Part B: Player Terminal - Software
6. Communication with Associated Equipment
6.1.1 All significant events must be communicated from Player Terminal to the Backend System in real time or as soon as it becomes technically possible. The significant events include, but are not limited to: Player Terminal security events and error conditions, Game transactions and Game configuration changes.
6.1.2 The data communicated to/from the Player Terminal must be validated for proper logic and/ or sequence, before the Player Terminal determines its action, e.g. a bill stacked message cannot be the first message for bill acceptance and crediting.
6.1.3 Any loss of communication with Associated Equipment that impacts Game operation must be reported on Player Terminal and logged automatically.
6.1.4 During the loss of communication with external Associated Equipment, any critical informa- tion related to revenue, integrity, and security of the cGaming Equipment must be preserved and transmitted as soon as the communication resumes.
6.1.5 All Associated Equipment internal to the Player Terminal must immediately disable itself upon loss of communication with the Player Terminal.
6.1.6 All Associated Equipment internal to the Player Terminal and capable of executing a software authentication/validation process and communicating the result must have a means to do so when initiated by the Player Terminal. Player Terminal must initiate such authentication/valida- tion processes upon Game reset as a minimum.
6.1.7 Any Critical Game Data communication between Player Terminal and Backend System, such as player input, Game outcome, financial transactions, and Game recall information must be secured, e.g. encrypted using a strong encryption.
6.1.8 After program interruption (e.g. processor reset), upon program resumption, any Game func- tion or communications to an external device must not begin until the program resumption routine, including self-tests.
7. Credit Play
7.1 General Requirements
7.1.1 The Player Terminal may only accept Wagering Instruments for credit Play that are approved by the Registrar.
7.1.2 Cashable credits may be accumulated from wins, bills, Vouchers, electronic funds transfers or any other credits approved by the Registrar.
7.1.3 The total of all cashable credits accumulated from currency must not exceed $3,000.
7.1.4 It is preferred that maximum credits accumulated from currency have a separate settable limit from the other cashable credits.
7.1.5 The Player Terminal must incorporate a credit meter, which will display the player’s current credits in dollars and cents, unless the player chooses to display the current credits in credit amounts. The credit meter must default to display credits in dollars and cents for each new player.
7.1.6 The credit meter must be incremented by the proper value of credits after acceptance of a valid bill, Voucher or other Wagering Instrument approved by the Registrar, or by the value of credits won. The value of credits wagered on the Game or the value of credits redeemed by the player must be subtracted from the player’s credit meter.
7.1.7 The credit meter must be displayed to the player, at minimum, at the beginning and end of Game Play, in Idle mode and any time the player is given an option to make a Wager.
7.2 Credit Wagering
7.2.1 Wagering credits available for Play must be wagered in the following order:
- Non-cashable credits;
- Promotional cashable credits; and
- All other credits defined.
7.2.2 Wagering Instruments that are less than the Player Terminal’s smallest denomination, or not evenly divisible by any of the Player Terminal’s denominations may be accepted by the Player Terminal provided either:
- The Player Terminal has meters that record in cents and
- The Player Terminal is capable of printing a Voucher for the remainder; or
- The Player Terminal is capable of immediately printing a change Voucher.
Note: For clarification, 7.2.2 may be complied with by either satisfying both a) and b), or by satisfying c) on its own.
7.3 Credit Redemption
7.3.1 The cash-out button or its equivalent must be operational at all times when credits are displayed on the Player Terminal except:
- During Game Play;
- During processing of bill or Voucher;
- When the Player Terminal is in test or Administrative Mode;
- When the Player Terminal has an error that does not allow the collection of credits;
- When the Player Terminal is in “out of service” mode;
- When the Game is in jackpot (hand-pay) mode;
- When the Player Terminal credit meter or win meter is incrementing, unless the entire amount is added to the meters when the cash-out button is pressed; or
- When the Player Terminal is displaying a help screen, if the player’s current available cred- its are not displayed.
7.3.2 If a player attempts to redeem available credits and the total value of these credits is less than the attendant pay limit, then the Player Terminal must dispense the appropriate number of credits from the printer or by other means approved by the Registrar.
7.3.3 Whenever the amount won by a player matches or exceeds the jackpot limit, or the amount matches or exceeds the maximum payout amount (printer, or attendant pay limit, as applica- ble) during cash out, the Player Terminal must automatically lockup the Game and enter into a hand-pay mode and must not exit from this mode until the Game has been reset by the use of a reset key or other methods approved by the Registrar. The player must be alerted by a conspicuous display viewable from the front of the Player Terminal that alerts the player to see an attendant to receive full payment.
