Each number selected by the player, along with the amount wagered and
the total numbers played shall be entered into the computer by the operations staff, and an
outside ticket shall be presented to the player. The inside ticket shall be retained until at least
three games after the game in which the ticket was purchased for.
3.2.3 Ticket Marking. Players shall mark the inside ticket with their number selections or
selection by quick pick is permissible.
3.2.4 Outside Ticket
numbers played shall be entered into the computer by the operations staff, and an
outside ticket shall be presented to the player. The inside ticket shall be retained until at least
three games after the game in which the ticket was purchased for.
3.2.3 Ticket Marking. Players shall mark the inside ticket with their number selections or
selection by quick pick is permissible.
3.2.4 Outside Ticket. Concurrently with the generation of the outside ticket, the information on
the outside ticket shall be recorded on the transaction log.
3.2.5
Information on the Outside Ticket. The outside ticket that is given to the player shall
contain the following information:
a)
Date of the game;
b)
Numbers chosen by the player;
c)
Ticket sequence number;
d)
Conditioning of the ticket;
e)
Station number where the ticket was generated;
f)
Game number; and
g)
The name of the organization.
3.2.6 Voiding a Ticket. If a ticket is voided, the void information shall be input in the
computer, and the computer shall document the appropriate information pertaining to the voided
GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
Version 1.3
September 6, 2011
Chapter Three: Electronic Keno System Requirements
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Page 25
All Rights Reserved.
wager. A void slip shall then be issued, which shall be retained with the outside tickets to serve
as documentation of the transaction.
3.2.7 Malfunction During Number Selection. If the Keno equipment breaks down or
malfunctions during the selection of the winning numbers and the problem is not promptly
corrected, players shall be refunded the amount wagered upon presenting their outside ticket.
3.2.8 Start of the Game. Once the Keno manager is satisfied that all tickets for a game have
been issued, the game shall be closed and all players shall be so notified. No tickets may be
written or voided after a game has been closed and the number selection process has begun
d the problem is not promptly
corrected, players shall be refunded the amount wagered upon presenting their outside ticket.
3.2.8 Start of the Game. Once the Keno manager is satisfied that all tickets for a game have
been issued, the game shall be closed and all players shall be so notified. No tickets may be
written or voided after a game has been closed and the number selection process has begun.
Controls shall exist to prevent the writing and voiding of tickets after a game has been closed and
after the number selection process has begun.
3.2.9 Display of Winnings. The potential payout or prize for each different type of wager shall
be made known to the players prior to their selecting numbers. This may be done through posting
the potential payouts in a manner clearly visible to the players or through a printed schedule that
is available at each location where Keno is played.
3.2.10 Display of Time Restrictions. A statement indicating any time restrictions for redeeming
a winning ticket shall be visibly posted at each location where Keno is played or printed on the
outside ticket or the schedule of prize payouts.
3.2.11 Draw Ticket Generation. A draw ticket shall be prepared by the computer.
3.2.12 Collection of Winnings. A player shall wait until the last game wagered on has been
called in order to collect any winnings. A player may be allowed to play fewer consecutive
games than originally indicated, if approval has been obtained from the Keno manager and the
voided wagers are properly documented in the transaction log.
3.2.13 Winner Verification. Winning tickets shall be verified prior to payout and paid in the
following manner:
GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
Version 1.3
September 6, 2011
Chapter Three: Electronic Keno System Requirements
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Page 26
All Rights Reserved
d wagers are properly documented in the transaction log.
3.2.13 Winner Verification. Winning tickets shall be verified prior to payout and paid in the
following manner:
GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
Version 1.3
September 6, 2011
Chapter Three: Electronic Keno System Requirements
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a)
Procedures shall be established to preclude payment of a ticket previously presented for
payment, unclaimed winning tickets after a specified period of time, voided tickets, and
tickets which have not been issued.
b)
The sequence number of a ticket presented for payment shall be input into the computer,
and the payment amount shall be generated by the computer and shall be given to the
player.
c)
No payouts shall be made unless a winning outside ticket has been presented. If the
payout amount is not indicated on the outside ticket, a payout slip shall be issued.
d)
The exception log shall be produced and maintained documenting any payments made on
tickets that have not been authorized by the computer.
3.2.14 Simultaneous Winners. If two (2) or more tickets fulfill the requirements for winning the
largest prize on the same game, the full prize shall be divided equally among the winning tickets
subject to any prize payout limit per game. Applicable prize payout limits shall be legibly posted
at each location where Keno is played and printed on the schedule of prize payouts.
3.3
Hardware Requirements
3.3.1 General Statement. All hardware associated with a Keno System must meet the
following Hardware Requirements:
a)
All electrical and mechanical parts and design principles shall follow acceptable industrial
codes in standards in both design and manufacture;
b)
Logic boards and software EPROM's shall be in a locked or sealed area within the
machine or in a separate machine
dware Requirements
3.3.1 General Statement. All hardware associated with a Keno System must meet the
following Hardware Requirements:
a)
All electrical and mechanical parts and design principles shall follow acceptable industrial
codes in standards in both design and manufacture;
b)
Logic boards and software EPROM's shall be in a locked or sealed area within the
machine or in a separate machine. No access to this area is allowed by persons other than
the manufacturer's or distributor's authorized service personnel;
c)
A surge protector that feeds all power to the equipment shall be installed;
GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
Version 1.3
September 6, 2011
Chapter Three: Electronic Keno System Requirements
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d)
The operation of the Keno equipment shall be impervious to influences from the outside
of the device, including electro-magnetic interference, electro-static interference, and radio
frequency interference;
e)
All computer functions and programs shall be secured in a secured and protective housing;
and
f)
The design of the Keno equipment shall ensure that there are no readily accessible game
function related points which would allow any input and that there is no access to input or
output circuits unless it is necessary for the proper operation of the equipment. No switches
or other controlling devices may be added to the machine that would cause the machine
to operate in a manner other than in which it was designed to play.
3.4
Software Requirements
3.4.1 General Statement. This section refers to all the associated software in a Keno System.
3.4.2 Storage of Software. All programs residing in the equipment shall be contained in a storage
media which is not alterable through any use of the circuitry or programming of the machine
itself.
3.4.3 Detection of Corruption
manner other than in which it was designed to play.
3.4
Software Requirements
3.4.1 General Statement. This section refers to all the associated software in a Keno System.
3.4.2 Storage of Software. All programs residing in the equipment shall be contained in a storage
media which is not alterable through any use of the circuitry or programming of the machine
itself.
3.4.3 Detection of Corruption. Machine programs shall be capable of detecting corruption and
shall provide an error message due to failure of the program storage media and cause the machine
to cease play until corrected.
3.4.4 Random Number Generator. A random number generator shall reside on a PROM or
EPROM secured in the logic board of the computer. The numbers selected by the random
number generator for each game shall be stored in the computer’s memory and be capable of
being output to produce a draw ticket with no manual input of the numbers required. Each
possible combination of numbers which produce winning or losing game outcomes shall be
available for random selection at the initiation of each game. The random selection process shall
not produce any patterns of game outcomes, or be dependent upon any previous number selections
or game outcomes, the amount wagered, or upon the style or method of play. The
GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
Version 1.3
September 6, 2011
Chapter Three: Electronic Keno System Requirements
Copyright 2011 Gaming Laboratories International, LLC
Page 28
All Rights Reserved.
logic of the hardware or software may not interfere with the random number generator software,
see also Section 3.7 ‘Electronic Random Number Generator Requirements’ and Section 3.8
‘Mechanical Random Number Generator Requirements.
3.4.5 Retention of Game Data. The following rules apply to the game data within the Keno
System:
a)
No Keno equipment shall have a mechanism whereby an error will cause the game data
to automatically clear
not interfere with the random number generator software,
see also Section 3.7 ‘Electronic Random Number Generator Requirements’ and Section 3.8
‘Mechanical Random Number Generator Requirements.
3.4.5 Retention of Game Data. The following rules apply to the game data within the Keno
System:
a)
No Keno equipment shall have a mechanism whereby an error will cause the game data
to automatically clear. Game data shall be maintained at all times regardless of whether
the machine is being supplied with power.
b)
Game data shall be stored in such a way as to prevent loss of the data when replacing
parts or modules during normal maintenance.
3.4.6 Printer. The following rules apply to the printers associated with the Keno System:
a)
The numbers that the player selects shall be printed on the outside ticket;
b)
The printer mechanism shall have a paper-sensing device that upon sensing a "paper low"
condition will allow the machine to finish printing the ticket and then prevent further
ticket writing;
c)
Each machine shall recognize a printer power loss occurrence and cease play until power
has been restored to the printer and the machine is capable of producing a valid ticket;
d)
The printer shall have the capability of producing, at a minimum, the following accounting
reports: The records shall include:
i.
The information contained in the transaction log;
ii.
Payout information for each game played;
iii.
The number draw and time of the draw for each game played;
iv.
RESERVED;
v.
System exception information including voids and late pays for each game
played; and
vi.
The exception log.
GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
Version 1.3
September 6, 2011
Chapter Three: Electronic Keno System Requirements
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All Rights Reserved.
3.4.7 Report Requirements. At the conclusion of each day generate a daily report
mation including voids and late pays for each game
played; and
vi.
The exception log.
GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
Version 1.3
September 6, 2011
Chapter Three: Electronic Keno System Requirements
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All Rights Reserved.
3.4.7 Report Requirements. At the conclusion of each day generate a daily report. The
required reports are as follows:
a)
Records shall be maintained which include win and write by individual writer for each
day;
b)
Records shall be maintained which include (for each licensed game) win, write, and win-
to-write hold percentage for:
i.
Each shift;
ii.
Each day;
iii.
Month-to-date; and
iv.
Year-to-date or fiscal year-to-date as applicable.
c)
Payout information (date, time, ticket number, amount, etc.);
d)
Game information (number, ball draw, time, etc.);
e)
Daily recap information which includes:
i.
Write;
ii.
Payouts; and
iii.
Gross revenue (win).
f)
System exception information, including:
i.
Voids;
ii.
Late pays; and
iii.
Appropriate system parameter information (e.g., changes in paytables, ball draws,
payouts over a predetermined amount, etc.)
GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
Version 1.3
September 6, 2011
Chapter Four: Electronic Keno and Bingo Games Using Player Terminals
Copyright 2011 Gaming Laboratories International, LLC
Page 30
All Rights Reserved.
