[Federal Register: August 11, 2006 (Volume 71, Number 155)]
[Proposed Rules]
[Page 46335-46361]
From the Federal Register Online via GPO Access [wais.access.gpo.gov]
[DOCID:fr11au06-31]
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Part IV
National Indian Gaming Commission
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25 CFR Part 547
Technical Standards for ``Electronic, Computer, or Other Technologic
Aids'' Used in the Play of Class II Games; Proposed Rule
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NATIONAL INDIAN GAMING COMMISSION
25 CFR Part 547
RIN 3141-AA29
Technical Standards for ``Electronic, Computer, or Other
Technologic Aids'' Used in the Play of Class II Games
AGENCY: National Indian Gaming Commission (NIGC or ``Commission'').
ACTION: Proposed rule.
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SUMMARY: The proposed rule would add a new part to the Commission's
regulations establishing technical standards for Class II games--bingo,
lotto, other games similar to bingo, pull tabs, or ``instant bingo''--
that are played primarily through ``electronic, computer, or other
technologic aids.'' The proposed rule would also establish a process
for assuring the integrity of such games and aids before their
placement in a Class II tribal gaming operation. No such standards
currently exist. The Commission proposes this action in order to assist
tribal gaming regulatory authorities and operators in ensuring the
integrity and security of Class II games and gaming revenue.
DATES: Submit comments on or before September 30, 2006.
ADDRESSES: Mail comments to ``Comments on Technical Standards,''
National Indian Gaming Commission, 1441 L Street, NW., Washington, DC
20005, Attn: Michael Gross, Senior Attorney. Comments may be
transmitted by facsimile to 202-632-0045, but the original also must be
mailed or submitted to the above address. Comments may be sent
electronically, instead of by mail or fax, to techstds@nigc.gov. Please
indicate ``Class II technical regulations'' in the subject line.
FOR FURTHER INFORMATION CONTACT: Michael Gross, Senior Attorney, Office
of General Counsel, telephone: 202.632.7003. This is not a toll free
call.
SUPPLEMENTARY INFORMATION:
Background
The Indian Gaming Regulatory Act, 25 U.S.C. 2701-21 (``IGRA''),
enacted by the Congress in 1988, establishes the National Indian Gaming
Commission (``NIGC'' or ``Commission'') and sets out a comprehensive
framework for the regulation of gaming on Indian lands. The Act
establishes three classes of Indian gaming.
``Class I gaming'' means social games played solely for
prizes of minimal value or traditional forms of Indian gaming played in
connection with tribal ceremonies or celebrations. 25 U.S.C. 2703(6).
Indian tribes regulate Class I gaming exclusively.
``Class II gaming'' means the game of chance commonly
known as bingo, whether or not electronic, computer, or other
technologic aids are used in connection therewith, including, if played
in the same location, pull-tabs, lotto, punch boards, tip jars, instant
bingo, and other games similar to bingo, as well as various non-house
banked card games. 25 U.S.C. 2703(7)(A). Specifically excluded from
Class II gaming are banking card games such as blackjack, electronic or
electromechanical facsimiles of any game of chance, and slot machines
of any kind. 25 U.S.C. 2703(7)(B). Indian tribes and the NIGC share
regulatory authority over Class II gaming. Indian tribes can engage in
Class II gaming without any state involvement.
``Class III gaming'' includes all forms of gaming that are
not Class I gaming or Class II gaming. 25 U.S.C. 2703(8). Class III
gaming thus includes all other games of chance, including lotteries and
most forms of casino gaming, such as slot machines, roulette, and
banking card games like blackjack. Class III gaming may be conducted
lawfully only if the tribe and the state in which the tribe is located
enter into a tribal-state compact for such gaming. Alternatively, a
tribe may operate Class III gaming under gaming procedures issued by
the Secretary of the Interior. Because of the compact requirement,
states, Indian tribes, and the NIGC possess regulatory authority over
Class III gaming. In addition, the United States Department of Justice
and United States Attorneys possess exclusive criminal, and certain
civil, jurisdiction over Class III gaming on Indian lands.
The Commission has determined that it is in the best interests of
Indian gaming to adopt technical standards that govern the
implementation of electronic, computer, and other technologic aids used
in the play of Class II games because no such standards currently
exist. The technical standards seek to provide a means for tribal
gaming regulatory authorities and tribal operators to ensure that the
integrity of Class II games played with the use of electronic,
computer, or other technologic aids is maintained; that the games and
aids are secure; and that the games and aids are fully auditable, i.e.
that they provide a means for the gaming authority and gaming operation
to account for all gaming revenue.
Development of the Proposed Rule Through Consultation With Indian
Tribes
In recognition of tribal sovereignty and the fundamental importance
of standards to the operation and regulation of gaming on Indian lands
under IGRA, the Commission developed a policy and process for
consultation with Indian tribes that would provide opportunity for
early and meaningful tribal input regarding formulation of these
proposed regulations.
In particular, while initially advising tribes of the Commission's
intention to develop standards, the Commission also actively consulted
with tribes regarding formulation of the Commission's first-ever
official Government-to-Government Tribal Consultation Policy. After
several months of consultation with tribes, the Commission's official
Tribal Consultation Policy was adopted and published in the Federal
Register on March 31, 2004 (69 FR 16973). The Commission purposely
established this policy in order to have consultation policy guidelines
in place for meaningful pre-rulemaking tribal consultation on these
standards and other planned Commission rulemaking initiatives.
The Commission's official Tribal Consultation Policy expressly
calls for the Commission, to the extent practicable and permitted by
law, to engage in regular, timely, and meaningful government-to-
government consultation with Indian Tribes when formulating proposed
new or revised administrative regulations that may substantially affect
the operation or regulation of gaming on Indian lands. To fulfill this
policy commitment, the Commission devised a three-part plan to afford
tribes a reasonable and practicable opportunity to consult with the
Commission and to provide early input in formulation of regulations,
before they were published as proposed new rules in the Federal
Register and the actual rule-making process began.
First, the Commission endeavored to consult in person at least
twice with each gaming tribe between May 2003 and March 2006 regarding
development of these, and other, proposed regulations. During this time
period, the Commission sent out over 500 separate invitations to
individual tribes to consult with the Commission and provide input.
Many tribes accepted and participated in separate government-to-
government consultation meetings with the Commission regarding the
proposed regulations and other matters. While some tribes declined the
Commission's invitations, between May 2003 and
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March 2006 the Commission conducted over 300 separate government-to-
government consultation meetings with individual tribes and their
leaders or representatives.
Second, the Commission established a joint Federal-Tribal Advisory
Committee on March 31, 2004, composed of both Commission and tribal
representatives to assist the Commission in formulating these
regulations. In January 2004, the Commission requested all gaming
tribes across the country to nominate tribal representatives to serve
on this Advisory Committee. From the tribal nominations received, the
Commission selected the following seven tribal representatives on March
31, 2004: Norm Des Rosiers, Gaming Commissioner, Viejas Band of
Kumeyaay Indians; Joseph Carlini, Gaming Commission Executive Director,
Agua Caliente Band of Cahuilla Indians; Kenneth Ermatinger, Gaming
Commission Executive Director, Sault Ste. Marie Tribe of Chippewa
Indians of Michigan; Jamie Hummingbird, Gaming Commission Director,
Cherokee Nation, Oklahoma; Mark Garrow, Gaming Commission Inspections
Manager, St. Regis Mohawk Tribe; Melvin Daniels, General Manager,
Muckleshoot Indian Bingo, Muckleshoot Indian Tribe; Charles Lombardo,
Senior Vice-President for Gaming Operations, Seminole Tribe of Florida.
To date, the Advisory Committee has held six (6) meetings: May 13,
2004 in Washington, DC; August 2-3, 2004, Washington, DC; September 13-
14, 2004, Cherokee, North Carolina; December 1-3, 2004, Oklahoma City,
Oklahoma; January 12-13, 2005, Palm Springs, California; and March 11,
2005, Chicago, Illinois. During these committee meetings, all of which
were open to the public, the committee discussed the various
characteristics of Class II and Class III games of chance, their play,
and related gaming technology and methods. In addition, the committee
discussed, reviewed, critiqued and commented on 2 different, successive
preliminary working drafts of the proposed Class II technical standards
prepared by the Commission representatives on the Committee. The seven
tribal committee representatives provided early tribal input and
valuable insight, advice, and assistance to the Commission in
developing each of the respective working drafts, as well as the
current proposed regulations.
The Commission's establishment of the joint Federal-Tribal advisory
committee was the subject of a legal challenge while the Commission was
preparing the proposed rule for publication. On March 10, 2005, nearly
one year after the Commission established the committee, the
Confederated Salish and Kootenai Tribes of the Flathead Nation and the
Santa Rosa Rancheria Indian Community filed suit against the Commission
alleging, among other things, that several of the committee members
were not eligible to participate on the committee. Following a hearing
in Federal court, at which the request for temporary restraining order
was denied, the Commission determined that it should proceed to publish
the proposed rule for comment while the legal standing of the committee
was further litigated. The Commission also sought clarification from
those tribes nominating the committee members concerning the member's
role as an official representative of the tribe. As a result of this
clarification, and, out of an abundance of caution, the Commission
regretfully requested that two members of the Committee step down.
The third component of the Commission's effort to consult with
tribes during the pre-rulemaking formulation phase of these proposed
regulations was to make the various preliminary working drafts of the
proposed regulations available to all tribes and their leaders for
review and comment, independent of the joint federal-tribal Advisory
Committee. In particular, while these proposed regulations were being
formulated, the first and second preliminary working drafts were mailed
to each tribe and its leaders, inviting written comment. The drafts
were also posted on the Commission's website for review and comment by
all. Many tribes and members of the public submitted written comments
on these respective working drafts. The tribal comments were shared
with the members of the Advisory Committee for their review and
carefully considered by the Commission in formulating these proposed
regulations.
In addition, the Gaming Standards Association, a casino-industry
group comprised of game manufacturers and operators, and the National
Indian Gaming Association, the largest Indian gaming trade group,
assembled a meeting on December 16, 2004, in Las Vegas, Nevada, so that
interested members of both organizations could review the technical
standards and provide suggestions to the Commission. The Commission was
invited, and it sent a staff member to listen to the discussion and to
answer questions, if necessary.
Beyond all of this, the Commission attended and addressed several
different assemblies of tribal leaders and tribal gaming operators and
regulators at meetings and conferences organized by state and regional
tribal gaming associations, the National Indian Gaming Association, and
the National Congress of American Indians between January 2003 and
March 2005. At these meetings and conferences, the Commission advised
tribal leaders of its intention and plan to develop these regulations
and provided periodic updates regarding the progress and status of the
regulations development. The Commission also made itself available at
these meetings to answer any questions from tribal leaders regarding
the proposed regulations or their formulation.