8. Meters
8.1 General Requirements
8.1.1 Meters must provide sufficient information to calculate Payback and to audit Wagering Instru- ments in and out at Player Terminal.
8.1.2 The Player Terminal must retain all meters required by Section 8.2.1 in a way that preserves the data after power fluctuations and for a minimum of three days after a power loss to the Player Terminal.
8.1.3 The Player Terminal must communicate meter information with the Backend System used to collect accounting information.
8.1.4 All accounting meters must be capable of being displayed on demand.
8.2 Accounting Meters
8.2.1 All Player Terminals must be equipped with electronic digital storage meters of at least 10 digits capable of displaying the information listed in this section on demand. These meters, listed below, must accumulate the following information in units equal to the denomination of the equipment or in dollars and cents. Equipment configured for multi-denomination Play must display the required information in dollars and cents.
- Total Bet (AKA Coin In): Accumulates the total value of all Wagers, whether the wagered amount results from the insertion of currency, Vouchers, deduction from a credit meter or any other means.
- Total Win (AKA Coin Out): Accumulates the total value of all amounts directly paid by the Player Terminal as a result of winning Wagers, whether the payout is made from the print- er, to a credit meter or by any other means. This meter will not record amounts awarded as the result of an external bonusing system or a Progressive payout, or for bills/Vouchers inserted and cashed out;
- Total Drop (AKA Coin Drop): Accumulates the total value of all bills and Vouchers inserted into the Bill Validator for Play (NOTE: it is acceptable to have separate ‘drop’ meters for bills and Vouchers);
- Attendant Paid Jackpots: Accumulates the total value of credits paid by an attendant re- sulting from a single winning alignment or combination, the amount of which is not capa- ble of being paid by the Player Terminal itself. This does not include Progressive amounts or amounts awarded as a result of an external bonusing system;
- Attendant Paid Cancelled Credits: Accumulates the total value of credits paid by an atten- dant when Player Terminal is unable to make the proper payout;
- Bill In: Accumulates the total value of currency accepted. Additionally, the Player Terminal must have a specific meter for each denomination of currency accepted that records the number of bills accepted of each denomination;
- Voucher In: Accumulates the total value and number of all Vouchers accepted by the Play- er Terminal;
- Voucher Out: Accumulates the total value and number of all Vouchers and payout receipts issued by the Player Terminal;
- Non-Cashable Electronic Promotion In: Accumulates the total value of non-cashable cred- its electronically transferred to the Player Terminal from a Promotional Account by means of an external connection between the Player Terminal and a Cashless Wagering system;
- Cashable Electronic Promotion In: Accumulates the total value of cashable credits elec- tronically transferred to the Player Terminal from a Promotional Account by means of an external connection between the Player Terminal and a Cashless Wagering system;
- Cashable Promotion Credits Wagered: Accumulates the total value of promotional cash- able credits which are wagered. This includes credits that are transferred to the Player Terminal electronically or through the acceptance of a Wagering Instrument;
- Non-Cashable Electronic Promotion Out: Accumulates the total value of non-cashable credits electronically transferred from the Player Terminal to a Promotional Account by means of an external connection between the Player Terminal and a Cashless Wagering system;
- Cashable Electronic Promotion Out: Accumulates the total value of cashable credits elec- tronically transferred from the Player Terminal to a Promotional Account by means of an external connection between the Player Terminal and a Cashless Wagering system;
- Coupon Promotion In: Accumulates the total value of all promotional Coupons accepted by the Player Terminal;
- Coupon Promotion Out: Accumulates the total value of all promotional Coupons issued by the Player Terminal; and
- Such other meters as may be required by the Registrar.
8.2.2 For a Player Terminal that does not use the associated functionality in the field, the Registrar may waive Section 8.2.1 i) through o).
8.2.3 No accounting imbalance may exist due to rounding.
8.2.4 Electronic meters must only be available for display in audit mode.
8.2.5 Electronic meters must be updated at the Player Terminal and replicated at the Backend Sys- tem at the time of transactions with the actual date and time stamp.
9. Administrative Modes
9.1.1 The Player Terminal must provide the following Administrative Modes:
- Audit mode - used for the purposes of verifying the last Game including any status indicators and meters;
- Game option mode - for setting and verification of Game options; and
- Diagnostic mode - for the testing of terminal hardware, software and communication with Associated Equipment.