CHAPTER 4
4.0 ELECTRONIC KENO AND BINGO GAMES USING
PLAYER TERMINALS
4.1
Player Terminal Definitions
4.1.1 General Statement. The following are commonly used terms in describing the games of
Keno and Bingo and the play of the game that are used throughout this chapter.
a)
“Cash-out ticket” means an instrument of value generated by a gaming machine
representing a monetary amount owed to a customer at a specific gaming machine. This
investment may be wagered at other machines by depositing the cash-out ticket in the
machine document acceptor.
b)
“EPROM” means erasable programmable read-only memory
ngo and the play of the game that are used throughout this chapter.
a)
“Cash-out ticket” means an instrument of value generated by a gaming machine
representing a monetary amount owed to a customer at a specific gaming machine. This
investment may be wagered at other machines by depositing the cash-out ticket in the
machine document acceptor.
b)
“EPROM” means erasable programmable read-only memory.
c)
“Game server” means an electronic selection device, utilizing a random number generator.
d)
“Gaming machine” means an electronic or electromechanical machine which contains a
microprocessor with random number generator capability which allows a player to play
games of chance, some of which may be affected by skill, which machine is activated by
the insertion of a coin, token or currency, or by the use of a credit, and which awards
game credits, cash, tokens, or replays, or a written statement of the player's accumulated
credits, which written statements are redeemable for cash.
e)
“Hold” means the relationship of win to coin-in for gaming machines.
f)
“Hold percentage” means the percentage calculated by dividing the win by the drop or
coin-in. Can be calculated for individual tables or slot machines, type of table games or
slot machines on a per day or cumulative basis.
g)
“Jackpot payout” means the portion of a jackpot paid by gaming machine personnel. The
amount is usually determined as the difference between the total posted jackpot amount
and the coins paid out by the machine. May also be the total amount of the jackpot.
GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
Version 1.3
September 6, 2011
Chapter Four: Electronic Keno and Bingo Games Using Player Terminals
Copyright 2011 Gaming Laboratories International, LLC
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All Rights Reserved.
h)
“PIN” means personal identification number selected by player and used to access player's
account
e. May also be the total amount of the jackpot.
GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
Version 1.3
September 6, 2011
Chapter Four: Electronic Keno and Bingo Games Using Player Terminals
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All Rights Reserved.
h)
“PIN” means personal identification number selected by player and used to access player's
account.
i)
“Player tracking system” means a system typically used in gaming machine departments
that can record the gaming machine play of individual patrons.
j)
“Random number generator” means a device that generates numbers in the absence of a
pattern. May be used to determine numbers selected in various games such as keno and
bingo. Also commonly used in gaming machines to generate game outcome.
k)
“Theoretical hold” means the intended hold percentage or win of an individual coin-
operated gaming machine as computed by reference to its payout schedule and reel strip
settings or EPROM.
l)
“Theoretical hold worksheet” means a worksheet provided by the manufacturer for all
gaming machines which indicate the theoretical percentages that the gaming machine
should hold based on adequate levels of coin-in. The worksheet also indicates the reel
strip settings, number of coins that may be played, the payout schedule, the number of
reels and other information descriptive of the particular type of gaming machine.
m)
“Tokens” means a coin like money substitute, in various denominations, used for gambling
transactions.
4.2
General Operating Procedures
4.2.1 General Statement. The following are general rules that govern the conduct of Keno or
Bingo games using player terminals
at may be played, the payout schedule, the number of
reels and other information descriptive of the particular type of gaming machine.
m)
“Tokens” means a coin like money substitute, in various denominations, used for gambling
transactions.
4.2
General Operating Procedures
4.2.1 General Statement. The following are general rules that govern the conduct of Keno or
Bingo games using player terminals.
a)
Electronic player terminals must be designed to comply with the standards defined in
GLI-11 and GLI-12, with the exception of the Random Number Generator requirements,
provided that the Bingo or Keno system contains an approved RNG, and the cash handling
equipment requirements, provided that the Bingo or Keno system supports cashier
transactions; and
GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
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September 6, 2011
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b)
If the electronic equipment uses a bar code or microchip reader, the reader shall be tested
periodically, by an entity independent of Bingo personnel, to determine that it is correctly
reading the bar code or the microchip.
4.2.2 Live Game Correlation. Unless otherwise denoted on the payglass, where the gaming
device plays a game that is recognizable such as Poker, Blackjack, Roulette, etc., the same
probabilities associated with the live game shall be evident in the simulated game.
4.3
Payment by Voucher or Payment Slip
4.3.1 General Statement. If the electronic equipment returns a voucher or a payment slip to
the player, the following shall apply:
a)
The customer may request a cash-out ticket from the gaming machine which reflects all
remaining credits. The cash-out ticket shall be printed at the gaming machine by an
internal document printer;
b)
The customer shall redeem the cash-out ticket at a change booth or cashiers' cage. Once
presented for redemption, the cashier shall:
i
er or a payment slip to
the player, the following shall apply:
a)
The customer may request a cash-out ticket from the gaming machine which reflects all
remaining credits. The cash-out ticket shall be printed at the gaming machine by an
internal document printer;
b)
The customer shall redeem the cash-out ticket at a change booth or cashiers' cage. Once
presented for redemption, the cashier shall:
i.
Scan the bar code via an optical reader or its equivalent; or
ii.
Input the cash-out ticket validation number into the computer.
c)
The information contained on the cash out ticket shall be transmitted to the host computer.
The host computer shall verify the authenticity of the cash-out ticket and communicate
directly to the change booth or cashier cage terminal;
d)
If valid, the cashier pays the customer the appropriate amount and the cash-out ticket is
electronically noted “paid” in the system;
e)
If invalid, the host computer shall notify the cashier that one of the following conditions
exists:
i.
Serial number cannot be found on file (stale date, forgery, etc.);
ii.
Cash-out ticket has already been paid; or
GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
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September 6, 2011
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iii.
Amount of cash-out ticket differs from amount on file. The cashier shall refuse
payment to the customer and notify a supervisor of the invalid condition.
f)
If the coinless/cashless gaming machine system temporarily goes down, cashiers may
redeem cash-out tickets after recording the following:
i.
Serial number of the cash-out ticket;
ii.
Date;
iii.
Dollar amount; and
iv.
Issuing gaming machine number.
g)
Cash-out tickets shall be validated as expeditiously as possible when the coinless/cashless
gaming machine system is restored.
4.4
Cashless Player Terminals
4.4.1 General Statement
machine system temporarily goes down, cashiers may
redeem cash-out tickets after recording the following:
i.
Serial number of the cash-out ticket;
ii.
Date;
iii.
Dollar amount; and
iv.
Issuing gaming machine number.
g)
Cash-out tickets shall be validated as expeditiously as possible when the coinless/cashless
gaming machine system is restored.
4.4
Cashless Player Terminals
4.4.1 General Statement. If the gaming machine does not accept currency or coin and does not
return currency or coin, the following standards shall apply:
a)
The device must be connected to a central computer, with supporting hardware and
software, to coordinate network activities, provide system interface, and store and manage
a player/account database; or
b)
A network of contiguous player terminals with touch-screen or button-controlled video
monitors connected to an electronic selection device and the central computer via a
communications network; or
c)
One or more electronic selection devices, utilizing random number generators, each of
which selects any combination or combinations of numbers, colors and/or symbols for a
network of player terminals.
4.5
Game Server Requirements
4.5.1 General Statement.
If the player terminals are connected to a game server, the
following standards shall apply:
GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
Version 1.3
September 6, 2011
Chapter Four: Electronic Keno and Bingo Games Using Player Terminals
Copyright 2011 Gaming Laboratories International, LLC
Page 34
All Rights Reserved.
a)
The game server shall generate and transmit to the bank of player terminals a set of
random numbers, colors and/or symbols at regular intervals. The subsequent game results
are determined at the player terminal and the resulting information is transmitted to the
account server;
b)
The game servers shall be housed in a game server room or secure locked cabinet outside
of the player terminal.
4.6
Account Server Requirements
4.6.1 General Statement
e bank of player terminals a set of
random numbers, colors and/or symbols at regular intervals. The subsequent game results
are determined at the player terminal and the resulting information is transmitted to the
account server;
b)
The game servers shall be housed in a game server room or secure locked cabinet outside
of the player terminal.
4.6
Account Server Requirements
4.6.1 General Statement. A central computer acting as an account server shall provide customer
account maintenance and the deposit/withdrawal function of those account balances. If the player
terminals are connected to an account server, the following standards shall apply:
a)
Patrons may access their accounts on the computer system by means of a Player
Identification Number or other secure method, at the player terminal. Each player terminal
may be equipped with a card reader and PIN (personal identification number) pad or
touch screen array for this purpose;
b)
All communications between remote peripheral devices and the system shall be encrypted
for security reasons;
c)
A computer file for each patron shall be prepared by a clerk prior to the patron being
issued a PIN card to be utilized for machine play. The patron shall select his/her four
digit PIN, known only to the patron, to be used in conjunction with the PIN Card;
d)
The clerk shall sign-on with a unique password to a terminal equipped with peripherals
required to input data from the Patron Registration form. Passwords are issued and can
only be changed by MIS personnel at the discretion of the department director; and
e)
After entering a specified number of incorrect PIN entries at the cage or player terminal,
the patron shall be directed to proceed to the Gaming Machine Information Center to
obtain a new PIN. If a patron forgets, misplaces or requests a change to their four digit
PIN, the patron shall proceed to the Gaming Machine Information Center
S personnel at the discretion of the department director; and
e)
After entering a specified number of incorrect PIN entries at the cage or player terminal,
the patron shall be directed to proceed to the Gaming Machine Information Center to
obtain a new PIN. If a patron forgets, misplaces or requests a change to their four digit
PIN, the patron shall proceed to the Gaming Machine Information Center.
GLI Standard #15 – Standards for Electronic Bingo and Keno Systems
Version 1.3
September 6, 2011
Chapter Four: Electronic Keno and Bingo Games Using Player Terminals
Copyright 2011 Gaming Laboratories International, LLC
Page 35
All Rights Reserved.
4.6.2 Account Deposits. When a patron is depositing credits into an existing account the
following standards shall apply:
a)
The cashier shall sign-on with a unique password to a cashier terminal equipped with
peripherals required to complete the credit transactions. Passwords are issued and can
only be changed by MIS personnel at the discretion of the department director;
b)
The patron shall present cash, chips, coin or coupons along with their PIN Card to a
cashier to deposit credits;
c)
The cashier shall complete the transaction by utilizing a card scanner which the cashier
shall slide the patron's PIN card through; and
d)
The cashier shall accept the funds from the patron and enter the appropriate amount on
the cashier terminal.
4.7
Required Reports
4.7.1 General Statement. The accounting, game servers and player tracking systems shall
contain the following accounting data and must be capable of producing accounting reports on
demand of this data:
a)
Data required to be maintained for each game played includes:
i.
Date and time game start and game end.
ii.
Sales information by location.
iii.
Money distribution by location.
iv.
Refund totals by location.
v.
Cards-in-play count by location.
vi.