Through each of these various means, the Commission actively
endeavored to provide all tribes with a reasonable and practical
opportunity over the past 26 months to meet and consult with the
Commission on a government-to-government basis and provide early and
meaningful tribal input regarding the formulation and implementation of
these proposed regulations.
Purpose and Scope
The proposed Part 547 applies to Class II games played primarily
through electronic, computer, or other technologic aids, or
modifications of such games and aids. It does not apply to live session
bingo. Class II games played through such technologic aids are widely
used in Indian gaming operations, yet no uniform standards exist to
govern their implementation. The proposed rule seeks to remedy that
absence and establish technical standards for such games and aids.
Again, the technical standards seek to provide a means for tribal
gaming regulatory authorities and tribal operators to ensure that the
integrity of Class II games played with the use of electronic,
computer, or other technologic aids, is maintained; that the games and
aids are secure; and that the games and aids are fully auditable. In so
doing, the technical standards are modeled, when appropriate, on
similar standards from experienced gaming jurisdictions not only in
North America but around the world. The requirements for game
accounting meters, for example, are modeled on Nevada's requirements.
There are, however, unique aspects of Class II gaming for which few
models now exist, and none existed at the time the Commission began
this project. Bingo, as IGRA defines it, is a multiple-player game in
which players compete against one another to be the first to cover a
predetermined pattern of
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numbers or other designations. In order to meet IGRA's statutory
requirements, electronic bingo implementations must allow multiple
players in different locations, whether in one facility or in more than
one, to play a common game. Manufacturers, therefore, have implemented
bingo on client-server architectures. A common arrangement, but by no
means the only one possible, is to have client machines on the casino
floor as electronic player stations. These display bingo cards, allow
the players to cover numbers when drawn, and pay any prizes won. The
server, usually located off the floor, draws random numbers and passes
them, along data communications lines, to the client machines for game
play. Such client-server arrangements are not common in other gaming
jurisdictions, and they produce regulatory challenges with which most
other gaming jurisdictions have not fully grappled.
Chief among these challenges is securing games from unauthorized
changes or tampering. In a stand-alone Class III slot machine, for
example, the game software is typically located within the game cabinet
itself, and there are many, well-established technical means for
securing the software. In client-server implementations, by contrast,
game software may be downloaded from the server to clients, or game
software may exist simultaneously on clients and servers, with the
clients acting as terminals receiving game information transmitted
across data communication lines from the server. In either case, the
well-established means of securing Class III game software may not be
adequate.
The proposed rule therefore implements minimum standards for
mechanisms that can be used to verify the authenticity of game
software, whether located on servers or clients or both, as well as
minimum standards for when verification must occur and when, and by
whom, games may be downloaded or changed. The proposed rule also
provides general, minimum technical standards for servers, for clients,
and standards common to both clients and servers, and it provides
minimum standards for software storage media, money and credit
handling, and data communications, all of which may require different
treatment when using clients and servers rather than stand-alone games.
That said, the proposed rule provides only minimum standards.
Tribes and tribal gaming regulatory authorities may add any additional
requirements, or more stringent requirements, needed to suit their
particular circumstances. In addition, the proposed rule makes no
attempt to foreclose the implementation of new technologies.
In order to ensure compliance with the technical standards, the
proposed rule borrows again from the established practices of tribal,
state, and provincial gaming jurisdictions across North America. The
proposed rule establishes, as a necessary prerequisite to a game and
aid being offered to the public for play in a Class II gaming
operation, a process of game submission by the manufacturer; review and
analysis by a qualified, independent testing laboratory; and approval
by the tribal gaming regulatory authority.
Under the proposed rule, a tribe's gaming regulatory authority will
require all Class II games and aids, or modifications of such games and
aids, to be submitted by the manufacturer to a testing laboratory for
review and analysis. That submission includes a working prototype of
the game and aid, all pertinent software, and the complete
documentation and description of all functions and components. In turn,
the laboratory will certify that the game or aids do or do not meet the
requirements of the proposed rule, as well as any additional
requirements adopted by the tribe's gaming regulatory authority. The
laboratory will provide a written certification and report of its
analysis and conclusions to the tribal gaming regulatory authority for
its approval or disapproval of the game or aid. The tribal gaming
regulatory authority will retain the certification and report as long
as the game remains available to the public for play on the casino
floor. This will allow the commission to perform its regulatory
oversight role.
Finally, the Commission is cognizant of existing standards under
the Minimum Internal Control Standards (MICS), 25 CFR part 542, some of
which address equipment or technical issues. The proposed rule and the
MICS therefore have small areas of overlap. The Commission does not
intend by the proposed rule to alter or repeal part 542, and relevant
parts of the proposed rule so state.
Regulatory Matters
Regulatory Flexibility Act
This proposed rule will not have a significant economic effect on a
substantial number of small entities as defined under the Regulatory
Flexibility Act, 5 U.S.C. 601 et seq. Indian tribes are not considered
to be small entities for the purposes of the Regulatory Flexibility
Act.
Small Business Regulatory Enforcement Fairness Act
This proposed rule is not a major rule under 5 U.S.C. 804(2), the
Small Business Regulatory Enforcement Fairness Act. This rule does not
have an annual effect on the economy of $100 million or more. This rule
will not cause a major increase in costs or prices for consumers,
individual industries, Federal, state or local government agencies or
geographic regions and does not have a significant adverse effect on
competition, employment, investment, productivity, innovation, or the
ability of U.S.-based enterprises to compete with foreign-based
enterprises. The Commission believes that the requirement for
examination and testing by an independent testing lab will add only
limited additional expense to Indian casinos operating Class II games
and aids. The Commission has been informed that operations already do
this as a matter of course. Likewise, the Commission does not
anticipate significant additional costs for redesign and repurchase of
Class II games and aids. Many manufacturers who sell Class II games and
equipment are already building to similar standards for the machines
they sell in Class III and non-Indian casino markets. Moreover,
feedback from manufacturers to date indicates industry support for
these standards.
Unfunded Mandates Reform Act
For these reasons as well, the Commission has determined that this
proposed rule does not impose an unfunded mandate on state, local, or
tribal governments or on the private sector of more than $100 million
per year. Thus, it is not a ``significant regulatory action'' under the
Unfunded Mandates Reform Act, 2 U.S.C. 1501 et seq. The Commission has
determined that this proposed rule may have a unique effect on tribal
governments, as this rule applies to tribal governments, whenever they
undertake the ownership, operation, regulation, or licensing of gaming
facilities on Indian lands as defined by the Indian Gaming Regulatory
Act. Thus, in accordance with section 203 of the Unfunded Mandates
Reform Act, the Commission implemented a small government agency plan
that provides tribal governments with adequate notice, opportunity for
meaningful consultation, and information, advice, and education on
compliance.
Again, the Commission's plan included the formation of a tribal
advisory committee and request for input from tribal leaders through
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government-to-government consultations and through written comments to
draft regulations that are provided to the tribes. Section 204(b) of
the Unfunded Mandates Reform Act exempts from the Federal Advisory
Committee Act (5 U.S.C. App.) meetings with tribal elected officials
(or their designees) for the purpose of exchanging views, information,
and advice concerning the implementation of intergovernmental
responsibilities or administration. In selecting Committee members,
consideration was placed on the applicant's experience in this area, as
well as the size of the tribe the nominee represented, geographic
location of the gaming operation, and the size and type of gaming
conducted. The Commission attempted to assemble a committee that
incorporated diversity and was representative of tribal gaming
interests. The Commission will meet with the Advisory Committee to
discuss the public comments that are received as a result of the
publication of this proposed rule and make recommendations regarding
the final rule. The Commission also plans to continue its policy of
providing technical assistance, through its field offices, to tribes to
assist in complying with issues raised by the proposed rule.
Takings
In accordance with Executive Order 12630, the Commission has
determined that this proposed rule does not have significant takings
implications. A takings implication assessment is not required.
Civil Justice Reform
In accordance with Executive Order 12988, the Office of General
Counsel has determined that the proposed rule does not unduly burden
the judicial system and meets the requirements of sections 3(a) and
3(b)(2) of the Order.
Paperwork Reduction Act
This proposed rule requires information collection under the
Paperwork Reduction Act of 1995, 44 U.S.C. 3501, et seq., and is
subject to review by the Office of Management and Budget. The title,
description, and respondent categories are discussed below, together
with an estimate of the annual information collection burden.
With respect to the following collection of information, the
Commission invites comments on: (1) Whether the proposed collection of
information is necessary for proper performance of its functions,
including whether the information would have practical utility; (2) the
accuracy of the Commission's estimate of the burden of the proposed
collection of information, including the validity of the methodology
and assumptions used; (3) ways to enhance the quality, utility, and
clarity of the information to be collected; and (4) ways to minimize
the burden of the collection of information on respondents, including
the use of automated collection techniques, when appropriate, and other
forms of information technology.
Title: Process for Certification of Electronic, Computer, or other
Technologic Aids used in the play of Class II games, proposed 25 CFR
547.4.
Summary of information and description of need: This provision in
the proposed rule establishes a process for assuring that electronic,
computer, or other technologic aids used with the play of Class II
games have been reviewed and evaluated by a qualified, independent
testing laboratory prior to their approval by a tribal gaming
regulatory authority and their placement on the floor in a Class II
tribal gaming operation. The process helps to ensure the proper
functioning of the equipment and the integrity, fairness, and
auditability of games played.
The process requires a tribe's gaming regulatory authority to
require that all Class II games played primarily through electronic,
computer, or other technologic aids, or modifications of such games and
aids, be submitted by the manufacturer to a qualified, independent
testing laboratory for review and analysis. That submission includes a
working prototype of the game and aid, all pertinent software, and
complete documentation and descriptions of all functions and
components. In turn, the laboratory will certify that the game or aids
do or do not meet the requirements of the proposed rule and any
additional requirements adopted by the tribe's gaming regulatory
authority. The laboratory will provide a written certification and
report of its analysis and conclusions to the tribal gaming regulatory
authority for its approval or disapproval of the game or aid.
This process is necessary to ensure the fairness and integrity of
Class II gaming. Technical standards such as those in the proposed rule
are a fundamental part of Class III gaming and of non-Indian casino
gaming throughout North America. No uniform standards exist for Class
II gaming, however. The implementation of such standards will assist
tribal gaming regulators in ensuring that games are implemented fairly,
that all technologic aids are secure and function properly, and that
the games and aids allow the tribe and the operator to properly account
for gaming revenue.
Respondents: The respondents are independent testing laboratories
and developers and manufacturers of Class II games and technologic
aids. The Commission estimates that there are 20 such manufacturers and
5 such laboratories. The frequency of responses to the information
collection requirement will vary.
During the first 6 to 12 months after adoption of the proposed
rule, all existing games or aids in Class II operations that fall
within the rule must be submitted and reviewed if they are to continue
in Class II operations. Following that period, the frequency of
responses will be a function of the Class II market and the need or
desire for new games and aids. Thus, the Commission estimates that the
frequency of responses will range over an initial period of frequent
submissions, settling down into infrequent and occasional submissions
during periods when there are a few games, aids, or modifications
brought to market, punctuated by fairly steady periods of submissions
when new games and aids are introduced. The Commission estimates that
submission will number approximately 150 during the first year after
adoption and approximately 75 per year thereafter.