9.1.2 The Player Terminal must have the following minimum diagnostic functions, if applicable:
- Game and Associated Equipment software/firmware identification;
- Printer test;
- Bill Validator test; and
- Touch screen calibration and test.
9.1.3 While the Game is in Administrative Mode, the Player Terminal must clearly indicate that it is in an Administrative Mode and not in normal Play.
9.1.4 The Player Terminal must maintain all current states of the Game, including any credits, while in Administrative Mode and must restore these states upon exiting Administrative Mode.
9.1.5 The Player Terminal must not increment any electronically stored digital meters during Ad- ministrative Mode.
9.1.6 Any credits obtained during diagnostic mode must be automatically cancelled when the Game is returned for normal Play.
9.1.7 The Administrative Mode must not allow any changes to the operation and data of the Game that will compromise security or integrity of the Player Terminal or Game.
10. Game Options
10.1.1 The Player Terminal and/or Backend System must have the capability to set and display specific Game options. If Player Terminal is utilized, restricted technical procedures must be followed, e.g. require the use of a separate configuration program, as applicable.
Restricted Game options are those options that, if configured incorrectly, would result in a violation of one or more of these Standards in this document, or introduce a risk to the integrity, security and accounting capability of the Game that is not mitigated through other controls.
10.1.2 The Player Terminal and/or Backend System must have the capability to set and display the following Game options, as applicable:
- Credit Limit (cash in);
- Printer Limit (cash out); and
- Jackpot limit (payout).
10.1.3 Once set, the Game options in 10.1.2 must only be available to be changed while the Game is in Idle mode and while there are no credits on the Player Terminal.
10.1.4 Player Terminal must be capable of being remotely disabled by a disable command issued from the Backend System.
11. Error Conditions
11.1.1 Player Terminal must be capable of immediately detecting, displaying, recording in a Game error log and communicating to the Backend System, if technically possible, the conditions listed in 11.1.2.
11.1.2 The Player Terminal and all peripherals must be disabled under the following conditions, and may only be enabled after the condition has been resolved:
- RAM error (RAM defective or Critical Game Data corrupted);
- Critical Game Software errors, in cases such as:
- Defective Software Storage Media (SSM);
- Hash failure;
- Player Terminal application crash; and
- Communication errors, e.g. loss of communication with the Backend System;
- Buffer full;
- Ticket Reader error (the individual column dispensing Tickets may be disabled instead the entire Player Terminal);
- Ticket dispensing jam (the individual column dispensing Tickets may be disabled instead the entire Player Terminal);
- Ticket runaway (more than expected number of Tickets dispensed);
- Bill Validator jam;
- Printer mechanism paper jam;
- Printer cassette out of paper, if there is no alternate means for the Player Terminal to make the payment;
- Low RAM battery (this condition may be cleared by an attendant as an interim measure until the battery is replaced); and
- Bill Validator CRC error.
11.1.3 If the Player Terminal is powered down while in an error condition listed in section 11.1.2, then upon restoring power, the error message shall still be displayed and the terminal shall remain disabled, unless power down is used as part of the error reset procedure, or if on power up the terminal checks for the error condition and detects that the error is no longer in existence.
11.1.4 The Player Terminal must, at minimum, upon completion of the current Game inform the player if there is a loss of communication with the Associated Equipment internal to the Play- er Terminal. This message must be visible to the player at all times and may only be removed after the condition has been resolved.
11.1.5 The integrity of Critical Game Data stored in Critical Memory must be continuously moni- tored for corruption by methodology that enables failure detection, backup and recovery of Critical Game Data.
11.1.6 In cases when a Player Terminal is disabled by the Backend System, or communication is lost with Associated Equipment, or any other unplayable error condition, the Game must com- plete current Play, print a Voucher for outstanding credits if able, and display an explanatory message. Optionally, the Game may lockup in hand-pay mode without printing the Voucher, and must not exit from this mode until it has been reset by the use of a reset key or other methods approved by the Registrar. The player must be alerted by a conspicuous display viewable from the front of the Player Terminal that alerts the player to see an attendant to receive full payment.
12. Game Behaviour
12.1 Game Play
12.1.1 The Player Terminal may only initiate Game Play:
- While in Idle mode and with all doors closed;
- After credits have been registered;
- After the player has selected the number of credits to be bet on that Game; and
- After the player initiates Game Play by pressing a Play button, or similar.