Identification number of winning card(s).
vii.
Ordered list of balls or numbers drawn.
viii.
Prize amounts at start and end of game
mand of this data:
a)
Data required to be maintained for each game played includes:
i.
Date and time game start and game end.
ii.
Sales information by location.
iii.
Money distribution by location.
iv.
Refund totals by location.
v.
Cards-in-play count by location.
vi.
Identification number of winning card(s).
vii.
Ordered list of balls or numbers drawn.
viii.
Prize amounts at start and end of game.
b)
Sales information required shall include:
Copyright 2016 Gaming Laboratories International, LLC
All Rights Reserved.
GLI Standard #11 – Standards for Gaming Devices
Version 1.3
September 21, 2016
i.
Daily sales totals by location.
ii.
Commissions distribution summary by location.
iii.
Game-by-game sales, prizes, refunds, by location.
iv.
Daily network summary, by game by location.
c)
Player account information shall include:
i.
Printed receipts issued with any player account shall include a time/date stamp.
ii.
All player transactions shall be maintained, chronologically by account number.
iii.
the ability to, upon request, produce a printed account history, including all
transactions, and a printed game summary (total purchases, deposits, wins, debits,
for any account that has been active in the game during the preceding 24 hours).
iv.
The software shall provide a “player account summary” at the end of every game.
This summary shall list all accounts for which there were any transactions during
that game day and include total purchases, total deposits, total credits (wins), total
debits (cash-outs) and an ending balance.
Copyright 2016 Gaming Laboratories International, LLC
All Rights Reserved.
GLI Standard #11 – Standards for Gaming Devices
Version 1.3
September 21, 2016
STANDARD SERIES
GLI-11:
Gaming Devices
Version: 3.0
Release Date: September 21, 2016
Copyright 2016 Gaming Laboratories International, LLC
All Rights Reserved
tal deposits, total credits (wins), total
debits (cash-outs) and an ending balance.
Copyright 2016 Gaming Laboratories International, LLC
All Rights Reserved.
GLI Standard #11 – Standards for Gaming Devices
Version 1.3
September 21, 2016
STANDARD SERIES
GLI-11:
Gaming Devices
Version: 3.0
Release Date: September 21, 2016
Copyright 2016 Gaming Laboratories International, LLC
All Rights Reserved.
GLI Standard #11 – Standards for Gaming Devices
Version 1.3
September 21, 2016
This Page Intentionally Left Blank
Copyright 2016 Gaming Laboratories International, LLC
All Rights Reserved.
GLI Standard #11 – Standards for Gaming Devices
Version 1.3
September 21, 2016
ABOUT THIS STANDARD
This technical standard has been produced by Gaming Laboratories International, LLC (GLI)
for the purpose of providing independent certifications under this standard and which comply
with the requirements set forth herein.
A supplier is expected to submit equipment with a request that it be certified in accordance with
this technical standard. Upon completion of testing, GLI provides a certificate of compliance
evidencing the certification of the gaming device to this standard.
Copyright 2016 Gaming Laboratories International, LLC
All Rights Reserved.
GLI Standard #11 – Standards for Gaming Devices
Version 1.3
September 21, 2016
This Page Intentionally Left Blank
GLI Standard #11 – Standards for Gaming Devices
Version 3.0
September 21, 2016
Table of Contents
Copyright 2016 Gaming Laboratories International, LLC
Page 5
All Rights Reserved.
Table of Contents
CHAPTER 1: INTRODUCTION TO GAMING DEVICES ................................................................................ 7
1.1
Introduction .............................................................................................................................................. 7
1.2
Acknowledgment of Other Standards Reviewed ......................................................................................
ION TO GAMING DEVICES ................................................................................ 7
1.1
Introduction .............................................................................................................................................. 7
1.2
Acknowledgment of Other Standards Reviewed ....................................................................................... 8
1.3
Purpose of Technical Standard ................................................................................................................ 9
1.4
Other Documents That May Apply ......................................................................................................... 10
1.5
Definition of a Gaming Device ............................................................................................................... 11
CHAPTER 2: GAMING DEVICE / MACHINE REQUIREMENTS ................................................................ 12
2.1
Introduction to Gaming Device / Machine Requirements ...................................................................... 12
2.2
Machine and Player Safety .................................................................................................................... 12
2.3
Environmental Effects on Machine and Gaming Device Integrity ......................................................... 12
2.4
Machine Identification ........................................................................................................................... 13
2.5
Basic Machine Hardware Requirements ................................................................................................ 13
2.6
Machine Electrical Power ...................................................................................................................... 16
2.7
Machine Doors ......................................................................................................................................
............................................................................................. 13
2.6
Machine Electrical Power ...................................................................................................................... 16
2.7
Machine Doors ....................................................................................................................................... 16
2.8
Machine Logic Area ............................................................................................................................... 18
2.9
Machine Program Storage Devices ....................................................................................................... 19
2.10
Machine Critical NV Memory ................................................................................................................ 21
2.11
Monitoring of Critical NV Memory ........................................................................................................ 24
2.12
Player Interaction Devices ..................................................................................................................... 25
2.13
Bill Validators and Stackers ................................................................................................................... 26
2.14
Coin Acceptors, Diverters, and Drop Boxes .......................................................................................... 29
2.15
Integrated Player Identification Components ........................................................................................ 31
2.16
Machine Tower Light ............................................................................................................................. 33
2.17
Machine Payment and Payment Devices ............................................................................................... 33
2.18
Machine Vouchers .................................................................................................................................
......................................................................................................... 33
2.17
Machine Payment and Payment Devices ............................................................................................... 33
2.18
Machine Vouchers .................................................................................................................................. 35
2.19
Machine Communication Protocol ........................................................................................................ 38
2.20
Machine Connections to the Internet ..................................................................................................... 39
2.21
Multi-Player Machine ............................................................................................................................ 40
2.22
Mechanical Devices Used for Display of Game Outcomes in Machines ............................................... 41
CHAPTER 3: RANDOM NUMBER GENERATOR (RNG) REQUIREMENTS ............................................ 43
3.1
Introduction to RNG Requirements ........................................................................................................ 43
3.2
General RNG Requirements ................................................................................................................... 43
3.3
Software-Based RNG ............................................................................................................................. 45
3.4
Hardware-Based RNG ........................................................................................................................... 46
3.5
Mechanical RNG (Physical Randomness Device) .................................................................................. 46
3.6
Cryptographic RNG ..............................................................................................................................
.................................................................................................................. 46
3.5
Mechanical RNG (Physical Randomness Device) .................................................................................. 46
3.6
Cryptographic RNG ............................................................................................................................... 48
CHAPTER 4: GAME REQUIREMENTS ........................................................................................................... 50
4.1
Introduction to Game Requirements ...................................................................................................... 50
4.2
Player Interface ...................................................................................................................................... 50
4.3
General Game Requirements ................................................................................................................. 51
4.4
Game Information and Rules of Play ..................................................................................................... 53
4.5
Game Fairness ....................................................................................................................................... 56
4.6
Game Types ............................................................................................................................................ 59
4.7
Game Outcome Using a Random Number Generator (RNG) ................................................................ 62
4.8
Game Payout Percentages, Odds, and Non-Cash Awards ..................................................................... 63
4.9
Bonus/Feature Games ............................................................................................................................ 64
4.10
External Device Bonus Games ..............................................................................................................
ages, Odds, and Non-Cash Awards ..................................................................... 63
4.9
Bonus/Feature Games ............................................................................................................................ 64
4.10
External Device Bonus Games ............................................................................................................... 66
4.11
Double-Up / Gamble Features ............................................................................................................... 67
4.12
Mystery Awards ...................................................................................................................................... 69
4.13
Multiple Games on the Gaming Device ................................................................................................. 69
4.14
Game Tokenization and Residual Credits .............................................................................................. 70
4.15
Game Program Interruption and Resumption ........................................................................................ 72
GLI Standard #11 – Standards for Gaming Devices
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Page 6
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4.16
Taxation Reporting Limits for Games .................................................................................................... 72
4.17
Alternative Game Modes ........................................................................................................................ 74
4.18
Game History Recall .............................................................................................................................. 76
4.19
Tournament Games ...............................................................................................................................
............................................................................................ 74
4.18
Game History Recall .............................................................................................................................. 76
4.19
Tournament Games ................................................................................................................................ 77
4.20
Games with Skill ..................................................................................................................................... 80
4.21
Persistence Games ................................................................................................................................. 83
4.22
Community Bonus Games ...................................................................................................................... 85
4.23
Virtual Event Wagering .......................................................................................................................... 86
CHAPTER 5: ACCOUNTING AND METERING REQUIREMENTS ............................................................ 89
5.1
Accounting and Metering ....................................................................................................................... 89
5.2
Credit Meter ........................................................................................................................................... 89
5.3
Collect Meter .......................................................................................................................................... 90
5.4
Electronic Accounting and Occurrence Meters ..................................................................................... 90
5.5
Paytable-Specific Meters........................................................................................................................ 95
5.6
Double Up or Gamble Meters ...............................................................................................................
ccurrence Meters ..................................................................................... 90
5.5
Paytable-Specific Meters........................................................................................................................ 95
5.6
Double Up or Gamble Meters ................................................................................................................ 96
GLOSSARY OF KEY TERMS............................................................................................................................. 97
GLI Standard #11 – Standards for Gaming Devices
Version 3.0
September 21, 2016
Chapter One: Introduction to Gaming Devices
Copyright 2016 Gaming Laboratories International, LLC
Page 7
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CHAPTER 1: INTRODUCTION TO GAMING DEVICES
1.1
Introduction
1.1.1 General Statement. Gaming Laboratories International, LLC (GLI) has been testing gaming
devices since 1989. Over the years, GLI has developed numerous technical standards utilized
by jurisdictions all over the world. This document, GLI-11, sets forth the technical standards
for gaming devices.
1.1.2 Document History. This document is a compilation based upon many standards documents from
around the world. Some GLI has written; some were written by industry regulators with input from
independent test laboratories and gaming device manufacturers. GLI has taken each of the
standards documents, merged the unique rules together, eliminated some rules and updated
others, in order to reflect both the change in technology and the purpose of maintaining an
objective, factual standard. GLI lists below, and gives credit to, agencies whose documents were
reviewed prior to writing this standard. It is the policy of GLI to update this document as often
as possible to reflect changes in technology and/or testing methods
s together, eliminated some rules and updated
others, in order to reflect both the change in technology and the purpose of maintaining an
objective, factual standard. GLI lists below, and gives credit to, agencies whose documents were
reviewed prior to writing this standard. It is the policy of GLI to update this document as often
as possible to reflect changes in technology and/or testing methods. This document will be
distributed without charge and may be obtained by downloading it from the GLI website at
www.gaminglabs.com or by contacting GLI at:
Gaming Laboratories International, LLC
600 Airport Road
Lakewood, NJ 08701
(732) 942-3999 Tel
(732) 942-0043 Fax
GLI Standard #11 – Standards for Gaming Devices
Version 3.0
September 21, 2016
Chapter One: Introduction to Gaming Devices
Copyright 2016 Gaming Laboratories International, LLC
Page 8
All Rights Reserved.