Information Collection Burden: The preparation and submission of
documentation supporting submissions by developers and manufacturers
(as opposed to the game or aid hardware and software per se) is an
information collection burden under the Paperwork Reduction Act, as is
the preparation of certifications and reports of analyses by the
laboratories. The amount of documentation or size of a laboratory
certification and report is a function of the complexity of the game,
equipment, or software submitted for review. Minor modifications of
software or hardware that a manufacturer has already submitted and that
a laboratory has previously examined is a matter of little time both
for manufacturer and laboratory, while the submission and review of an
entirely new game platform is time consuming.
The practice of submission and review set out in the proposed rule,
however, is not new. It is already part of the regulatory requirements
in tribal, state, and provincial gaming jurisdictions throughout North
America and the world. Manufacturers already have significant
compliance personnel and infrastructure in place, and the very
existence of private, independent laboratories is due to these
requirements.
[[Page 46340]]
Accordingly, the Commission estimates that gathering and preparing
documentation for a single submission requires, on average, eight hours
of an employee's time for a manufacturer. The Commission also estimates
that following examination and analysis, writing a report and
certification requires, on average, 12.5 hours of an employee's time
for a laboratory. The Commission estimates that the information
collection requirements in the proposed rule will be a 1200-hour burden
on manufacturers during the first year after adoption and a 600-hour
burden thereafter. The Commission estimates that the information
collection requirements in the proposed rule will be a 1875-hour burden
on laboratories during the first year after adoption and a 940-hour
burden thereafter. The following table summarizes:
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Collections,
Provision Respondents Number of Collections, Hours per Total hours year 2 Hours per Total
respondents 1st year collection forward collection
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25 CFR 546.4...................... Laboratories........ 5 150 12.5 1875 75 12.5 937.5
Same.............................. Manufacturers....... 20 150 8 1200 75 8 600
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Comments: Pursuant to the Paperwork Reduction Act, 44 U.S.C.
3507(d), the Commission has submitted a copy of this proposed rule to
OMB for its review and approval of this information collection.
Interested persons are requested to send comment regarding the burden,
estimates, or any other aspect of the information collection, including
suggestions for reducing the burden (1) directly to the Office of
Information and Regulatory Affairs, OMB, Attention: Desk Officer for
National Indian Gaming Commission, 725 17th St. NW., Washington DC,
20503, and (2) to Michael Gross, Senior Attorney, National Indian
Gaming Commission, 1441 L Street NW., Washington DC 20005.
National Environmental Policy Act
The Commission has determined that this proposed rule does not
constitute a major Federal action significantly affecting the quality
of the human environment and that no detailed statement is required
pursuant to the National Environmental Policy Act of 1969 (42 U.S.C.
4321 et. seq).
List of Subjects in 25 CFR Part 547
Gambling, Indian-lands, Indian-tribal government, Reporting and
recordkeeping requirements.
For the reasons set forth in the preamble, the Commission proposes
to add new 25 CFR part 547 to read as follows:
PART 547--MINIMUM TECHNICAL STANDARDS FOR GAMING EQUIPMENT USED
WITH THE PLAY OF CLASS II GAMES
Sec.
547.1 What is the purpose of this part?
547.2 How do these regulations affect state jurisdiction?
547.3 What are the definitions for this part?
547.4 How do I comply with this part?
547.5 What are the rules of interpretation and of general
application for this part?
547.6 What are the minimum technical standards applicable to
servers?
547.7 What are the minimum technical hardware standards applicable
to client machines used as Electronic Player Stations?
547.10 What are the minimum technical software standards applicable
to client machines used as Electronic Player Stations?
547.11 What are the technical standards applicable to critical
memory?
547.12 What are the minimum technical standards for meters?
547.13 What are the minimum standards for Electronic Player Station
events?
547.14 What are the minimum technical standards for last game
recall?
547.15 What are the minimum technical standards for money and credit
handling?
547.16 What are the minimum technical standards applicable both to
clients and servers or to client-server implementations generally?
547.17 What are the minimum technical standards for the Formal
Application Configuration document and verification tool?
547.18 What are the minimum technical standards for downloading
Class II game software, paytables, peripheral software or other
Download Packages in client--server implementations?
547.19 What are the minimum technical standards for changing
available Class II game software or paytables in client--server
implementations?
547.20 What are the minimum technical standards for game program
storage media?
547.21 What are the minimum technical standards for random number
generation?
547.22 What are the minimum technical standards for data
communications?
547.23 What are the minimum technical standards for encryption?
547.24 What are the minimum standards for game artwork, glass, and
rules?
547.25 What are the minimum standards for interfacing to a casino
monitoring system?
547.26 How does a gaming operation apply for a variance from these
standards?
Authority: 25 U.S.C. 2706(b).
Sec. 547.1 What is the purpose of this part?
The Indian Gaming Regulatory Act, 25 U.S.C. 2703(7)(A)(i) permits
the use of electronic, computer, or other technologic aids in
connection with the play of Class II games. This part establishes the
minimum technical standards governing the use of such aids.
Sec. 547.2 How do these regulations affect state jurisdiction?
Nothing in this part shall be construed to grant to a state
jurisdiction in Class II gaming or to extend a state's jurisdiction in
Class III gaming.
Sec. 547.3 What are the definitions for this part?
For the purposes of this part, the following definitions apply:
Application, A computer program, or group of programs, that
operates on a computer system, including game programs that run on a
server or client.
Attract Mode, The period of time on an electronic player station
between one play finishing and the next play commencing, or another
mode being entered, and displaying features of the game or games
available for play.
Audit Mode, The mode where it is possible to view Electronic Player
Station meters, statistics, etc. and perform non-player related
functions.
Cancel Credit, An action at an Electronic Player Station where some
or all of the monetary entitlements of the player are removed and paid
to a player after overt action taken by an attendant.
Cashless Account, A file, record, or other database item maintained
on a computer system that contains account identification information
and a current amount held within the account.
Cashless Transaction, A moement of money to or from a cashless
account--often to or from an Electronic Player Station.
Cashless Wagering System, A system that securely maintains records
of cashless accounts and caters for a wide range of account
transactions, including open, close, PIN registration / modification /
resetting, account identification / verification, deposits,
[[Page 46341]]
withdrawals, and transfers to and from Electronic Player Stations.
Cashout Request, The mode where the Electronic Player Station
dispenses coins, tokens, bills, vouchers, or their equivalents after
the patron has pressed collect to redeem credits under a certain value.
CD-ROM, A compact disk which contains fixed data or programs that
can only be read by the equipment in which it is inserted.
Chairman, The Chairman of the National Indian Gaming Commission
pursuant to the Indian Gaming Regulatory Act, 25 U.S.C. 2701 et seq.
Client, An computer, often an Electronic Player Station, that is
controlled through local or wide area network by a master computer
known as a server.
Coin Validator, Equipment used to validate coins or tokens placed
in an electronic player station.
Commission, The National Indian Gaming Commission.
Communication Protocol, A means or methodology for passing data and
other messages between two or more computer components. Typical
protocols enable means for communications to continue without loss or
corruption of data in the case of errors over the medium with which the
data is sent.
Coupon, A voucher or ticket which enables transfer of promotional
credits to an Electronic Player Station, whether cashable or playable
only.
CPU, The central processing unit of a computer.
Critical Memory, Memory locations storing data specified in Sec.
547.11(a) for an Electronic Player Station.
Critical Memory Clear, The process a service technician goes
through to reset the memory of an Electronic Player Station, which
configures the Electronic Player Station into the `as new' state.
Cycling, Calling the random number generator in order to advance
its state rather than to obtain an output.
Data-link Layer, The lowest level of logical, as opposed to
physical, communication between two or more computer devices.
Disable (Client), Action taken either by the client or via
instruction from the server or other network computer system to disable
play and acceptance and payment of coins, tokens, cash, vouchers, or
credits, but still permitting maintenance or auditing functions.
Discretionary access controls, The ability to be able to restrict
access to computing objects such as files, peripherals, programs on the
basis of the privileges associated with a user account Disruption, Any
form of mis-operation, component failure, or interference to the Class
II gaming equipment.
Download Package, Approved data sent from a Download Server to a
client or other component of the technologic aids used in the play of
Class II games for such purposes as changing of the device software,
loading or selecting a new paytable, changing configuration parameters
such as tokenization, changing peripherals software or configuration,
or requesting specific information from the device.
Download Server, A computer device that delivers Download Packages
or causes Download Packages to be actuated in a secure manner to
technologic aids used in the play of Class II games.
Electromagnetic Interference, The physical characteristic of an
electronic device to emit electronic noise either into free air, onto
the mains power lines, or communication cables.
Electrostatic Discharge, Electrostatic Discharge (see Electrostatic
interference).
Electrostatic Interference, The physical property of being able to
create electronic interference to a device by either discharging static
electricity onto the surface of the unit or via a mains power or
communication cable.
Enable (client), An action taken to place the client, generally an
Electronic Player Station, in a state where it can conduct gaming and
money movement transactions.
Entropy source, A hardware device or software algorithm designed to
produce outputs derived from measures of ``truly'' random events, such
as thermal noise.
EPROM, Electrically Programmable Read Only Memory--a storage area
which may be filled with data and information, which once written is
not modifiable, and which is retained even if there is no power applied
to the machine.
Extensible Protocol, A communications protocol which contains a
mechanism that can be used to negotiate extensions to the protocol--
sometimes called options.
Fault, An event that when detected by an Electronic Player Station
causes a discontinuance of game play or other machine functions.
Fault Mode, A mode where the Electronic Player Station has disabled
itself, preventing game play or other functions, as a result of a fault
condition occurring on the Electronic Player Station.
Flash Memory, A computer chip with a read-only memory that retains
its data when the power is turned off and that can be electronically
erased and reprogrammed without being removed from the circuit board.
Flash ROM, A flash memory device which contains fixed data or
programs that can be read but not written to by the gaming equipment in
which it is inserted.
Game Software, The operational program(s) which control the play,
display and results of Class II games and played on gaming equipment.
Gaming Equipment, All electrical and mechanical physical components
making up the equipment on which Class II games are played.
Hardware, See Gaming Equipment
Hopper, A device used to store and dispense coins.
Idle Mode, The period of time after the completion of the previous
game, or before the very first game after a memory reset, until the
player begins to select options for the next game.
Initial seeding, Initializing the RNG state
Logic Area, A locked area of gaming equipment that houses
electronic components that have the potential to significantly
influence the operation of the Electronic Player Station
MAC Filter, An access point that can be configured with filters
that accept or reject data on the basis of the sender's Media Access
Control (MAC) address. All devices that participate in 802.11a, 802.11b
and 802.11g Wireless networks have a unique (MAC) address. The MAC
address is present in every frame transmitted over the Wireless
network.