12.1.2 Any single Wager initiating Game Play must produce the outcome (result) from a single Tick- et only, and for one player only, regardless of associated Game features, such as Extended Play and any additional bonusing.
12.1.3 Electronic Tickets must be displayed to players upon purchase, e.g. video display. If a physical Ticket is used for Game outcome presentation, the information shown on the Ticket must match the information from video display.
12.1.4 Following the Play, any Prizes must be added to the Player Terminal’s credit meter or dis- pensed in the form of a redeemable Voucher.
12.1.5 There must be no hidden or undocumented buttons or touch points (if applicable) that affect Game Play anywhere on the screen.
12.1.6 The result of Game Play must be selected through a random selection process satisfying applicable requirements from section 21.
12.1.7 Any Game with skill factor will be evaluated on case-by case basis.
12.1.8 The theoretical probabilities, features, actions and visual representation of the Game in live Games must be preserved (the same) in electronic Games (e.g. paper bingo Games), unless otherwise disclosed to the player.
12.1.9 The Player Terminal and Backend System must not automatically alter paytables or any func- tion of the equipment based on internal computation of the hold percentage or the playing history.
12.1.10 The Player Terminal must accurately display the Game outcome as stored in the electronic database of cGaming System.
12.1.11 The following information must be clearly displayed on the Player Terminal:
- Once Wagering options are modified and during Game Play:
- Each individual Wagering option (e.g. Wager category, amount Wagered, denomination being played) so that the player is in no doubt as to which options are being played;
- After the Game is completed and until the player interacts with the Game again (e.g. Wa- ger placed, Wagering Instrument accepted) or the Game enters an attract mode:
- The player options selected (e.g. amount Wagered, Wager category, denomination being played) and the amount won for each individual bet for the last complete Game;
- The winning combinations; if a Progressive was awarded, it is sufficient to indicate the Progressive was awarded and not display the value; and
- Whenever the player redeems credits:
- The number of credits paid (until the player interacts with the Game again or the Game enters attract mode).
12.1.12 After clearing Critical Memory, the Game must not initialize at a Top Prize or Extended Game Play trigger.
12.1.13 Player Terminal must provide players with a method to request assistance from the Operator,
e.g. auditable alarm and a message during Tilt.
12.1.14 The Game must not be adversely affected by the simultaneous or sequential activation of the various inputs and outputs, such as “Play buttons”, which might cause malfunctions or invalid results. The Registrar may request evidence from the cGaming Supplier that this has been tested.
12.1.15 Player Terminal that utilizes physical or touch screen buttons to initiate a Wager must imple- ment edge triggered activation of all buttons used to initiate Game Play or commit Wagers (i.e. buttons cannot be held down to auto initiate Wagers).
12.2 Multigames
12.2.1 The methodology employed by a player to select a particular Game for Play on a multigame Player Terminal must be clearly explained to the player and be easy to follow.
12.2.2 Multigame paytable Prizes and rules of Play must be available to the player at the Player Ter- minal, prior to the player committing to Play the Game.
12.2.3 The player must at all times be made aware of which Game has been selected for Play and is being played, as applicable.
12.2.4 The player must not be forced to Play a Game just by selecting that Game. The player must be able to return to the Game selection menu.
12.2.5 There must be no integrity impacts on Play from one Game to another Game.
12.3 Ball Drawing Games
12.3.1 Games depicting balls being drawn from a barrel (e.g. bingo) must satisfy the following re- quirements:
- At the start of each Play only balls applicable to the Game are to be depicted;
- Balls removed from the barrel must not be returned to the barrel except as provided by the rules of the Game;
- The barrel must not be re-mixed except as provided by the rules of the Game; and
- As balls drawn from the barrel must be immediately used as directed by the rules of the Game (i.e. not discarded due to adaptive behaviour by the Player Terminal).
12.4 Progressive Games
12.4.1 All Progressive, linked, standalone and mystery Prizes must be accumulated and awarded in a manner that does not disadvantage any player participating in the Game, and the integrity of such Prizes must be maintained.
12.4.2 Linked Progressive Games that are eligible for a shared Prize must have the same expecta- tion of winning that shared Prize, unless otherwise disclosed to the player. For example, if $1 Wager has a chance of one (1) in 1,000 to win the shared Prize, a $2 Wager must have the chance of winning the same shared Prize proportional to the Wager amount, i.e. (1) in 500..
12.4.3 Progressive meters must be available to all players participating in Progressive Game to view prior to committing to a bet..