1.2
Acknowledgment of Other Standards Reviewed
1.2.1 General Statement. This technical standard has been developed by reviewing and using
portions of the documents from the organizations listed below. GLI acknowledges the regulators
and other industry participants who have assembled these documents and thank them:
a)
The Australian Capital Territory Gambling and Racing Commission;
b)
The New South Wales Independent Liquor and Gaming Authority;
c)
The New Zealand Department of Internal Affairs;
d)
The Northern Territory Department of Business;
e)
The Queensland Office of Liquor and Gambling Regulation;
f)
The South Australian Consumer and Business Services (CBS);
g)
The Tasmanian Liquor and Gaming Commission;
h)
The Victorian Commission for Gambling and Liquor Regulation;
i)
The Western Australian Department of Racing Gaming and Liquor;
j)
US Tribal Compacts from Tribal Governments and State Governments including:
i.
Arizona;
ii.
Connecticut;
iii.
Iowa;
iv.
Kansas;
v.
Louisiana;
vi.
Michigan;
vii.
Minnesota;
viii.
Mississippi;
ix.
North Carolina;
x.
North Dakota;
xi.
Oregon; and
xii.
Wisconsin
mission;
h)
The Victorian Commission for Gambling and Liquor Regulation;
i)
The Western Australian Department of Racing Gaming and Liquor;
j)
US Tribal Compacts from Tribal Governments and State Governments including:
i.
Arizona;
ii.
Connecticut;
iii.
Iowa;
iv.
Kansas;
v.
Louisiana;
vi.
Michigan;
vii.
Minnesota;
viii.
Mississippi;
ix.
North Carolina;
x.
North Dakota;
xi.
Oregon; and
xii.
Wisconsin.
k)
Colorado Division on Gaming – Limited Gaming Regulations;
l)
Illinois Gaming Board – Adopted Rules;
m)
Indiana Gaming Commission;
GLI Standard #11 – Standards for Gaming Devices
Version 3.0
September 21, 2016
Chapter One: Introduction to Gaming Devices
Copyright 2016 Gaming Laboratories International, LLC
Page 9
All Rights Reserved.
n)
Iowa Racing and Gaming Commission;
o)
Louisiana State Police – Riverboat Gaming Division – Gaming Device;
p)
Missouri Gaming Commission – Department of Public Safety;
q)
Nevada Gaming Commission and Gaming Control Board and Nevada Regulations and
Technical Standards Related to Gaming Devices;
r)
New Jersey – Regulations on Accounting and Internal Controls;
s)
South Dakota Commission on Gaming – Rules and Regulations for Limited Gaming;
t)
Various protocol standards from the Gaming Standards Association (GSA); and
u)
The “International Technical Standards for EGM” from the International Association of
Gaming Regulators (IAGR).
1.3
Purpose of Technical Standard
1.3.1 Purpose. The purpose of this technical standard is as follows:
a)
To eliminate subjective criteria in analyzing and certifying gaming device operation.
b)
To only test those criteria that impact the credibility and integrity of a gaming device
from both the revenue collection and player’s perspective.
c)
To create a standard that will ensure that gaming devices are fair, secure, and able to be
audited and operated correctly.
d)
To distinguish between local public policy and independent test laboratory criteria. It is
up to each local jurisdiction to set public policy with respect to gaming
he credibility and integrity of a gaming device
from both the revenue collection and player’s perspective.
c)
To create a standard that will ensure that gaming devices are fair, secure, and able to be
audited and operated correctly.
d)
To distinguish between local public policy and independent test laboratory criteria. It is
up to each local jurisdiction to set public policy with respect to gaming.
e)
To recognize that non-gaming testing (such as electrical testing) should not be incorporated
into this standard, but left to appropriate test laboratories that specialize in that type of
testing. Except where specifically identified in this standard, testing is not directed at
health or safety matters. These matters are the responsibility of the manufacturer,
purchaser, and operator of the gaming device.
f)
To construct a standard that can be easily revised to allow for new technology.
g)
To construct a standard that does not specify any particular design, method, or algorithm.
The intent is to allow a wide range of methods to be used to conform to the standard,
while at the same time, to encourage new methods to be developed.
GLI Standard #11 – Standards for Gaming Devices
Version 3.0
September 21, 2016
Chapter One: Introduction to Gaming Devices
Copyright 2016 Gaming Laboratories International, LLC
Page 10
All Rights Reserved.
1.3.2 No Limitation of Technology. One should be cautioned that this document must not be read in
such a way that limits the use of future technology. This document should not be interpreted
that if the technology is not mentioned, then it is not allowed. To the contrary, GLI will review
this standard and make changes to incorporate minimum standards for any new and related
technology.
1.3.3 Adoption and Observance. This GLI technical standard can be adopted in whole or in part by
any regulatory body that wishes to implement a comprehensive set of requirements for gaming
devices.
1.4
Other Documents That May Apply
1.4.1 Other Standards
not allowed. To the contrary, GLI will review
this standard and make changes to incorporate minimum standards for any new and related
technology.
1.3.3 Adoption and Observance. This GLI technical standard can be adopted in whole or in part by
any regulatory body that wishes to implement a comprehensive set of requirements for gaming
devices.
1.4
Other Documents That May Apply
1.4.1 Other Standards. This standard covers the requirements for gaming devices.
The
following other GLI technical standards may also apply:
a)
GLI-12 Progressive Gaming Devices in Casinos;
b)
GLI-13 On-Line Monitoring and Control Systems (MCS) and Validation Systems in
Casinos;
c)
GLI-16 Cashless Systems in Casinos;
d)
GLI-17 Bonusing Systems in Casinos;
e)
GLI-18 Promotional Systems in Casinos;
f)
GLI-20 Redemption Kiosks;
g)
GLI-21 Client-Server Systems;
h)
GLI-26 Wireless System Standard;
i)
GLI-28 Player User Interface Systems; and
j)
GLI-29 Card Shufflers and Dealer Shoes.
NOTE: The entire family of GLI Standards is available free of charge at www.gaminglabs.com.
GLI Standard #11 – Standards for Gaming Devices
Version 3.0
September 21, 2016
Chapter One: Introduction to Gaming Devices
Copyright 2016 Gaming Laboratories International, LLC
Page 11
All Rights Reserved.
1.5
Definition of a Gaming Device
1.5.1 General Statement. At a minimum, a gaming device utilizes an element of chance and/or
skill in the determination of prizes, contains some form of activation to initiate the wagering
process, and makes use of a suitable methodology for delivery of the determined outcome. The
functions of a gaming device may be logically separated into multiple parts or distributed among
several physical and/or server components. The terms “gaming device” and “machine” are used
interchangeably throughout this document. A “gaming device” does NOT include, for purposes
of this standard, electronic equipment used in the conduct of table games
gy for delivery of the determined outcome. The
functions of a gaming device may be logically separated into multiple parts or distributed among
several physical and/or server components. The terms “gaming device” and “machine” are used
interchangeably throughout this document. A “gaming device” does NOT include, for purposes
of this standard, electronic equipment used in the conduct of table games. For detailed standards
applicable to electronic table games, please reference GLI-24 (Electronic Table Game Systems)
and GLI-25 (Dealer Controlled Electronic Table Games).
GLI Standard #11 – Standards for Gaming Devices
Version 3.0
September 21, 2016
Chapter Two: Machine Requirements
Copyright 2016 Gaming Laboratories International, LLC
Page 12
All Rights Reserved.
CHAPTER
2:
GAMING
DEVICE
/
MACHINE
REQUIREMENTS
2.1
Introduction to Gaming Device / Machine Requirements
2.1.1 Introduction. This chapter sets forth the technical requirements for the key attributes of
a gaming device or machine.
2.2
Machine and Player Safety
2.2.1 Physical Hazards and Environmental and Electrical Safety Testing. Electrical and
mechanical parts and design principals of the gaming device shall not subject a player to any
physical hazards. The independent test laboratory does not make any findings with regard to
Electro-Magnetic Compatibility (EMC) or Radio Frequency Interference (RFI), as that is the
responsibility of the manufacturer of the device, or those that purchase the device. Such EMC
and RFI testing may be required under separate statute, regulation, law, or act and should be
researched accordingly by those parties who manufacture or purchase said device. The
independent test laboratory does not test for, is not liable for, nor makes any findings related to
these matters
s that is the
responsibility of the manufacturer of the device, or those that purchase the device. Such EMC
and RFI testing may be required under separate statute, regulation, law, or act and should be
researched accordingly by those parties who manufacture or purchase said device. The
independent test laboratory does not test for, is not liable for, nor makes any findings related to
these matters. However, during the course of testing, the independent test laboratory may inspect
for marks or symbols indicating that a gaming device has undergone product safety or other
compliance testing by some other party but that is outside the scope of the requirements defined
by this technical standard.
2.3
Environmental Effects on Machine and Gaming Device Integrity
2.3.1 Gaming Device Integrity. The independent test laboratory shall perform certain tests to determine
whether or not an Electro-Static Discharge (ESD) impacts the integrity of a gaming device.
ESD testing is intended to simulate techniques observed in the field that may be used in an attempt
to disrupt the integrity of electronic gaming devices.
GLI Standard #11 – Standards for Gaming Devices
Version 3.0
September 21, 2016
Chapter Two: Machine Requirements
Copyright 2016 Gaming Laboratories International, LLC
Page 13
All Rights Reserved.
2.3.2 ESD Effects. A gaming device shall comply with the following requirements related to ESD
testing:
a)
The Random Number Generator (RNG) and random selection process shall be
impervious to influences from ESD; and
b)
Protection against ESD requires that the gaming device’s conductive cabinet be earthed
in such a way that static discharge energy shall not permanently damage or permanently
impact the normal operation of the electronics or other components within the gaming
device. Gaming devices may exhibit temporary disruption when subjected to a significant
external ESD with a severity level of 27kV air discharge
ction against ESD requires that the gaming device’s conductive cabinet be earthed
in such a way that static discharge energy shall not permanently damage or permanently
impact the normal operation of the electronics or other components within the gaming
device. Gaming devices may exhibit temporary disruption when subjected to a significant
external ESD with a severity level of 27kV air discharge. The gaming device shall exhibit
a capacity to recover and complete any interrupted play without loss or corruption of
any control information or critical data following any temporary disruption.