Magnetic Interference, A magnetic field which has the potential to
affect the operation of an electronic device.
Master Meter, A meter whose value is reset only when a memory reset
is performed. This meter represents the total of all updates since the
last memory reset.
Meter, A non-volatile variable storing Electronic Player Station
audit, accounting, and game play information.
Modification, A new version of existing hardware or software, often
consisting of relatively minor or discreet changes, used with the play
of Class II games.
Non-cashable credit, Credits given by an operator to a patron as
part of a promotion, placed on an electronic player station through a
voucher or electronic transfer, and capable of activating play but not
being cashed out.
Non-writable storage media, A storage device which contains fixed
data or programs that can be read, but not written to, by the gaming
equipment in which it is inserted.
Number of RNG states, The number of settings that the RNG state can
take on
[[Page 46342]]
before returning to the initial state. Also called RNG cycle.
Par Sheet, An information sheet supplied by the equipment or game
manufacturer detailing the mathematics and probabilities of a game.
Paytable, The set of prizes available to players for achieving
certain outcomes or patterns in the game on offer.
Play of a game, A sequence of actions in the Electronic Player
Station initiated by a player through a wagering of credits and
terminated when all credits wagered have been lost or all winnings have
been transferred to the Electronic Player Station's total wins meter
and the player's credit meter.
Printed Circuit Board, The piece of board used to connect together
electronic components in a certain manner using tracks and holes to
route the signals.
Programmable Logic Device, An electronically configurable
integrated circuit, usually used for hardware control purposes.
Progressive Jackpot, An incremental prize that increases by a
defined amount, each time a game is played on one of a group of
interconnected electronic player stations.
RAM, Random Access Memory.
Random, Passing recognized statistical tests for randomness.
Random Number Generator (RNG), A software module, hardware device
or combination of these designed to produce outputs that are random.
Removable/Rewritable storage media, Program or data storage devices
that can be removed from the Class II gaming equipment and written to,
or rewritten by the gaming equipment or by other equipment designed for
that purpose.
Re-seeding, Modifying the state of an RNG using external inputs
Residual Credits, Credits remaining which are less than the value
of one coin or token.
RNG algorithm, The coded instructions which step an RNG's state
through its cycle and calculate the next output.
RNG cycle, The number of settings that the RNG state can take on
before returning to the initial state.
RNG state, RNGs (other than entropy sources) produce outputs by an
algorithm which modifies one or more variables through a long sequence.
These variables constitute the RNG state.
ROM, Read Only Memory.
Scaling algorithm, The coded instructions which map an random
number generator output onto a range desired by a caller.
Server, A master computer station which controls multiple clients
via a local or wide area network.
Setup Mode, The initial stage of configuration mode where a
technician can enter Electronic Player Station related data.
SSID, Service Set Identifier. An alphanumeric string maintained by
the Wireless Access Point that identifies the name of the specific
Wireless network. An end station uses the SSID to distinguish between
multiple wireless networks and to determine what authentication method
and credentials it should use to gain a connection.
System Account, A user account available on the server, usually
secured by a username and password, that provides access to the
operating system and resident software.
Test/Diagnostics Mode, A mode on an electronic player station that
allows various tests to be performed on its hardware and software.
Testing Laboratory, An organization recognized by the Commission as
suitable for evaluation of submitted gaming equipment and software for
compliance with this part and part 546 of this chapter.
Touch Screen, A video monitor with a special surface that can
activate the Electronic Player Station by the touching of the screen's
surface.
Voucher Payment System, A system that securely maintains records of
payment vouchers generated by Electronic Player Stations, validates and
records successful or failed payments of vouchers by Electronic Player
Stations, kiosks or cashier stations, and controls the purging of
expired vouchers.
WEP, Wired Equivalent Privacy. An early security standard intended
to protect wireless traffic from unauthorized access and modification.
WEP has fundamental design flaws and will not protect a Wireless
network. Automatic tools that compromise WEP security on a busy network
within a few hours are available.
Wireless Access Point, A device that sends and receives wireless
radio signals to and from wireless devices, rebroadcasting these
signals to and from the Local Area Network to which the Wireless Access
Point is connected.
Wireless communication network, A system of multiple computer
devices which communicate with each other by broadcasting their
messages through the air without using a physical medium such as a wire
or cable.
WPA, Wi-Fi Protected Access. A security standard that overcomes
some of the known problems with WEP. WPA uses stronger encryption and
provides for user authentication. However, like WEP, WPA will not
protect a wireless network. Other security standards (e.g. WPA2) are
available and under development by various standards bodies.
Sec. 547.4 How do I comply with this part?
(a) Effective date. In order that manufacturers and operators have
time to bring games and aids into compliance, this part shall be
effective 6 months following publication of the final rule in the
Federal Register. Upon application by a tribal gaming regulatory
authority, the Chairman may extend the effective date for one or more
additional periods of 6 months for good cause shown.
(b) Submission, testing, and approval. Except as provided in
paragraph (d) of this section, no tribe shall offer for play or use in
a tribal gaming operation any gaming equipment, game software, or
modification of gaming equipment or game software unless:
(1) The gaming equipment, game software, or modification has been
submitted to a testing laboratory recognized by the Commission pursuant
to Sec. 546.9(f) of this chapter.
(2) The submission conforms to the requirements of paragraph (c) of
this section.
(3) The testing laboratory tests the submission to the standards
established by this part, and to any additional standards adopted by
the tribal gaming regulatory authority, and provides a formal written
report to the party making the submission, setting forth and certifying
to its findings and conclusions. And
(4) Following receipt of the laboratory's report, the tribal gaming
regulatory authority makes a finding that the gaming equipment, game
software, or modification conforms to the standards established by this
part, and to any additional standards adopted by the tribal gaming
regulatory authority. The tribal gaming regulatory authority shall
retain a copy of the laboratory's report so long as the gaming
equipment, game software, or modification that is the subject of the
report remains available to the public for play in its gaming
operation.
(c) Submission requirements. Submissions to testing laboratories
required by Sec. 547.4(b) shall include the following:
(1) A complete, comprehensive, and technically accurate description
and explanation in both technical and lay language of the manner in
which equipment operates. Documentation of client--server
implementations shall identify:
(i) The amount of time that the storage of the game records and
significant event required to be kept by Sec. 547.6(d)
[[Page 46343]]
through (e) may be maintained without causing a degradation in
performance;
(ii) The maximum number of enrollable client machines; and
(iii) The number of client machines constituting a high or maximum
load and whose collective operation will produce a degradation in
system performance.
(2) All source code:
(i) Complete and able to be compiled, with resultant object code
identical to that submitted for evaluation;
(ii) If applicable, a resolution of differences in compiled
software versions by the addition of `date' and `time' stamps or other
such compiler variations;
(iii) If redundant sections of code exist, documentation of the
areas of code that are redundant; and
(iv) If code is made redundant via a dynamically settable
parameter, documentation of each such parameter, the means of setting
or resetting it, and all default states.
(3) The necessary compilers and development environment to enable
the software to be independently compiled and tested.
(4) A copy of all executable software, including data and graphic
information, and a copy of all source code for programs submitted on
electronically readable, unalterable media including, if requested, a
method of:
(i) Examining the source code;
(ii) Conducting computer-aided searches within the source code;
(iii) Comparing two different versions of the source code and
examining the differences between the two versions; and
(iv) Verifying that the executable software that is to be used for
testing has been compiled from the source code versions submitted.
(5) Prototype equipment including all hardware and software
components, and if the submitted equipment is a client-server
configuration:
(i) A server fully loaded and configured (production mode) with the
application to be used in production; and
(ii) At least two clients or Electronic Player Stations, fully
loaded and configured (production mode) with the application to be used
in production;
(iii) The communications equipment to link the server and clients;
and
(iv) If the equipment is to link to external systems such as a
casino monitoring system, the hardware and software that enable the
interface.
(6) A Formal Application Configuration (FAC) document meeting the
requirements of Sec. 547.17(a) and an FAC verification tool meeting
the requirements of Sec. 547.17(b) through (g).
(7) A par sheet or mathematical analysis of each game for each
paytable submitted.
(8) A copy of all graphical images displayed on the equipment or
used in the game, including rules, instructions, and paytables. All
artwork supplied shall be identified by a part number and the name or
logo of the manufacturer. Successive versions of artwork shall be
numbered sequentially.
(9) Any other information, documentation, software, or equipment
deemed necessary by the testing laboratory.
(d) Emergency hardware and software changes. (1) Notwithstanding
the requirements of paragraph (b) of this section, a tribal gaming
regulatory authority may permit modified hardware or game software to
be made available for play without prior laboratory review if, in its
discretion, the modified hardware or game software is:
(i) Necessary to correct a problem affecting the fairness,
security, or integrity of a game; or
(ii) Unrelated to game play.
(2) If a tribal gaming regulatory authority authorizes modified
game software or hardware to be made available for play or use without
prior laboratory review, the tribal gaming regulatory authority shall
require the hardware or software manufacturer to:
(i) Immediately advise other users of the same hardware or software
of the importance and availability of the update;
(ii) Immediately submit, pursuant to the requirements of paragraph
(c) of this section, the new hardware or software to a test laboratory
for testing and verification;
(iii) Provide the tribal gaming regulatory authority a temporary
Formal Application Configuration meeting the requirements of Sec.
547.17 for any new software.
Sec. 547.5 What are the rules of interpretation and of general
application for this part?
(a) Minimum standards. A tribal gaming regulatory authority may
establish and implement additional technical standards that are as
stringent as, or more stringent than those set out in this part.
(b) Only applicable standards apply. Gaming equipment and software
used with play of Class II games shall meet all applicable requirements
of this part. For example, if an Electronic Player Station lacks a
hopper or the ability to print or accept vouchers, then the standards
that govern those things do not apply.
(c) Fairness. No gaming equipment or software used with the play of
Class II games shall cheat, mislead, or disadvantage users.
(d) Approved equipment and software only. All gaming equipment and
software used with the play of Class II games shall be identical in all
respects to a prototype reviewed and tested by a recognized gaming
laboratory and approved for use by the tribal gaming regulatory
authority pursuant to Sec. 547.4(b) or (d). Unapproved software shall
not be loaded onto or stored on any program storage medium used with
the play of Class II games.
(e) Proper functioning. All gaming equipment and software used with
the play of Class II games shall perform according to the
manufacturer's design and operating specifications.
Sec. 547.6 What are the minimum technical standards applicable to
servers?
This section provides standards applicable to all servers used with
play of Class II games.
(a) General requirements. (1) Servers shall authenticate all
communications as coming from an enrolled client machine.
(2) Servers shall only process gaming transactions from games
approved by the tribal gaming regulatory authority.
(3) Servers shall be able to enroll and un-enroll client machines
for gaming.
