Ch. 30: : Beano/Bingo or Associated Equipment Technical Standards

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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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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

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Table of Contents

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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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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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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.

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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

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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.

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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.

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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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September 6, 2011

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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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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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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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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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

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September 6, 2011

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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.

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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.

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September 6, 2011

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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 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.

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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.

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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

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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:

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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:

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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;

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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

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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.

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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.

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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.)

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Chapter Four: Electronic Keno and Bingo Games Using Player Terminals

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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.

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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.

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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

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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

Chapter Four: Electronic Keno and Bingo Games Using Player Terminals

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All Rights Reserved.

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

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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

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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

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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

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Page 5

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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

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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

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Chapter One: Introduction to Gaming Devices

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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

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Chapter One: Introduction to Gaming Devices

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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

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September 21, 2016

Chapter One: Introduction to Gaming Devices

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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

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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

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September 21, 2016

Chapter Two: Machine Requirements

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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

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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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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

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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

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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

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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

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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

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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

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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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