2.4
Machine Identification
2.4.1 Identification Badge. A gaming device shall have an identification badge affixed to the
exterior of the device by the manufacturer. The identification badge shall not be removable
without leaving evidence of tampering. This badge shall include the following minimum
information:
a)
The complete name of the manufacturer or some appropriate abbreviation for same;
b)
A unique serial number;
c)
The gaming device model number; and
d)
The date of manufacture.
2.5
Basic Machine Hardware Requirements
2.5.1 Gaming Device Control.
A gaming device shall be controlled by one (1) or more
microprocessors or the equivalent in such a manner that the game program is completely
GLI Standard #11 – Standards for Gaming Devices
Version 3.0
September 21, 2016
Chapter Two: Machine Requirements
Copyright 2016 Gaming Laboratories International, LLC
Page 14
All Rights Reserved.
controlled by the microprocessor(s). This does not preclude a game outcome from being derived
from a mechanical device as described under the “Random Number Generator (RNG)
Requirements” chapter of this standard.
2.5.2 Printed Circuit Board (PCB) Identification Requirements. Identification for any PCB that
impacts the integrity of the gaming device shall include the following:
a)
Each PCB shall be clearly identifiable by an alphanumeric identification and, when
applicable, a revision number
rom a mechanical device as described under the “Random Number Generator (RNG)
Requirements” chapter of this standard.
2.5.2 Printed Circuit Board (PCB) Identification Requirements. Identification for any PCB that
impacts the integrity of the gaming device shall include the following:
a)
Each PCB shall be clearly identifiable by an alphanumeric identification and, when
applicable, a revision number. It is recommended that this identification be readily
viewable without removal of the PCB from the gaming device; and
b)
If track cuts, patch wires, or other circuit alterations are introduced to the PCB, then a
new revision number shall be assigned.
2.5.3 Switches and Jumpers. If the gaming device contains switches and/or jumpers, the following rules
shall be met:
a)
All hardware switches or jumpers shall be fully documented for evaluation by the
independent test laboratory; and
b)
Hardware switches and/or jumpers which may alter the jurisdiction-specific configuration
settings, paytables, game denomination, or payout percentages shall meet the applicable
sections of this document and must be housed within the logic compartment of the gaming
device. This includes award changes (with or without progressives), selectable settings, or
any other option that would affect the payout percentage.
2.5.4 Machine Wiring. The gaming device shall be designed so that power and data cables into and
out of the device can be routed so that they are not accessible to the general public. Wires and
cables that are routed into a logic area shall be securely fastened within the interior of the device
using appropriate mechanical fasteners, plugs, sockets, connectors, etc.
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he general public. Wires and
cables that are routed into a logic area shall be securely fastened within the interior of the device
using appropriate mechanical fasteners, plugs, sockets, connectors, etc.
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NOTE: The independent test laboratory will make no determination as to whether the gaming
device installation conforms to local electrical codes, or to any other electrical testing standards,
and practices.
2.5.5 Charging Mechanisms. A gaming device may support the use of an externally accessible
charging mechanism, such as a Universal Serial Bus (USB) charging port, or some other
analogous technology (e.g., cables, inductive chargers, etc.). The mechanism may be used to
provide external power or charging access for an electronic device such as a smartphone,
tablet, etc. If so equipped, the charging mechanism shall:
a)
Be appropriately fused and/or electrically-protected; and
b)
Not impact the integrity, proper operation, or outcome of the gaming device.
2.5.6 Displays and Monitors. If a machine is equipped with a display/monitor, the following rules apply:
a)
The display/monitor shall fit properly into the machine and the surrounding bezel in a
manner that eliminates gaps or voids, resists the entry of objects, and which does not
physically obscure or cover any required game display information;
b)
The resolution of the configured display/monitor shall be compatible with one or more of
the resolutions supported by the gaming device software in a manner that ensures the
intended function of the display; and
c)
The resolution of the configured display/monitor shall not clip or fail to display any
information critical to game play.
NOTE: Please reference section entitled “Touch Screen Displays” for requirements applicable
to display devices that support touch screen functionality.
2.5.7 Wired Communication Ports
e gaming device software in a manner that ensures the
intended function of the display; and
c)
The resolution of the configured display/monitor shall not clip or fail to display any
information critical to game play.
NOTE: Please reference section entitled “Touch Screen Displays” for requirements applicable
to display devices that support touch screen functionality.
2.5.7 Wired Communication Ports. Wired communication ports shall be clearly labeled and must be
securely housed within the gaming device to prevent unauthorized access to the ports or their
associated cable connectors.
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2.6
Machine Electrical Power
2.6.1 Power Surges. The gaming device shall not be adversely affected, other than resets, by surges
or dips of ± 20% of the supply voltage. It is acceptable for the gaming device to reset provided
no damage to the equipment or loss or corruption of data is experienced. Upon reset, the game
must return to its previous state. It is acceptable for the game to return to a game completion
state provided the game history and all credit and accounting meters reflect a completed game.
2.6.2 Circuit Protection. The power supply used in a gaming device must be appropriately fused or
protected by circuit breakers. The amperage rating of all fuses and circuit breakers must be clearly
stated on or near the fuse or the breaker.
2.6.3 On/Off Switch. An on/off switch that controls the electrical current supplied to the machine shall
be located in a place which is readily accessible within the interior of the gaming device. The
on/off positions of the switch shall be clearly labeled.
2.7
Machine Doors
2.7.1 Physical Security. A gaming device shall be robust enough to resist forced entry into any secured
doors, areas, or compartments
Off Switch. An on/off switch that controls the electrical current supplied to the machine shall
be located in a place which is readily accessible within the interior of the gaming device. The
on/off positions of the switch shall be clearly labeled.
2.7
Machine Doors
2.7.1 Physical Security. A gaming device shall be robust enough to resist forced entry into any secured
doors, areas, or compartments. In the event that extreme force is applied to the cabinet materials
causing a potential breach in machine security, evidence of tampering must be conspicuous.
“Secured areas” or “secured compartments” shall include the logic area(s), external doors such
as the main door or belly door, cash compartment doors such as a drop box door, peripheral
device access area(s), and/or other sensitive access areas of the gaming device that can potentially
impact game integrity such as top boxes, controllers, etc.
2.7.2 External Doors. The following requirements apply to the gaming device’s external doors (e.g.,
main, belly, top box, etc.):
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a)
External doors shall be manufactured of materials that are suitable for allowing only
legitimate access to the inside of the gaming device cabinet. Doors and their associated
hinges shall be capable of withstanding determined and unauthorized efforts to gain
access to the interior of the gaming device and shall leave conspicuous evidence of
tampering if such an attempt is made;
b)
The seal between the gaming device cabinet and the door of a locked area shall be
designed to resist the entry of objects. It shall not be possible to insert an object into the
gaming device that disables a door open sensor when the gaming device’s door is fully
closed, without leaving conspicuous evidence of tampering; and
c)
All external doors shall be secure and support the installation of locks
he seal between the gaming device cabinet and the door of a locked area shall be
designed to resist the entry of objects. It shall not be possible to insert an object into the
gaming device that disables a door open sensor when the gaming device’s door is fully
closed, without leaving conspicuous evidence of tampering; and
c)
All external doors shall be secure and support the installation of locks.
2.7.3 Door Monitoring. All doors that provide access to secure areas of the gaming device shall be
monitored by a door access detection system. The detection system shall register a door as being
open when the door is moved from its fully closed and locked position, provided power is supplied
to the gaming device. The door access detection system shall monitor access to the following areas:
a)
All machine external doors that provide access to a secure area of the gaming device;
b)
Logic door(s);
c)
Drop box door;
d)
Stacker door;
e)
Any other currency storage areas that have a door; and
f)
Peripheral device access areas.
2.7.4 Door Open/Close Interruptions. When any one of the above-listed doors are opened, the gaming
device shall cease play, enter an error condition, display an appropriate error message, disable
credit acceptance, and sound an alarm and/or illuminate the tower light. This error condition
shall be communicated to the on-line system when such a compatible system and protocol is
supported. When all of the monitored doors are closed, the gaming device shall return to its
original state and display an appropriate door close event message, until the next game has
started.
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2.8
Machine Logic Area
2.8.1 General Statement. The logic area is a separately locked area of the gaming device which
houses electronic components that have the potential to influence the outcome or integrity of the
device
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2.8
Machine Logic Area
2.8.1 General Statement. The logic area is a separately locked area of the gaming device which
houses electronic components that have the potential to influence the outcome or integrity of the
device. There may be more than one (1) such logic area in a gaming device.
2.8.2 Electronic Components. Electronic components that are required to be housed in one (1) or more
logic areas shall include:
a)
A Central Processing Unit (CPU) or machine microprocessor(s);
b)
Any Program Storage Device (PSD) that contains software that may affect the integrity
of gaming, including, but not limited to, game accounting, systems communication,
execution of game play, game display, game result determination, security, etc.;
c)
Any electronics associated with the control logic for door monitoring and/or access
detection;
d)
Any components that handle critical control program signature computation or
verification;
e)
Any components that manage encryption/decryption of critical data;
f)
Any communication controller electronics, and/or components housing the PSD
responsible for communications; and
g)
Machine critical NV memory backup devices.
NOTE: Any exceptions to the above logic area requirements and components will be evaluated on
a case-by-case basis.
2.8.3 Logic Area Access. Logic area(s) shall contain an access detection mechanism to detect a logic
door open condition, as defined elsewhere in this standard under the sections entitled “Door
Monitoring” and “Door Open/Close Interruptions”.
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2.9
Machine Program Storage Devices
2.9.1 General Statement
door open condition, as defined elsewhere in this standard under the sections entitled “Door
Monitoring” and “Door Open/Close Interruptions”.
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2.9
Machine Program Storage Devices
2.9.1 General Statement. The term Program Storage Device (PSD) is defined to be the physical storage
media or electronic device that contains a critical control program or software that affects the
integrity of the gaming device. Types of PSDs include, but are not limited to, EPROMs,
Compact Flash and CFast cards, optical disks, hard drives, solid state drives, and USB drives. For
the purpose of this technical standard, logical partitions defined on a disk drive shall be viewed as
separate PSDs. This partial list of PSD types may change as storage technology evolves.
2.9.2 PSD Identification. A PSD shall be clearly labeled with sufficient information to identify the
software and revision level of the information stored on the device. It is acceptable for the gaming
device to alternatively display this information via an attendant menu. In either case, each PSD
shall be uniquely identified by the following information:
a)
Manufacturer identification, as appropriate;
b)
Program ID number;
c)
Version number, if applicable; and
d)
Location of installation in the gaming device, if there are multiple locations possible and
as applicable.