(4) Servers shall be able to enable and disable specific client
machines for gaming.
(5) Servers shall ensure that only enrolled, enabled client
machines participate in gaming.
(6) The default condition for new client machines shall be un-
enrolled and disabled.
(b) Physical security. Servers shall be housed in a secure,
dedicated room or in a secure locked cabinet. Access shall be
restricted to persons authorized by the tribal gaming regulatory
authority. Servers located on the casino floor shall also meet the
applicable requirements of Sec. 547.7.
(c) Logical/Software security. Nothing in this section shall be
construed to alter, repeal or limit the applicability of Sec.
542.16(a) of this chapter. Servers used in the play of Class II games
shall also meet the following requirements:
(1) Servers shall use operating systems that have discretionary
access controls and shall be configured so that access controls are
used to prevent unauthorized access to the operating system, programs,
data, and peripherals.
(2) Servers shall be configured so that audit trails are maintained
for login/authentication successes and failures. The following
information shall be recorded, if supported:
(i) Date and time of the login attempt;
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(ii) Username supplied; and
(iii) Success or failure.
(3) Logins using system accounts (e.g. administrator, root, etc.)
shall be restricted to the console. Notwithstanding this, logins using
system accounts may be made away from the console for the purpose of
remote support, provided that such remote access meets the requirements
of paragraph (c)(9) of this section.
(4) Generic user accounts are prohibited.
(5) Accounts shall be restricted to authorized personnel, as
specified by the tribal gaming regulatory authority.
(6) Account passwords shall only be transmitted in encrypted or
hashed form meeting the requirements of Sec. 547.23(b) through (c).
(7) Application passwords shall be stored in an encrypted or hashed
form meeting the requirements of Sec. 547.23(b) through (c).
(8) Only software essential to the operation of the server shall be
loaded onto the server.
(9) Remote access to enable dynamic debugging may be permitted by
the tribal gaming regulatory authority pursuant to Sec. 542.16(e) of
this chapter. To support this facility, servers shall:
(i) Provide a mechanism to enable and disable remote access, which
shall be disabled by default; and
(ii) Log all successful and unsuccessful attempts at remote access.
Nothing in this requirement shall be construed to alter, repeal, or
limit the applicability of Sec. 542.16(e)(1) of this chapter.
(d) Game record information. The server shall store the following
records for each game played:
(1) Client ID;
(2) Game start time and date;
(3) Game identifier (version);
(4) Game end time;
(5) Total amount bet by all participants in game;
(6) Total amount won by all participants in game; and
(7) Final game result, including progressive prizes awarded and,
for bingo, game number and numbers or designations drawn, in the order
drawn.
(e) Significant events. The server shall store the following
significant events:
(1) Server shutdown;
(2) Server startup;
(3) Gaming application startup;
(4) Gaming application shutdown;
(5) Client enrolled;
(6) Client un-enrolled;
(7) Client enabled;
(8) Client disabled;
(9) Client tamper detection;
(10) Client signature check and result;
(11) Client application restart;
(12) Client application download;
(13) Server parameter change;
(14) Client parameter change;
(15) Game created;
(16) Game enable;
(17) Game disable;
(18) Game deleted;
(19) Any instance of an aborted game.;
(20) Large (jackpot) win;
(21) Large win (jackpot) approved/rejected;
(22) Progressive parameter change;
(23) Progressive created;
(24) Progressive enabled;
(25) Progressive disabled;
(26) Progressive deleted;
(27) Progressive win;
(28) Progressive win approved/rejected;
(29) Client doors open;
(30) Client doors closed;
(31) Client hopper refill;
(32) Client hand-pay;
(33) Data-link level connection between client and server broken.
This requirement does not refer to temporary perturbations of
communications where ``temporary'' means a disruption of less than 10
seconds; and
(34) Data-link level connection between client and server is
established.
(f) Storage requirements. Game records, significant events, and
remote access logs shall be maintained for a period of one year from
the date the games are played.
(g) Alternate storage requirements. Game records, significant
events, and remote access logs may be kept in an archived manner, on
the server or elsewhere, provided that the information reconciles
across all forms of replicated storage and that the information can be
produced within 24 hours upon request. In any event, game records and
significant events for the previous 72 hours shall be immediately
accessible.
(h) Servers acting as progressive controllers. This paragraph (h)
applies to progressive controllers, or servers acting as progressive
controllers, used with the play of Class II games.
(1) Modification of progressive jackpot parameters shall be secure.
Such parameters include, at a minimum:
(i) Increment value;
(ii) Secondary pool increment(s);
(iii) Reset amount(s);
(iv) Maximum value(s); and
(v) Identity of participating Electronic Player Stations.
(2) No parameters shall be modified for an active progressive
jackpot unless the jackpot has been won, or as otherwise authorized by
the tribal gaming regulatory authority.
(3) If the tribal gaming regulatory authority authorizes
modification before a progressive jackpot is won, the server or
controller shall:
(i) Halt the operation of the progressive jackpot(s);
(ii) Allow the parameter modifications; and then
(iii) Restart the progressive jackpot(s).
(4) No progressive jackpot shall be returned to its reset amount
before it is won except as authorized by the tribal gaming regulatory
authority. In any event, no progressive jackpot shall be reset before
it is won unless the accumulated jackpot amount is transferred to
another active progressive jackpot.
(5) The server or other progressive controller shall provide a
means of creating a progressive balancing report for each progressive
it controls. At a minimum, that report shall provide balancing of the
changes in coin-in meters for all participating Electronic Player
Stations versus current progressive jackpot amount(s), plus progressive
jackpots won. In addition, the report shall account for, and not be
made inaccurate by, unusual events such as:
(i) Electronic Player Station critical memory clears;
(ii) Modification, alteration, or deletion of progressive jackpots.
(iii) Offline equipment; or
(iv) Multiple site jackpots.
Sec. 547.7 What are the minimum technical hardware standards
applicable to client machines used as Electronic Player Stations?
This section provides minimum hardware standards for all client
machines or servers located on the casino floor and used as Electronic
Player Stations for the play of Class II games.
(a) FCC certification. Electronic Player Stations shall have
obtained the relevant FCC certification(s), or the USA equivalent,
required for equipment of its type prior to approval by the tribal
gaming regulatory authority.
(b) UL certification. Electronic Player Stations shall have
obtained the relevant UL certification(s), or the USA equivalent,
required for equipment of its type prior to approval by the tribal
gaming regulatory authority.
(c) Power interconnections. There shall be no mains ground
interconnections via data cabling between devices powered from
different wall outlets. RS-422, which is designed to operate with a
floating ground, may be used provided that any shield or signal grounds
are not connected to the mains ground.
(d) Power supplies. (1) Electronic Player Stations shall employ
power
[[Page 46345]]
supply filtering sufficient to permit continued operation at voltages
10% of 110v.
(2) Electronic Player Stations shall employ power supply filter
sufficient to ensure that none of the following damage or inhibit their
operation or affect the outcome or integrity of any game, progressive
award, or voucher, coupon, or cashless trans
(i) Surges or dips of 20% of 110v of the supply
voltage;
(ii) Repeated switching on and off of the AC power supply; or
(iii) Jiggling the AC cord at the wall outlet.
(3) Electronic Player Stations may handle the power variations
listed in paragraph (d)(2)(i) through (iii) of this section by
intentionally shutting down or going into sleep mode.
(4) All ratings of fuses, if any, shall be clearly stated on or in
close proximity to the fuse holder, and switches on the power supply
shall show On/Off positions.
(e) Printed Circuit Boards. (1) Printed circuit boards that are
specially manufactured or proprietary and not off-the-shelf shall
display a unique identifier such as a serial number and revision
number, which shall be updated to reflect new revisions or
modifications of the board.
(2) Switches or jumpers on all circuit boards that have the
potential to affect the outcome or integrity of any game, progressive
award, or voucher, coupon, or cashless transaction shall be capable of
being sealed.
(f) Labeling. External key-switches, locks (other than for doors),
switches, and buttons shall be securely labeled, using stickers or
otherwise, according to their function or the series of events they
initiate.
(g) Electrostatic Discharge. (1) Electronic Player Stations shall
be constructed so that static discharges of 15-25 kV for
air discharges and of 7.5-10 kV for contact discharges may
cause a temporary disruption but shall not otherwise damage or inhibit
operation or affect the outcome or integrity of any game, progressive
award, or voucher, coupon, or cashless transaction.
(2) Electronic Player Stations accessible to the public shall be
constructed so that they exhibit total immunity to human body
electrostatic discharges on all areas exposed to contact, i.e., static
discharges of 15 kV for air discharges and 7.5
kV for contact discharges shall not damage or inhibit operation or
affect the outcome or integrity of any game, progressive award, or
voucher, coupon, or cashless transaction.
(h) Radio Frequency Interference. Electronic Player Stations shall
be constructed so that commonly used electromagnetic emitting devices
such as mobile phones or walkie talkies, even if such devices are
placed upon, or immediately outside of, the cabinet, shall not damage
or inhibit operation or affect the outcome or integrity of any game,
progressive award, or voucher, coupon, or cashless transaction.
(i) Magnetic Interference. Electronic Player Stations shall be
constructed so that the application of magnetic interference of up to
10 Gauss at a distance of 5 cm from any surface shall not damage or
inhibit operation or affect the outcome or integrity of any game,
progressive award, or voucher, coupon, or cashless transaction.
(j) Cabinet and housing construction and security, generally. (1)
Cabinets and housings shall be of a robust construction designed to
resist determined illegal entry and to protect internal components.
(2) Cabinets and housings shall be reasonably resistant to the
extremes of the casino operating environment, such as liquid spills,
smoke, and heat, such that these conditions are not capable of
affecting the outcome or integrity of any game, progressive award, or
voucher, coupon, or cashless transaction.
(3) All doors, hinges, locks, seals and holes, gaps, or slots in
the cabinet or housing exterior shall be of a robust construction
designed to resist determined illegal entry and to protect internal
components.
(4) All protuberances and attachments such as buttons,
identification plates, and labels shall be sufficiently robust to avoid
unauthorized removal.
(k) Construction and security of locked areas within cabinets,
logic areas. (1) All components other than those with which the player
interacts directly, such as buttons and entry slots for bills,
vouchers, and coins, shall be located within the cabinet, which shall
be locked, or in a separate locked area within the cabinet. Bill and
coin validators shall be located within the cabinet.
(2) Except for logic areas and locked areas that only provide
access to lighting, locked areas within a cabinet shall be equipped
with door access detection devices that meet the requirements of
paragraph (m) of this section.
(3) Locked areas within a cabinet shall be of a robust construction
designed to resist determined illegal entry and to protect internal
components.