12.4.4 Progressive Prize must be attainable in each Play for any of participating players, except at Wager categories that are not eligible. Such Wager categories must be disclosed to players.
12.4.5 The Progressive jackpot odds may only be capable of being changed by using Restricted Technical Procedures to make software or hardware changes
12.4.6 The changes of Progressive pools must be accurately tracked by the Backend System. The following Progressive Game audit log must be available, at a minimum:
- Reset Prize amount;
- The amount transferred to and from Progressive pool, if applicable;
- The rate of increment;
- Games played, time and date of Progressive hit; and
- Progressive jackpot Prize awarded.
12.4.7 The Wide Area Progressive (WAP) reports on linked Player Terminals integrity, security, ac- counting and operational status must provide sufficient information to support the intended purpose. On-demand reports must be available.
12.4.8 In case of WAP Progressive jackpot event, there must be a clear audible and visual indica- tion, or another method to draw attention at the central cGaming Site providing the following information:
- Date and time of jackpot;
- Jackpot amount;
- Jackpot ID (if applicable);
- Local cGaming Site ID where the jackpot is hit; and
- Winning Player Terminal ID.
12.4.9 In the case of WAP communication loss between local site and central site, there must be a clear indication or alarm at the central site of the specific local site, which went off-line to draw attention to the central site Operator. All Player Terminals at the off-line local site may stay in play; however, all of its Progressive information during this time must be preserved, and updated at the central site upon communication recovery. Specifically, the Progressive
Prize must be reconciled for contributions from all off-line and on-line local sites. When a Pro- gressive jackpot is hit while one of local sites is off-line, the Backend System must have the capability to reset the Progressive jackpot meter at the central site.
12.4.10 Any adjustments to the WAP Progressive meters must be performed through a procedure approved by the Registrar. At minimum, the WAP system must have additional security fea- tures to perform this function and maintain a log of all changes.
12.4.11 In the case that the central site is unavailable and the WAP Progressive jackpot cannot be processed at local sites, the linked Player Terminals at the local sites must be disabled and the appropriate message displayed to players on Progressive meters.
12.5 Other Games
12.5.1 Game behaviour of other Games such as horse/car/animal racing, golf/football and virtual re- ality will be assessed on a case by case basis based on their representation, and any associ- ated rules, of the corresponding live Games.
12.6 Extended Play
12.6.1 Player Terminals offering a bonus Game or Extended Play feature that requires player interac- tion, is prohibited from automatically making selections or initiating Games or features unless it clearly explains the auto-initiation or selection mechanism and meets one of the following requirements:
- The player is presented with a choice and specifically acknowledges the intent to have the Player Terminal auto-initiate the bonus or Extended Play feature by means of a button press or other physical/Player Terminal interaction; or
- The bonus or extended feature provides only one choice to the player i.e., press button to spin wheel.
12.6.2 If the Game contains a ‘bonus feature’, including a Game-within-a-Game, the following rules must be met:
- The Game must clearly instruct the player how to proceed through the current Game state;
- The Game must display to the players sufficient information to indicate the current prog- ress towards triggering the next bonus Game; and
- The Game must make it clear to the player that they are in this mode to avoid the possi- bility of the player walking away from the Player Terminal not knowing the Game is in a bonus mode.
12.7 Scripting
12.7.1 Scripting may be permitted if:
- It does not display any unachievable result; and
- It is not otherwise deceptive in a manner that adversely affects the patron.
13. Last Game Recall
13.1.1 Player Terminals and/or Backend System must have the capability to display a complete Play history for the most recent Game played and nine Games prior to the most recent Game. Retention and display of prior Games is also preferred. The display must indicate the following information in a clear and understandable manner, and in the same sequence as the original Game Play:
- Game outcome (or a representative equivalent);
- Intermediate Play steps;
- Information necessary to determine the credits available at the start and end of Game;
- Wagers placed per each category, if applicable;
- Credits won;
- Credits cashed out; and
- Any Progressive awarded.
13.1.2 The last Game recall must include all Extended Play activities. Player Terminals and/
or Backend system offering Games with a variable number of intermediate Play steps per Game may satisfy this requirement by providing the capability to display the last 50 Play steps.
13.1.3 The last Game recall on Player Terminal must be available in Game Idle mode, including when the Game is in an error condition, except during critical error conditions (e.g. Game freeze).
13.1.4 The Player Terminal must clearly indicate when it is in Game recall mode.