2.9.3 PSD Program Verification. The gaming device shall perform an integrity check to verify all
designated critical control programs contained on the PSD(s) prior to being available for any
game play and upon any processor reset. In addition, the following requirements shall apply to
this verification mechanism:
a)
Gaming devices which have critical control programs residing in one or more EPROMs
shall employ a mechanism to verify critical control programs and data
grity check to verify all
designated critical control programs contained on the PSD(s) prior to being available for any
game play and upon any processor reset. In addition, the following requirements shall apply to
this verification mechanism:
a)
Gaming devices which have critical control programs residing in one or more EPROMs
shall employ a mechanism to verify critical control programs and data. The mechanism
shall use, at a minimum, a checksum; however, it is recommended that a Cyclic
Redundancy Check (CRC) be used that is at least 16-bit.
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b)
For non-EPROM PSDs, the gaming device shall provide a mechanism for the detection
of unauthorized or corrupt software elements upon any access, and shall prevent the
execution or usage of those elements by the gaming device. The mechanism shall employ
a hashing algorithm which produces a message digest output of at least 128 bits.
c)
Alterable media shall meet the following rules, (i) and (ii), in addition to the requirements
stated in item (b) immediately above:
i.
Employ a mechanism which tests accessible areas of the alterable media for
unintended programs or data and tests the structure of the media for integrity.
The mechanism shall prevent further play of the gaming device if unexpected data
or structural inconsistencies are found.
ii.
Employ a mechanism for keeping a record any time a critical control program
component is added, removed, or altered on any alterable media. The record shall
contain a minimum of the last ten (10) modifications to the media. Each record
shall contain the date and time of the action, identification of the component
affected, the reason for the modification, and any pertinent validation information
such as the corresponding signatures of the changed components
ontrol program
component is added, removed, or altered on any alterable media. The record shall
contain a minimum of the last ten (10) modifications to the media. Each record
shall contain the date and time of the action, identification of the component
affected, the reason for the modification, and any pertinent validation information
such as the corresponding signatures of the changed components.
d)
For all media types, in the event of a failed authentication (i.e., program mismatch or
authentication failure), the gaming device shall immediately enter an error/tilt condition,
cease operation, display an appropriate error message, disable credit acceptance, and sound
an alarm and/or illuminate the tower light. This error condition shall be communicated to
the on-line system when such a compatible system and protocol is supported.
Additionally, the error condition shall require operator intervention to clear, and shall not
clear until the program data authenticates properly following the operator intervention,
or the media is replaced or repaired. Any PSD critical control program that fails
authentication shall not be loaded into gaming device NV memory.
NOTE: Critical control program verification mechanisms will be evaluated on a case-by-case
basis and approved by the regulatory body and the independent test laboratory based on industry-
standard security practices.
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2.9.4 Independent PSD Verification. The gaming device shall have the ability to allow for an
independent integrity check of the device’s PSD from an outside source. This verification is
required for all PSDs containing critical control programs that affect the integrity or outcome of
the game
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2.9.4 Independent PSD Verification. The gaming device shall have the ability to allow for an
independent integrity check of the device’s PSD from an outside source. This verification is
required for all PSDs containing critical control programs that affect the integrity or outcome of
the game. The verification shall be accomplished by being authenticated by a third-party
application which may be embedded within the game software, by having an interface port for a
third-party device to authenticate the media, or by allowing for removal of the media such that it
can be verified external to the gaming device. The integrity check must support a means for field
verification of the software. The independent test laboratory, prior to device approval, shall
evaluate the integrity check method.
2.10 Machine Critical NV Memory
2.10.1 Contents of Critical NV Memory. Critical Non-Volatile (NV) memory shall be used to store all
data elements that are considered vital to the continued operation of the gaming device. These data
elements include, but are not limited to:
a)
All electronic meters defined in the “Accounting and Metering Requirements” chapter of
this standard;
b)
Current credits;
c)
Machine configuration data (e.g., button panel, top box, communications, progressives,
etc.);
d)
Game configuration data (e.g., paytable, denomination, etc.);
e)
Game history/recall data;
f)
Machine state (e.g., machine error conditions, etc.);
g)
Game state (e.g., current game play status, progress, etc.); and
h)
All machine logs as defined within this technical standard and as applicable based upon
supplier implementation (includes “Bill Validator Recall”, “Voucher Out”, “Identifier”,
“Machine Non-Wager Purchase”, and “Machine Significant Event” logs)
e)
Game history/recall data;
f)
Machine state (e.g., machine error conditions, etc.);
g)
Game state (e.g., current game play status, progress, etc.); and
h)
All machine logs as defined within this technical standard and as applicable based upon
supplier implementation (includes “Bill Validator Recall”, “Voucher Out”, “Identifier”,
“Machine Non-Wager Purchase”, and “Machine Significant Event” logs).
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2.10.2 Machine Significant Event Log. The last 100 significant events for gaming devices shall be stored
with an appropriate timestamp in one or more secure machine logs that are not accessible to the
player and which minimally include the following events, as applicable:
a)
PSD verification errors or critical NV memory errors, if technically possible to log these
events based on the nature and/or severity of the error;
b)
Changes made to game configuration which may alter paytables or hold percentages;
c)
Power resets;
d)
Handpay conditions;
e)
Door open errors and door close events;
f)
Logic area access events;
g)
Coin, token, and hopper errors;
h)
Bill validator errors;
i)
Hardware errors for integrated player identification components;
j)
Low NV battery errors;
k)
Reel spin, mechanical device, or smart player interaction device errors, if any of these
errors directly impact game outcome; and
l)
Printer errors.
2.10.3 Machine Non-Wager Purchase Log. The last 10 non-wager purchases for gaming devices shall
be stored in a secure machine log that is not accessible to the player and which minimally
includes the following information:
a)
Unique transaction identification number;
b)
Date and time of the non-wager purchase;
c)
Value of the non-wager purchase in credits and/or local currency; and
d)
Type of non-wager purchase.
2.10.4 Identifier Log
The last 10 non-wager purchases for gaming devices shall
be stored in a secure machine log that is not accessible to the player and which minimally
includes the following information:
a)
Unique transaction identification number;
b)
Date and time of the non-wager purchase;
c)
Value of the non-wager purchase in credits and/or local currency; and
d)
Type of non-wager purchase.
2.10.4 Identifier Log.
If an identifier triggers an action that alters the gaming device
configuration or the outcome of a game, then it shall be recorded in a log file containing the last
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10 identifier-based transactions which shall be maintained by the gaming device or an external
system, as applicable. The log file shall contain the following information:
a)
A unique transaction identification number;
b)
An identification number unique to the player, if known;
c)
The date and time of the transaction;
d)
The criteria for the use of the identifier (skill level of player, subscriptions, account
memberships, player tracking information, skill requirements of the game, etc.); and
e)
The type of action taken or alteration made to the game (e.g., game rule change, paytable
change, or other configuration change related to game outcome).
2.10.5 Critical NV Memory Requirements.
The following are the critical NV memory
requirements for gaming devices:
a)
The gaming device shall have the ability to retain data for all critical NV memory as
defined herein and shall be capable of maintaining the accuracy of all information required
for thirty (30) days after power is disconnected from the gaming device;
b)
For rechargeable battery types only, if the battery back-up is used as an ‘off chip’ battery
source, it shall re-charge itself within twenty-four (24) hours
device shall have the ability to retain data for all critical NV memory as
defined herein and shall be capable of maintaining the accuracy of all information required
for thirty (30) days after power is disconnected from the gaming device;
b)
For rechargeable battery types only, if the battery back-up is used as an ‘off chip’ battery
source, it shall re-charge itself within twenty-four (24) hours. The shelf life shall be at
least five (5) years;
c)
NV memory that uses an off-chip back-up power source to retain its contents when the
main power is switched off shall have a detection system which provides a method for
software to interpret and act upon a low battery condition before the battery reaches a level
where it is no longer capable of maintaining the memory in question. If a low battery
condition is identified, the gaming device shall display an appropriate error message and
sound an alarm and/or illuminate the tower light. This error condition shall be
communicated to the on-line system, when such a compatible system and protocol is
supported; and
d)
Clearing NV memory shall require access to the locked logic area or other secure method,
provided that the method has been accepted by, or can be controlled by, the regulatory
body.
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2.10.6 Function of Critical NV Memory Reset. Following the initiation of a critical NV memory reset
procedure utilizing a certified NV memory clear method, the critical control program shall execute
a routine which initializes critical NV memory to the default state. All memory locations as per
the NV memory clear process shall be fully reset in all cases.
2.10.7 Configuration Settings. It shall not be possible to change a configuration setting that causes
any obstruction or alteration to the electronic accounting meters without performing an NV
memory clear
ical control program shall execute
a routine which initializes critical NV memory to the default state. All memory locations as per
the NV memory clear process shall be fully reset in all cases.
2.10.7 Configuration Settings. It shall not be possible to change a configuration setting that causes
any obstruction or alteration to the electronic accounting meters without performing an NV
memory clear. Any change to the available denominations or paytable configurations shall be
performed by a secure means which includes access to the locked logic area, or other secure
method inaccessible to a player.
2.11 Monitoring of Critical NV Memory
2.11.1 Critical NV Memory Errors. Critical NV memory storage shall be maintained by a methodology
that enables errors to be identified. This methodology may involve signatures, checksums,
redundant copies, database error checks, and/or other method(s) approved by the regulatory
body.
2.11.2 Critical NV Memory Checks. Comprehensive checks of critical NV memory data elements shall
be made following game initiation, but prior to display of game outcome to the player. NV
memory that is not critical to gaming device integrity is not required to be checked.
2.11.3 Unrecoverable Corruption of Critical NV Memory. An unrecoverable corruption of critical NV
memory shall result in an error and the gaming device shall immediately cease play and tilt,
display an appropriate error message, disable credit acceptance, and sound an alarm and/or
illuminate the tower light. The memory error shall not be cleared automatically. Additionally, the
critical NV memory error shall cause any communication external to the gaming device to cease.
An unrecoverable critical NV memory error shall require a full NV memory clear performed
by an authorized person.
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cal NV memory error shall cause any communication external to the gaming device to cease.
An unrecoverable critical NV memory error shall require a full NV memory clear performed
by an authorized person.
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NOTE: This section is not intended to preclude the use of alternate storage media types, such as
hard disk drives, for the retention of critical data. Such alternate storage media is still expected
to maintain critical data integrity in a manner consistent with the requirements in this section, as
applicable to the specific storage technology implemented.
2.12 Player Interaction Devices
2.12.1 Touch Screen Displays. All touch screen displays shall meet the following rules:
a)
Touch screen displays shall be accurate, and if required by their design, shall support a
calibration method to maintain that accuracy; alternatively, the display hardware may
support automatic self-calibration; and
b)
If applicable to design, a touch screen display shall be capable of being manually re-
calibrated without access to the gaming device cabinet other than opening the main door.