(l) Security of locked areas within cabinets. (1) The following
components shall be housed in a separate, independently locked area
within the cabinet:
(i) CPU's and any other electronic components involved in the
operation, calculation, or determination of game play and game results,
voucher or coupon issuance or redemption, progressive parameters, or
cashless transactions;
(ii) All electronics involved in the calculation of game display
and components housing display program storage media;
(iii) All program media involved in the operation, calculation, or
determination of game play and game results, voucher or coupon issuance
or redemption, progressive parameters, or cashless transactions;
(iv) Communication controller electronics and components housing
the communication program storage media;
(v) Interfaces and drivers for metering systems; and
(vi) Interfaces to peripherals with money-handling or credit
transfer capabilities.
(2) When there are multiple locked areas within a cabinet, access
to one shall not be possible from another except by use of a key.
(m) Door access detection. All locked areas, including the main
cabinet door but excluding logic areas, shall be equipped with a sensor
or other means to detect an open door. In addition:
(1) The door open sensor, and its components or cables, shall be
secure against attempts to disable them or interfere with their normal
mode of operation.
(2) It shall not be possible to disable a door open sensor, or
access components within, without first properly opening the door.
(3) A door open sensor that is disconnected, tampered with, or
fails shall be interpreted as an open door.
(n) Touch screens. Shall be:
(1) Resistant to scratching;
(2) Accurate, and, once calibrated, shall maintain that accuracy
for the manufacturer's recommended maintenance period;
(3) Capable of re-calibration without access to the machine cabinet
other than through the main door.
(o) Tower lights. Electronic Player Stations shall have a light or
lights mounted on the top of its cabinet that automatically illuminates
when various conditions occur such as errors, alerts, hand-pay
jackpots, and call attendant requests from players. Required tower
light states are left to the discretion of the tribal gaming regulatory
authority.
(p) Audible alarms. An audible alarm is not required if a tower
light is available to signal errors, alerts, hand-pay jackpots etc.
[[Page 46346]]
(q) Bill validators. Nothing in this subsection is intended to
alter, repeal, or limit the applicability of Sec. Sec. 542.7(g)(1)(i),
542.21(e), 542.31(e), or 542.41(e) of this chapter.
(1) Bill validators shall be of a robust construction designed to
resist determined illegal entry, vandalism, and fraud and to be
reasonably resistant to the extremes of the casino operating
environments, such as liquid spills, smoke, and heat. In any event,
bill validators shall be constructed so that physical tampering with
the validator leaves evidence of such tampering.
(2) Bill validators shall be able to detect the entry of valid
bills, vouchers, coupons, or other equivalents and to provide a method
to enable the client software to interpret and act upon valid or
invalid input.
(3) In so doing, bill acceptors shall:
(i) Be electronically based and incorporate multiple, sophisticated
detection methods to validate bills;
(ii) Accept only valid bills, vouchers, coupons or equivalents;
(iii) Reject and return all invalid bills, vouchers, and coupons or
equivalents to the player; and
(iv) Register the proper number of credits on the credit meter.
(4) All accepted bills shall be deposited into a secure container
or stacker that:
(i) Sits within its own locked area within the main cabinet; and
(ii) Is itself locked with a key that opens no other lock.
(5) Bill validators or clients have sensors to indicate stacker
full, stacker door open/closed, stacker removed, or bill jam.
(6) Bill validators shall provide a means through which the client
may detect potential cheating such as counterfeit bills or bill yo yos.
(7) Bill validators shall employ a reliable means of transmitting
credit values to the client. Pulse stream interface or serial
communication without error detection and correction are not reliable
communication methods.
(8) Ball validators shall be disabled when the cable connecting it
to the client machine is disabled.
(9) A bill validator's tolerance level for accepting bills of
varying quality and the alteration of a bill validator's checking
procedures shall not occur without access to the Electronic Player
Station and under conditions specified by the tribal gaming regulatory
authority. In any event, it shall not be possible to disable validation
features.
(10) Access to bill validators shall only occur under conditions
specified by the tribal gaming regulatory authority and shall cause the
Electronic Player Station to enter disabled mode. In any event, access
in the field shall be limited to:
(i) Access required to clear a bill jam, which shall not provide
access to the bill stacker unless that is the location of the jam;
(ii) Selection of bill, coupons, vouchers, or their equivalents,
and their limits;
(iii) Changing approved EPROMs or downloading approved software;
(iv) Maintenance, adjustment, and repair per approved factory
procedures; or
(v) Options that set the direction or orientation of acceptance.
(11) Bill validators shall be designed to minimize the possibility
of a loss of credits if a power outage occurs during acceptance. In no
event shall there be during acceptance a window of time longer than one
second in which a power outage causes a loss of credits.
(12) Bill validators shall have a means of self verification, which
it shall perform at each power up.
(13) If a bill validator only accepts bills fed in a certain
direction or orientation, this shall be clearly indicated by sufficient
instruction such as a label with a graphical picture.
(14) Bill validators shall not accept bills, vouchers, or their
equivalents if any part of the validator is missing, including the
stacker.
(r) Coin slots, validators. (1) Coin slots and coin validators
shall be of a robust construction designed to resist determined illegal
entry, vandalism, and fraud and to be reasonably resistant to the
extremes of the casino operating environment such as liquid spills,
smoke, and heat. In any event, coin slots and coin validators shall be
constructed so that physical tampering leaves evidence of such
tampering.
(2) Coin validators shall be able to detect the insertion of valid
coins and tokens and to provide a method to enable the client to
interpret and act upon valid or invalid input.
(3) In so doing, coin acceptors shall be electronically based and
incorporate sophisticated detection methods, accepting only valid coins
and tokens and rejecting and returning all others to the player.
(4) Coin validators shall provide a means through which client may
detect potential cheating such as counterfeits or coin yo yos.
(5) Access to coin validators that use flash memory or are
otherwise reprogrammable in the field shall be permitted only under
conditions specified by the tribal gaming regulatory authority.
(s) Coin diverter chutes. (1) Coin chutes and diverter mechanisms
shall be constructed to ensure that coins inserted into the client
machine are deposited into the hopper, the cash box or the coin tray
without jams or spillage onto the internal floor of the machine. Coin
chutes and diverters shall be constructed so that physical tampering
leaves evidence of such tampering.
(2) Means shall be provided to enable the client to determine a
coin's direction of travel so as to detect yo-yo-ing.
(3) There shall be sufficient closed loop control to enable client
to determine:
(i) If a coin is traveling to a cash box or to a hopper;
(ii) If a coin diverter has failed; and
(iii) If an internal coin jam has occurred.
(t) Hoppers. (1) Coin hoppers shall be located behind the locked
main door or within another locked area.
(2) Coin hoppers shall have or provide a means to enable the client
to identify and act upon the following conditions:
(i) Hopper full;
(ii) Hopper empty;
(iii) Hopper jam;
(iv) Extra coin(s) paid/runaway hopper.
(u) Printers. (1) Printers shall be located within the main cabinet
but not in the logic area or the cash box area.
(2) Printers shall have mechanisms to allow software to interpret
and act upon the following conditions:
(i) Out of paper/paper low;
(ii) Printer jam/failure; and
(iii) Disconnected.
(v) External mechanisms affecting play. There shall be no external
mechanisms such as DIP switches or jumpers that can affect the outcome
of a play unless capable of being sealed by the tribal gaming
regulatory authority.
Sec. 547.10 What are the minimum technical software standards
applicable to client machines used as Electronic Player Stations?
This section provides general software standards for clients used
as Electronic Player Stations for the play of Class II games.
(a) Door monitoring. Electronic Player Station shall be able to
detect access to the following:
(1) The main cabinet door;
(2) Belly door(s), if different than the main cabinet door;
(3) Drop box door(s);
(4) Bill acceptor doors; and
(5) Communication boards, if accessible without opening a door.
(b) Hopper monitoring. The Electronic Player Station software shall
be able to identify the following events, at a minimum:
[[Page 46347]]
(1) Hopper full;
(2) Hopper empty;
(3) Hopper jam; and
(4) Extra coin(s) paid/runaway hopper.
(c) Information displays. (1) During the play of any game, the
Electronic Player Station shall display all game results so that the
player may see and comprehend them. This display shall also include:
(i) The amount wagered; and
(ii) The credit meter balance.
(2) Between plays of any game and the start of the next play, or
the player selects a new game option such as wager amount or card
selection, whichever is earlier, and when there are credits on the
credit meter, the Electronic Player Station shall display:
(i) The total credits wagered and all prizes and total credits won
for the last play;
(ii) The final results for the last game played, including
alternate displays of results, if any; and
(iii) The default number of credits that will be wagered on the
next play.
(3) Prior to the play of any game, when the player has selected or
changed game options such as wager amount or bingo card, the Electronic
Player Station shall remove the results of the previous game or
otherwise distinguish them from the new selections.
(4) Following cash out payable from the hopper and until the start
of the next play, the Electronic Player Station shall display the
metered value of coins or tokens paid in dollars and cents or in
credits, if the coin denomination is an exact multiple of the credit
tokenization value.
(5) Following cash out payable as a cancel credit and until the
start of the next play, the Electronic Player Station shall display the
metered value of the credits cancelled in dollars and cents or in
credits, if the amount of the cancel credit is an exact multiple of the
credit tokenization value.
(6) Attract modes may be displayed if there are credits on the
credit meter, provided that there is a means for the player to
interrupt and return to the previous display.
(7) Help screens may be displayed during game play provided that
there is a means for the player to interrupt and return to the previous
display.
(d) Touch screen calibration and implementation. (1) The Electronic
Player Station shall have software re-calibrating capability unless the
touch screen is designed never to require re-calibrating.
(2) If opening the main Electronic Player Station door affects
touch screen calibration, there shall be a means to determine the
accuracy of calibration when the door is closed again.
(3) Touch screen button icons shall be sufficiently separated to
reduce chances of selection errors due to calibration or parallax
errors.
(4) There shall be no hidden or undocumented buttons or touch
points anywhere on the screen except as provided for in the game rules.
(e) Game initiation and play. (1) Every game played on an
Electronic Player Station shall follow and not deviate from a constant
set of rules. Any change in rules constitutes a different game.
Allowing variations in the size of a wager is not a change in rules.
(2) No game shall commence, and no money or credit shall be
accepted, on an Electronic Player Station in the presence of any fault
condition or open door, or while the Electronic Player Station is in
test, audit, or lock-up mode.
(3) Credits wagered shall only come from the credit meter, which
shall be decremented at the start of play.
(4) The player shall initiate play of a game on an Electronic
Player Station by pressing a button or similar input device. No
Electronic Player Station shall automatically initiate game play.
(5) The value of prizes awarded as a result of any game shall be
paid in full and not truncated or rounded.
(f) Audit mode. (1) Each Electronic Player Station shall have an
audit mode, which shall provide access to the following information, at
a minimum:
(i) All meters required by Sec. 547.12;
(ii) Last game recall information required by Sec. 547.14;
(iii) Terminal identification;
(iv) Software version or game identification; and
(v) Any other game statistics maintained solely by the Electronic
Player Station and not transferred to and maintained by the server or
casino monitoring system.