2.12.2 Maintenance of Player Interaction Devices. A gaming device that incorporates one or more
player interaction devices that impact game outcome shall:
a)
Monitor any smart player interaction device that supports two-way communications with
the gaming device to determine if it is offline or not communicating. Upon detection of
an offline condition, the gaming device must tilt unless an alternative interface
mechanism is available to the player; and
b)
Support a manual test mode accessible to the operator that checks the electrical continuity
of the player interaction device and which allows the operator to assess the functional
health of the device, as per its intended design.
2.12.3 Wireless Player Interaction Devices
an offline condition, the gaming device must tilt unless an alternative interface
mechanism is available to the player; and
b)
Support a manual test mode accessible to the operator that checks the electrical continuity
of the player interaction device and which allows the operator to assess the functional
health of the device, as per its intended design.
2.12.3 Wireless Player Interaction Devices. Communication between a gaming device and any wireless
player interaction device, conducted using transmission technologies such as Near Field
Communications (NFC), Bluetooth (BT), Wi-Fi, optical, etc., shall:
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a)
Utilize secure communication methods to prevent unauthorized access to sensitive data
by unintended recipients;
b)
Employ a method to detect data corruption; upon detection of corruption, either correct
the error, or terminate the communication while providing a suitable error message;
c)
Employ a method to prevent unauthorized modification of sensitive data that impacts
game outcome or that represents secure player information; and
d)
Only be possible with authorized wireless player interaction devices.
2.13 Bill Validators and Stackers
2.13.1 General Statement. For gaming devices that support a bill validator, the requirements defined
within this section apply.
2.13.2 Bill Validators. Bill validators shall be constructed in a manner that ensures proper handling
of inputs and that protects against vandalism, abuse, or fraudulent activity
ssible with authorized wireless player interaction devices.
2.13 Bill Validators and Stackers
2.13.1 General Statement. For gaming devices that support a bill validator, the requirements defined
within this section apply.
2.13.2 Bill Validators. Bill validators shall be constructed in a manner that ensures proper handling
of inputs and that protects against vandalism, abuse, or fraudulent activity. In addition, bill
validators shall meet the following rules:
a)
A bill validator shall be electronically-based and be configured to ensure that it detects
the entry of valid bills, coupons, vouchers, or other approved notes as applicable, and
provides a method to enable the gaming device software to interpret and act appropriately
upon a valid or invalid input;
b)
Invalid bills, coupons, vouchers or other approved notes must be rejected and shall be
returned to the player;
c)
Each valid bill, coupon, voucher or other approved note shall register on the credit meter
the actual monetary value in local currency, or the appropriate number of credits received
for the denomination being used. If registered directly as credits, the conversion rate shall
be clearly stated, or be easily ascertainable from the gaming device;
d)
Credits shall only be registered when:
i.
The bill, coupon, voucher or other approved note has passed the point where it is
accepted and stacked; and
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ii.
The bill validator has sent the "irrevocably stacked" message to the gaming device.
e)
Each bill validator shall be designed to prevent the use of cheating methods such as
stringing, the insertion of foreign objects, and any other manipulation that may be deemed
a cheating technique. Appropriate correlating error conditions shall be generated and the
bill validator shall be disabled;
f)
A method for detection of counterfeit bills must be implemented
message to the gaming device.
e)
Each bill validator shall be designed to prevent the use of cheating methods such as
stringing, the insertion of foreign objects, and any other manipulation that may be deemed
a cheating technique. Appropriate correlating error conditions shall be generated and the
bill validator shall be disabled;
f)
A method for detection of counterfeit bills must be implemented. Counterfeit bills shall be
rejected with a high degree of accuracy;
g)
Acceptance of any bills, vouchers, coupons or other approved notes for crediting to the
credit meter shall only be possible when the gaming device is enabled for play. Other states,
such as error conditions including door opens, shall cause the disabling of the bill validator
system; and
h)
Each gaming device and/or bill validator shall have the capability of detecting and
displaying the error conditions listed below. The bill validator shall disable itself and
provide a suitable error message which shall be communicated to the on-line system,
when such a compatible system and protocol is supported. The error(s) shall be cleared
by an attendant, or upon initiation of a new play sequence subsequent to the error being
cleared.
i.
Stacker full; it is recommended that an explicit “stacker full” error message not be
utilized since this may promote a security issue; rather, a message such as “Bill
Validator Malfunction” or similar is suggested; it is acceptable to flash lights with
respect to the bill validator itself;
ii.
Bill jams; it is acceptable to flash lights with respect to the bill validator itself;
iii.
Bill validator communication failure; it is acceptable to flash lights with respect to
the bill validator itself;
iv.
Stacker door open; the stacker door is the door immediately prior to accessing the
cashbox/stacker assembly; the gaming device shall cease play and sound an alarm
and/or illuminate the tower light, provided power is supplied to the device; and
v
t to the bill validator itself;
iii.
Bill validator communication failure; it is acceptable to flash lights with respect to
the bill validator itself;
iv.
Stacker door open; the stacker door is the door immediately prior to accessing the
cashbox/stacker assembly; the gaming device shall cease play and sound an alarm
and/or illuminate the tower light, provided power is supplied to the device; and
v.
Stacker removed; the gaming device shall cease play and sound an alarm and/or
illuminate the tower light, provided power is supplied to the device.
GLI Standard #11 – Standards for Gaming Devices
Version 3.0
September 21, 2016
Chapter Two: Machine Requirements
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All Rights Reserved.
2.13.3 Bill Validator Self-Test. The bill validator shall perform a self-test during each power up. In
the event of a self-test failure, the bill validator shall automatically disable itself until the error
state has been cleared.
2.13.4 Bill Validator Communications. All bill validators shall communicate to the gaming device
using a bi-directional protocol.
2.13.5 Bill Validator Settings. It shall only be possible to conduct preventive maintenance, or perform
the following changes or adjustments to bill validators in the field:
a)
The selection of desired acceptance for bills, coupons, vouchers, or other approved notes
and their limits;
b)
Changing of certified critical control program media or downloading of certified software;
c)
Adjustment of the bill validator for the tolerance level for accepting bills or notes of
varying quality shall not be allowed external to the gaming device. Adjustments of the
tolerance level must 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; and
e)
Options that set the direction or orientation of acceptance
ternal to the gaming device. Adjustments of the
tolerance level must 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; and
e)
Options that set the direction or orientation of acceptance.
2.13.6 Bill Validator Location. If a gaming device is equipped with a bill validator, it shall be located
in a secure area of the device but not within the logic area. Only the bill or voucher insertion
area shall be accessible to the player.
2.13.7 Power Failures During Bill Validator Acceptance. If a power failure occurs during acceptance
of a bill/voucher, the bill validator shall give proper credits or return the bill/voucher. There may
be a small window of time where power may fail and credit may not be given due to the timing of
validating the bill/voucher. However, in this case, the timing window shall be less than one (1)
second.
GLI Standard #11 – Standards for Gaming Devices
Version 3.0
September 21, 2016
Chapter Two: Machine Requirements
Copyright 2016 Gaming Laboratories International, LLC
Page 29
All Rights Reserved.
2.13.8 Bill Validator Recall. A gaming device that uses a bill validator shall retain in its memory
and display the denomination/value for each of the last five (5) items accepted by the bill
validator. The bill validator recall log may be combined or maintained separately by item type
and shall include a timestamp for each item. If combined, the type of item accepted shall be
recorded along with its respective timestamp.
2.13.9 Bill Validator Stacker. Each bill validator shall have a secure stacker and all accepted items
shall be deposited into the secure stacker receptacle
y the bill
validator. The bill validator recall log may be combined or maintained separately by item type
and shall include a timestamp for each item. If combined, the type of item accepted shall be
recorded along with its respective timestamp.
2.13.9 Bill Validator Stacker. Each bill validator shall have a secure stacker and all accepted items
shall be deposited into the secure stacker receptacle. The secure stacker and its receptacle must be
attached to the gaming device in such a manner so that they cannot be easily removed by physical
force and shall meet the following rules:
a)
The bill validator device shall have the ability to detect a stacker full condition; and
b)
There shall be a separate keyed lock to access the stacker area. This keyed lock shall be
separate from the main door. In addition, a separate keyed lock shall be required to
remove the bills from the stacker.
2.14 Coin Acceptors, Diverters, and Drop Boxes
2.14.1 Coin Acceptors. Coin acceptors shall be able to detect the entry of valid coins/tokens and provide
a method to enable the gaming device software to interpret and act appropriately upon a valid or
invalid input. The coin acceptor shall accept or reject the coin/token on the basis of metal
composition, mass, composite makeup, or an equivalent method to securely identify a valid
coin/token. Coin acceptors shall be constructed in a manner that ensures proper handling of
inputs and that protects against vandalism, abuse, or fraudulent activity. In addition, a coin
acceptor shall meet the following rules:
a)
Each valid coin/token inserted shall register on the credit meter the actual monetary
value, or the appropriate number of credits received for the denomination being used
n/token. Coin acceptors shall be constructed in a manner that ensures proper handling of
inputs and that protects against vandalism, abuse, or fraudulent activity. In addition, a coin
acceptor shall meet the following rules:
a)
Each valid coin/token inserted shall register on the credit meter the actual monetary
value, or the appropriate number of credits received for the denomination being used. If
registered directly as credits, the conversion rate shall be clearly stated, or be easily
ascertainable from the gaming device;
GLI Standard #11 – Standards for Gaming Devices
Version 3.0
September 21, 2016
Chapter Two: Machine Requirements
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All Rights Reserved.
b)
The coin acceptor shall be designed to prevent the use of cheating methods including, but
not limited to, slugging (counterfeit coins), stringing (coin pullback), the insertion of
foreign objects, and any other manipulation that may be deemed a cheating technique.
Appropriate, correlating error conditions shall be generated and the coin acceptor shall be
disabled;
c)
Acceptance of any coins or tokens for crediting to the credit meter shall only be possible
when the gaming device is enabled for play. Other states, such as error conditions including
door opens, shall cause the disabling of the coin acceptor system;
d)
The gaming device shall be capable of handling rapidly-fed coins/tokens or piggy-backed
coins/tokens such that occurrences of cheating are eliminated. Coins/tokens traveling too
fast that do not register on the player’s credit meter shall be returned to the player;
e)
The gaming device shall have suitable detectors for determining the direction and the speed
of coin/token travel in the acceptor
d)
The gaming device shall be capable of handling rapidly-fed coins/tokens or piggy-backed
coins/tokens such that occurrences of cheating are eliminated. Coins/tokens traveling too
fast that do not register on the player’s credit meter shall be returned to the player;
e)
The gaming device shall have suitable detectors for determining the direction and the speed
of coin/token travel in the acceptor. If a coin/token traveling at too slow of a speed,
or improper direction, is detected, the gaming device shall display a suitable error
condition for at least thirty (30) seconds or be cleared by an attendant;
f)
Coins/tokens deemed invalid by the acceptor shall be rejected to the coin tray and shall
not be counted as credits; and
g)
If a coin acceptor error condition as listed below is identified, the gaming device shall
display an appropriate error message, disable the coin acceptor, and sound an alarm and/or
illuminate the tower light. This error condition shall be communicated to the on- line
system, when such a compatible system and protocol is supported.
i.