(2) Audit mode shall be accessible by a secure method, such as a
key-switch, entry of a card into a card reader and verification by PIN,
or from within the interior of the Electronic Player Station cabinet.
(3) Meters shall be accessible by an authorized person at any time,
except during a payout from a hopper, during a cancel credit, or during
play (except where play is interrupted by a fault condition).
(4) The Electronic Player Station shall disable all credit
acceptance while in audit mode, except during coin, bill, or other
credit acceptance testing.
(g) Test or diagnostic mode. (1) Test mode on an Electronic Player
Station may be entered via an appropriate instruction during Audit Mode
or automatically upon opening the main cabinet door.
(2) The Electronic Player Station shall clearly indicate when it is
in test mode.
(3) Test games run in test mode, if implemented, shall:
(i) Not increment any meters other than a temporary on-screen
credit meter;
(ii) Only be available after entering a specific test game mode
within door open mode; and
(iii) Be clearly indicated as such and not as normal game play.
(4) The Electronic Player Station shall disable all credit
acceptance while in test mode, except during coin, bill, or other
credit acceptance testing.
(5) Exiting test mode shall terminate all tests, unless further
input is required, which shall be clearly indicated by Electronic
Player Station software.
(h) Multi-game machines. Electronic Player Stations that offer
multiple games for play shall:
(1) Present a game selection screen that displays:
(i) The available games;
(ii) The means of selecting among them; and
(iii) The full amount of the player's credit balance;
(2) Identify the game selected or being played;
(3) Not compel the play of a game after its selection; and
(4) Not start a new game before the current play is complete and
all relevant meters have been updated.
(i) Separate storage, machine specific information. Electronic
Player Station software shall be designed so that machine specific
information such machine address or other configurable parameters is
stored within in a separate device (EPROM, Flash or file for disk
machines) as game and system software.
(j) Program interruption and resumption. (1) Electronic Player
Station software shall be designed so that upon any loss of power it is
able to return to the state it was in prior to the interruption.
(i) If in a test mode at interruption, the Electronic Player
Station shall, on power up, complete any test that incorporates credits
entering or leaving the machine (e.g. a hopper test) prior to
resumption of normal operation.
(ii) If in a fault condition at interruption, the Electronic Player
Station shall, on power up, display the applicable fault message and
remain locked-up, unless:
(A) The power down is part of an error reset procedure; or
(B) The Electronic Player Station checks for the fault condition on
power up and detects no fault.
[[Page 46348]]
(2) Electronic Player Station software shall be designed so that
upon any loss of power, it shall, at a minimum:
(i) Turn off and brake the hopper;
(ii) Maintain the integrity of data stored in critical memory; and
(iii) Complete its power-down routine.
(3) Electronic Player Station software shall be designed so that
upon program resumption after a loss of power, it:
(i) Successfully completes any program resumption routine,
including self tests, before beginning any communications to an
external device;
(ii) Tests itself for possible corruption due to failure of the
program storage media using a minimum 16-bit Cyclic Redundancy Check
(CRC) check;
(iii) Checks the integrity of critical memory;
(iv) Tests any power down routine for correct completion and
displays an appropriate message if incorrect completion detected; and
(v) Detects any change in the software since loss of power. If a
change has been detected, the Electronic Player Station shall lock-up
and display an appropriate message until it is reset by an authorized
person.
(4) Electronic Player Station software shall be designed so that
when disabled in a non-fault condition during play, for example by the
server, but without loss of power, it finishes the current play and
allows the player to cash out.
(k) Simultaneous inputs. The simultaneous or sequential activation
of various inputs (such as buttons on the button panel), whether or not
intentional, shall not adversely affect the integrity of any game.
Sec. 547.11 What are the technical standards applicable to critical
memory?
This section provides specific standards for the contents and
maintenance of critical memory, which stores data essential for the
play of Class II games.
(a) Critical memory, location and contents. Critical memory may be
stored on a server or on a client used as an Electronic Player Station
and shall maintain all of the following data:
(1) Auditing meters;
(2) Current credits;
(3) Electronic Player Station and game configuration data;
(4) Last game recall information required by Sec. 547.14;
(5) Game recall information for the current game, if incomplete;
(6) Software state (the last normal state the Electronic Player
Station software was in before interruption);
(7) RNG seed(s);
(8) Encryption keys;
(9) Progressive jackpot parameters and current values, if
maintained within the client or server;
(10) The five most recent cashless transactions; and
(11) The five last ticket transactions (redeem or print).
(b) Maintenance. (1) Critical memory shall be implemented with a
level of redundancy such that failure of a single component will not
mean the loss of any data.
(2) In the event of a disruption during updates, there shall be a
means of defining which of the multiple available copies of data in
critical memory is correct.
(3) Software shall ensure that updates to meters in critical memory
are successful and that any error(s) in one logical copy of the meters
is not propagated through to other copies.
(4) Critical memory shall be maintained using a methodology that
enables errors to be identified and acted upon.
(c) Validity checks, detection of corrupt memory. (1) The validity
of critical memory in an Electronic Player Station shall be checked
after:
(i) Every restart;
(ii) Each of the following transactions:
(A) Bill input;
(B) Jackpot win;
(C) Progressive jackpot win;
(D) Door closed; and
(E) Any reconfiguration, download, or change of game paytable or
denomination requiring operator intervention or action;
(iii) Every cashless transfer;
(iv) Every voucher print/redeem; and
(v) Before and after a game play.
(2) Notwithstanding the requirements of paragraph (c)(1) of this
section, critical memory may be partitioned, and each partition may be
verified independently when relevant data is to be changed.
(3) Following any restart, the Electronic Player Station shall
check the validity of critical memory and then perform a comparison
check of all logical copies of critical memory.
(d) Recoverable critical memory failures. (1) If upon any validity
check failure at least one logical copy of critical memory is good, the
software may recover critical memory data and continue game play
provided:
(i) All logical copies of critical memory are recreated using the
good logical copy as a source; and
(ii) The Electronic Player Station software verifies that the
recreation of critical memory was successful.
(2) If verification of recreated critical memory identifies a
permanent physical memory failure, the error shall be handled as an
unrecoverable critical memory failure pursuant to paragraph (e) of this
section.
(e) Unrecoverable critical memory failures. (1) If upon any
validity check all logical copies of critical memory are corrupt, or if
any verification identifies a permanent physical memory failure, the
software shall flag a critical memory storage error.
(2) Critical memory storage errors shall not be cleared
automatically and shall require a full critical memory storage clear.
(3) If the Electronic Player Station is so designed that after an
unrecoverable memory failure it is possible to view all logical copies
of meters, including the customer's credit meter, the Electronic Player
Station shall highlight which are expected to be valid and which
corrupt.
(4) A processor installed from another Electronic Player Station,
or a processor that has never been used, shall be considered an
unrecoverable critical memory failure.
(f) Critical memory resets or clears. (1) All methods of clearing
meters or other critical memory data shall:
(i) Require access to the logic area of the Electronic Player
Station or other secure means authorized by the tribal gaming
regulatory authority; and
(ii) Initialize all bits in critical memory to their default
states.
(2) The default display after a critical memory reset, or upon
entering game play mode, shall not be a winning pattern or game.
(3) Any configuration setting entered during setup mode immediately
following a critical memory reset shall not be able to be changed after
the machine leaves setup mode.
(g) Non-critical memory. Electronic Player Stations shall check
non-critical memory upon power up.
Sec. 547.12 What are the minimum technical standards for meters?
This section provides standards for meters on Electronic Player
Stations used in the play of Class II games. Nothing in this section
requires the use of electromechanical meters. Nothing prohibits the use
of electromechanical meters, provided that they meet the requirements
of this section.
(a) Meter width. (1) Accounting meters shall be at least eight
decimal digits or 32 bits wide.
(2) Count meters shall be at least six decimal digits or 24 bits
wide.
(3) Credit meters shall have sufficient digits or bits to display
the maximum prize attainable for the game, including cashless transfers
or other external payments to the credit meter, but not hand-pay
jackpots.
[[Page 46349]]
(b) Rollover. Meter rollover to zero shall not corrupt data.
(c) Meters displayed on the game screen. (1) Meters displayed on
the game screen shall be displayed in a format which is clearly visible
to the player and easily distinguished from the rest of the game.
(2) A display may alternate between dollars and cents and credits,
provided that both values are clearly visible and easily distinguished
from one another. Such a display shall not alternate during play or
during the incrementation of the win meter or credit meter following a
win.
(d) Credit meter display and function. (1) The credit meter shall
be prominently displayed at all times in all modes except:
(i) Audit, configuration, and test modes; and
(ii) Temporarily, during alternate displays of game results.
(2) When wagered, credits shall be immediately deducted from the
credit meter.
(3) Every prize won shall be added to the player's credit meter,
except for hand-pays, cancel credits, progressives, or non-cash prizes.
Progressives may be added to the credit meter if:
(i) The credit meter is maintained in dollars and cents, or
(ii) The progressive meter is incremented in number of credits, or
(iii) The prize in dollars and cents is converted to credits on
transfer to the player's credit meter in a manner that does not mislead
the player or cause accounting imbalances; and
(iv) The Electronic Player Station can accommodate payments that
are not direct multiples of the game's denomination, pursuant to Sec.
547.15(j); and
(v) The progressive prize is less than $1,200, or other amount
specified by the tribal gaming regulatory authority.
(4) If the credit meter displays credits while maintaining a
balance that includes odd cents, then the credit meter shall display
the remaining odd cents when the balance drops below one credit.
(5) Meters displayed to the player may be incremented or
decremented using visual effects, but the internal storage of these
meters shall be immediately updated in full.
(e) Required meters. (1) The following meters shall be implemented
in Electronic Player Stations, as applicable:
------------------------------------------------------------------------
Title Description Type
------------------------------------------------------------------------
(i) Coin In................... The total value of all Accounting.
wagers, whether from
the insertion of coin
or tokens, currency,
deduction from a
credit meter or any
other means.
(ii) Coin Out................. The total value of all Accounting.
amounts directly paid
by the machine as a
result of winning
wagers, whether made
from the hopper, to a
credit meter, or any
other means.
(iii) Coins Dropped........... The total value of Accounting.
coins or tokens
diverted to the drop.
(iv) Jackpot.................. The total value of Accounting.
jackpots paid by an
attendant and not
capable of being paid
by the machine
itself. This does not
include progressive
amounts. This meter
is only to include
awards resulting from
a specifically
identified amount
listed in the
manufacturer's par
sheet.
(v) Canceled Credits.......... The total value paid Accounting.
by an attendant
resulting from a
player initiated cash-
out that exceeds the
physical or
configured capability
of the machine to
make the proper
payout amount.
(vi) Physical Coin In......... The total value of Accounting.
coins or tokens
inserted into the
Electronic Player
Station.
(vii) Physical Coin Out....... The total value of Accounting.
coins or tokens paid
out by the hopper.