Coin/token-in jam;
ii.
Coin/token return jam;
iii.
Reverse coin-in or token-in (coin or token traveling wrong direction through
acceptor); and
iv.
Coin or token too slow / too fast.
NOTE: It is acceptable to report coin/token-in jam, reverse coin-in or token-in, and coin or
token too slow / too fast error as a generic coin/token-in error.
GLI Standard #11 – Standards for Gaming Devices
Version 3.0
September 21, 2016
Chapter Two: Machine Requirements
Copyright 2016 Gaming Laboratories International, LLC
Page 31
All Rights Reserved.
2.14.2 Diverter. For gaming devices that accept coins or tokens, the software shall ensure that the diverter
directs coins to the hopper, or to the drop box when the hopper is full. The hopper full detector
shall be monitored to determine whether a change in diverter status is required
er Two: Machine Requirements
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2.14.2 Diverter. For gaming devices that accept coins or tokens, the software shall ensure that the diverter
directs coins to the hopper, or to the drop box when the hopper is full. The hopper full detector
shall be monitored to determine whether a change in diverter status is required. If the state of the
detector changes, the diverter shall operate within ten (10) games, after the state change, without
causing a disruption of coin flow, or creating a coin jam. Hopper-less gaming devices shall always
divert coins to the drop box.
2.14.3 Drop Box. If the gaming device is equipped to accept coins or tokens, then the following rules
shall be met with respect to the drop box:
a)
Each gaming device shall contain a separate box to collect and retain all such coins or
tokens that are diverted into the drop box;
b)
A drop box shall be housed in a locked compartment, separate from any other compartment
of the gaming device; and
c)
There must be a method to monitor the drop box door to detect access, as defined elsewhere
in this standard under the sections entitled “Door Monitoring” and “Door Open/Close
Interruptions”.
2.15 Integrated Player Identification Components
2.15.1 General Statement. An integrated player identification component is an electronic device
controlled by a machine’s critical control program and which supports a means for players to
provide identification information. Examples of these integrated components include a card
reader, a barcode reader, or a biometric scanner. Note that an integrated player identification
component as defined in this section does not include any SMIB-based or non- integrated form
of these devices that operate outside the control of the gaming device.
NOTE: Wireless devices that are employed for player identification purposes are expected to
also meet the requirements defined in the section entitled “Wireless Player Interaction Devices”
Note that an integrated player identification
component as defined in this section does not include any SMIB-based or non- integrated form
of these devices that operate outside the control of the gaming device.
NOTE: Wireless devices that are employed for player identification purposes are expected to
also meet the requirements defined in the section entitled “Wireless Player Interaction Devices”.
GLI Standard #11 – Standards for Gaming Devices
Version 3.0
September 21, 2016
Chapter Two: Machine Requirements
Copyright 2016 Gaming Laboratories International, LLC
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All Rights Reserved.
2.15.2 Integrated Card Readers. Integrated card readers shall be able to detect the use of a valid
player card, as applicable, and provide a method to enable the software to interpret and act
appropriately upon a valid or invalid input. The card reader shall be electronically-based and be
configured to ensure that it only reads valid cards.
2.15.3 Integrated Barcode Readers. Integrated barcode readers shall be able to associate the barcode
visible on a card, coupon, voucher, or an allowed electronic device such as a smartphone, as
applicable, with data stored in an external database as a means to identify an account
association, or for the purpose of redemption. A barcode reader shall provide a method to enable
the software to interpret and act appropriately upon a valid or invalid input.
2.15.4 Integrated Biometric Scanners. Integrated biometric scanners shall be able to associate a
person’s physical characteristics with those recorded within an external database as means to
authenticate the identity of a player and for the purpose of account association. A biometric
scanner shall provide a method to enable the software to interpret and act appropriately upon a
valid or invalid input.
2.15.5 Integrated Player Identification Component Requirements
shall be able to associate a
person’s physical characteristics with those recorded within an external database as means to
authenticate the identity of a player and for the purpose of account association. A biometric
scanner shall provide a method to enable the software to interpret and act appropriately upon a
valid or invalid input.
2.15.5 Integrated Player Identification Component Requirements. Integrated player identification
components shall meet the following rules:
a)
The integrated player identification component hardware shall be secured in a locked
enclosure or sealed casing, or located within a locked area of the gaming device outside
of the logic area (i.e., an area that requires opening of the main door for access). Only the
areas of the component that require physical interaction shall be accessible to the player;
b)
Each integrated player identification component shall be designed to prevent manipulation
that may impact game integrity. A method for detection of counterfeiting shall be
implemented; and
c)
Each gaming device shall have the capability of detecting and displaying an error condition
related to a malfunction of any integrated player identification component. If a malfunction
is identified, the gaming device shall display an appropriate error message, disable the
integrated player identification component, and sound an alarm and/or
GLI Standard #11 – Standards for Gaming Devices
Version 3.0
September 21, 2016
Chapter Two: Machine Requirements
Copyright 2016 Gaming Laboratories International, LLC
Page 33
All Rights Reserved.
illuminate the tower light. For integrated player identification components, it is acceptable
to flash lights with respect to the component itself. This error condition shall be
communicated to the on-line system, when such a compatible system and protocol is
supported.
2.16 Machine Tower Light
2.16.1 Tower Light
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illuminate the tower light. For integrated player identification components, it is acceptable
to flash lights with respect to the component itself. This error condition shall be
communicated to the on-line system, when such a compatible system and protocol is
supported.
2.16 Machine Tower Light
2.16.1 Tower Light. The gaming device shall have a light located prominently on its top that
automatically illuminates when a player has won an amount or is collecting credits that the
device cannot automatically pay, an error condition has occurred , or a ‘Call Attendant’ request
has been initiated by the player. For bar-top style devices, it is permissible for the tower light to
be shared among a group of gaming devices, or to be substituted by an audible alarm.
NOTE: The independent test laboratory will make no determination as to tower light color or
flash sequence. Furthermore, alternative means such as displayed messages, audible tones,
special animation effects, game-to-system communications etc., that may be used to alert
appropriate personnel will be considered on a case-by-case basis.
2.17 Machine Payment and Payment Devices
2.17.1 Payments by the Gaming Device. Available credits may be collected from the gaming device by
the player pressing a collect or cash out button at any time other than during:
a)
A game being played (subject to the applicable rules of the game);
b)
Any door open condition;
c)
Test/diagnostic mode;
d)
A credit meter or win meter increment, unless the entire amount is placed on the meters
when the collect button is pressed; or
e)
An error condition, provided the error condition prevents a valid cashout which is not
supported through some other means.
GLI Standard #11 – Standards for Gaming Devices
Version 3.0
September 21, 2016
Chapter Two: Machine Requirements
Copyright 2016 Gaming Laboratories International, LLC
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All Rights Reserved.
2.17.2 Cashout Limit Exceeded
meters
when the collect button is pressed; or
e)
An error condition, provided the error condition prevents a valid cashout which is not
supported through some other means.
GLI Standard #11 – Standards for Gaming Devices
Version 3.0
September 21, 2016
Chapter Two: Machine Requirements
Copyright 2016 Gaming Laboratories International, LLC
Page 34
All Rights Reserved.
2.17.2 Cashout Limit Exceeded. If credits are collected, and the total credit value is greater than or
equal to a specific limit, the gaming device shall lock up until the credits have been paid, and the
handpay or attendant-paid cancelled credit condition is cleared by the attendant or via a system-
based command.
2.17.3 Coin Hoppers. If coin hoppers are used, they are to be monitored for proper operation by the
gaming device critical control program, as per requirements defined under “Hopper Error
Conditions”. In addition, coin hoppers shall prohibit manipulation by the insertion of a light
source or any foreign object, and there shall not be an abnormal payout when exposed to higher
levels of Electro-Static Discharge (ESD), or if power is lost at any time during a payout.
NOTE: Activities that result in the payout of a single extra coin (e.g., the removal and re-
insertion of the hopper) are not considered an abnormal payout as long as it is accounted for as
an extra coin paid.
2.17.4 Hopper Location. If a gaming device is equipped with a hopper, it shall be located in a secure
area of the gaming device, but not within the logic area or the drop box.
2.17.5 Hopper Error Conditions. A gaming device that is equipped with a hopper shall have
mechanisms to allow critical control program software to interpret and act upon the conditions
listed immediately below. If a hopper error condition as listed below is identified, the gaming
device shall display an appropriate error message, disable the hopper, and sound an alarm and/or
illuminate the tower light
.5 Hopper Error Conditions. A gaming device that is equipped with a hopper shall have
mechanisms to allow critical control program software to interpret and act upon the conditions
listed immediately below. If a hopper error condition as listed below is identified, the gaming
device shall display an appropriate error message, disable the hopper, and sound an alarm and/or
illuminate the tower light. This error condition shall be communicated to the on-line system,
when such a compatible system and protocol is supported.
a)
Hopper empty or timed out;
b)
Hopper jam; and
c)
Hopper runaway or extra coin paid out.
GLI Standard #11 – Standards for Gaming Devices
Version 3.0
September 21, 2016
Chapter Two: Machine Requirements
Copyright 2016 Gaming Laboratories International, LLC
Page 35
All Rights Reserved.
2.17.6 Printer Location. If a gaming device is equipped with a printer, it shall be located within a secure
area of the gaming device, but not be housed within the logic area or the drop box.
2.17.7 Printer Error Conditions. A gaming device that is equipped with a printer shall have
mechanisms to allow critical control program software to interpret and act upon the conditions
listed below. If a printer error condition is identified, the gaming device shall display an
appropriate error message and sound an alarm and/or illuminate the tower light. The error
condition shall be communicated to the on-line system, when such a compatible system and
protocol is supported. Additionally, for the conditions stated immediately below in (b), the printer
shall be disabled
nditions
listed below. If a printer error condition is identified, the gaming device shall display an
appropriate error message and sound an alarm and/or illuminate the tower light. The error
condition shall be communicated to the on-line system, when such a compatible system and
protocol is supported. Additionally, for the conditions stated immediately below in (b), the printer
shall be disabled. Printer error conditions shall include:
a)
Out of paper/paper low; it is permissible for the
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