(viii) Bill In................ The total value of the Accounting.
currency accepted.
(ix) Bill Out................. The total value of Accounting.
currency dispensed,
if the Electronic
Player Station has a
currency dispenser.
(x) Bill in Count............. The total number of Count/
each bill Accounting.
denomination accepted.
(xi) Voucher In............... The total value of all Accounting.
wagering vouchers and
payout receipts
accepted by the
machine.
(xii) Voucher Out............. The total value of all Accounting.
wagering vouchers and
payout receipts
issued by the machine.
(xiii) Cashless In............ The total value of Accounting.
cashable credits
electronically
transferred to the
Electronic Player
Station from a
cashless wagering
system.
(xiv) Cashless Out............ The total value of Accounting.
cashable credits
electronically
transferred from the
Electronic Player
Station to a cashless
wagering system.
(xv) Games Played............. The cumulative number Count.
of games played since
the last critical
memory clear.
(xvi) Cabinet Door Open....... The number of times Count.
the front cabinet
door has been opened.
(xvii) Drop Door Open......... The number of times Count.
the drop door or the
bill acceptor door
has been opened.
(xviii) Attendant Paid The total value of Accounting.
Progressive Payout. credits paid by an
attendant as a result
of progressive awards
that are not capable
of being paid by the
machine itself.
(xix) Machine Paid Progressive The total value of Accounting.
Payout. credits paid as a
result of progressive
awards paid directly
by the machine.
(xx) Games Won................ The cumulative number Count.
of all games won.
(xxi) Games Lost.............. The cumulative number Count.
of all games lost.
------------------------------------------------------------------------
(2) When an Electronic Player Station offers multiple paytables for
play, the following meters shall be implemented, for each paytable, and
the meter information shall be available both at the Electronic Player
Station and the server:
------------------------------------------------------------------------
Title Description Type
------------------------------------------------------------------------
(i) Coin In................... The total value of all Accounting.
wagers for this
paytable.
(ii) Machine Paid Paytable.... The total value of all Accounting.
amounts for this
paytable directly
paid by the machine
as a result of
paytable winning
wagers.
(iii) Machine Paid Progressive The total value of Accounting.
credits for this
paytable paid
directly to the
machine as a result
of progressive awards.
(iv) Attendant Paid Paytable.. The total value of all Accounting.
amounts for this
paytable paid by an
attendant as a result
of paytable winning
wagers.
[[Page 46350]]
(v) Attendant Paid Progressive The total value of Accounting.
credits for this
paytable paid by an
attendant as a result
of progressive awards.
(vi) Games Won................ The cumulative number Count.
of games won for this
paytable.
(vii) Games Lost.............. The cumulative number Count.
of games lost for
this paytable.
------------------------------------------------------------------------
(3) If an Electronic Player Station supports promotional coupons or
non-cashable credits, the following meters shall be implemented:
------------------------------------------------------------------------
Title Description Type
------------------------------------------------------------------------
(i) Non-Cashable Promotion In. The total value of non- Accounting.
cashable credits
placed on the
Electronic Player
Station by insertion
of a promotional
coupon or
electronically
transferred to the
Electronic Player
Station from a
promotional account
by means of an
external connection
between the machine
and a cashless
wagering system.
(ii) Cashable Promotion In.... The total value of Accounting.
cashable credits
placed on the
Electronic Player
Station by insertion
of a promotional
coupon or
electronically
transferred to the
electronic player
station from a
promotional account
by means of an
external connection
between the machine
and a cashless
wagering system.
(iii) Non-Cashable Promotion The total value of non- Accounting.
Out. cashable credits
redeemed by an
Electronic Player
Station issuing a
promotional coupon or
electronically
transferred from the
electronic player
station to a
promotional account
by means of an
external connection
between the machine
and a cashless
wagering system.
(iv) Cashable Promotion Out... The total value of Accounting.
cashable credits
redeemed by an
Electronic Player
Station issuing a
promotional coupon or
electronically
transferred from the
electronic player
station to a
promotional account
by means of an
external connection
between the machine
and a cashless
wagering system.
------------------------------------------------------------------------
(f) Meter updates. (1) Meters shall be updated upon the occurrence
of the metered event.
(2) Updating multiple meters shall occur before display on the
Electronic Player Station or response to a meters request from a casino
monitoring system.
Sec. 547.13 What are the minimum standards for Electronic Player
Station events?
This section provides standards for events such as faults,
deactivation, door open or other changes of states, and lockup on
Electronic Player Stations used in the play of Class II games.
(a) Faults, generally.
(1) The following faults are to be treated as events:
------------------------------------------------------------------------
Fault Definition and action to be taken
------------------------------------------------------------------------
(i) Coin Yo-Yo.................... Inserted coin detected moving in the
incorrect direction.
(A) A single coin yo-yo may be
treated as an information only
event.
(B) Consecutive coin yo-yos are to
lead to an Electronic Player
Station fault condition.
(ii) Coin-in Jam.................. Coin detected not moving--e.g.
sensors are continually blocked.
(iii) Coin to Cashbox or Diverter Multiple coins detected going to the
Fault. cashbox instead of the hopper, or
vice-versa.
(iv) Hopper Empty................. Coins not passing a hopper output
sensor within a specified time.
(v) Hopper Jam.................... The hopper output sensor(s) are
blocked.
(vi) Extra Coin Paid.............. Single coin passed hopper sensor
after hopper payout completed.
(vii) Hopper Run-away............. Multiple coins passing hopper
sensor.
(viii) External Peripheral Any peripheral controller fault or
Controller Fault/Disconnect. communications failure.
(ix) Printer Paper Low............ The printer paper will soon be
exhausted.
(A) Lock up the Electronic Player
Station upon completion of a
predetermined number of tickets
calculated to ensure ``Paper Out''
is not possible. If a paper-out
sensor is also provided then
``Paper Low'' results only in a
message.
(B) Note that if an Electronic
Player Station has a printer it
shall have a Paper Low or Paper Out
sensor, or both.
(x) Printer Paper Out............. The printer paper has been
exhausted. The Electronic Player
Station shall lock-up until the
paper out state is cleared.
(xi) Printer Jammed............... The printer paper is not feeding
correctly.
(xii) Low CMOS RAM Back-up Battery Back-up RAM Battery has reached a
voltage where back-up will become
unreliable soon.
(A) A message stating that the
repairer shall be called shall be
displayed.
(B) The Electronic Player Station
shall lock-up.
(xiii) Critical RAM Errors, Some critical RAM error has
Mismatch. occurred: When a non-correctable
RAM error has occurred, the data on
the Electronic Player Station can
no longer be considered reliable.
Accordingly, any communication to
external devices shall cease
immediately, and an appropriate
message shall be displayed.
(xiv) EEPROM Error................ An EEPROM error has occurred.
--As for Critical RAM errors--
(xv) Program storage medium fault. The software has failed its own
internal security check.
Any communication to external
devices shall cease immediately.
An appropriate message shall be
displayed, if possible.
[[Page 46351]]
No modifications to critical meters
in RAM shall be possible.
The Electronic Player Station shall
lock-up until corrected.
(xvi) Progressive communications Communications with the device or
lost. system that is controlling the
progressive(s) has failed.
(xvii) Progressive levels mismatch An Electronic Player Station or
server has a different number of
progressive levels configured than
the device or systems that is
controlling the progressive(s).
(xviii) Game meter/progressive There is a difference in progressive
meter mismatch. amount between an in-machine game
meter and the progressive
controller.
------------------------------------------------------------------------
(2) Upon the occurrence of any fault identified in paragraph (a)(1)
of this section, the Electronic Player Station shall, unless otherwise
specified in paragraph (a)(1) of this section:
(i) Display a message that the event has occurred;
(ii) Disable all player inputs, including coin and bill input,
except the service call button, if any;
(iii) Sound an identifiable alarm for at least 1.5 seconds or
illuminate the tower light;
(iv) Save any incomplete game play in its current condition; and
(v) If in hopper payout, the turn off and brake the hopper.
(3) Upon clearing any fault identified in paragraph (a)(1) of this
section, the Electronic Player Station shall:
(i) Remove the event message;
(ii) Enable all player inputs;
(iii) Turn off the alarm or tower light; and
(iv) Recommence game play from the beginning of the play, or from
the point at which interruption occurred, using saved data, and
conclude normally.
(b) Door open/close events. (1) The following door open or close
conditions are to be treated as events:
------------------------------------------------------------------------
Event Definition
------------------------------------------------------------------------
(i) Electronic Player Station Door The main cabinet door is open.
Open.
(ii) Cash box Door Open........... The cash box door is open.
(iii) Other Secure Area Accessed.. Any other secure area has been
accessed.
(iv) Electronic Player Station The main cabinet door has closed.
Door Closed.
(v) Cash box Door Closed.......... The cash box door has closed.
(vi) Other Secure Area Secured.... Previously accessed secure area has
been secured.
------------------------------------------------------------------------
(2) The Electronic Player Station shall perform the following on
any door open event:
(i) Save any software state prior to door opening;
(ii) Save any game play in its current incomplete condition;
(iii) Indicate that a door is open;
(iv) Disable all credit input, but credit input may be enabled for
the duration of any credit input test or hopper test;
(v) Disable all game play;
(vi) Disable and brake hopper if the hopper is running, but the
hopper may be enabled for the duration of a hopper test;
(vii) Disable all player inputs, but player inputs may be enabled
in door open/test mode;
(viii) Disable cash out; and
(ix) Sound an identifiable alarm for at least 1.5 seconds or
illuminate the tower light.
(3) The Electronic Player Station shall perform the following when
all doors are closed:
(i) Return to the software state saved upon door open;
(ii) Indicate, for 10 seconds or until the next game play, that the
doors are closed;
(iii) Enable player inputs;
(iv) Turn off alarm or tower light; and
(v) Recommence game play from the beginning of the play, or from
the point at which interruption occurred, using saved data, and
conclude normally.
(c) Bill validator events. (1) The following bill validator events
shall be treated as faults:
(i) Bill door open open/closed
(ii) Bill container or stacker removed
(iii) Fault
(iv) Bill jam
(v) Bill Yo-Yo
(vi) Bill container or stacker full
(vii) Bill validator cable disconnected
(viii) Bill validator self-check failure
(2)(i) Upon the occurrence of any fault identified in paragraph
(c)(1) of this section, the Electronic Player Station shall:
(A) Display a message or other indication that the event has
occurred;
(B) Sound an identifiable alarm for at least 1.5 seconds or
illuminate the tower light; and
(C) Disable bill input.
(ii) Game play may continue, except upon the occurrence of a bill
jam or door open, container or stacker removed, or cable disconnected
event, in which case the Electronic Player Station shall disable all
player inputs and the ability to cash out.
(3) Bill validator faults may not be automatically cleared but
shall require operator intervention.
(4) Upon clearing any fault identified in paragraph (a)(1) of this
section, the Electronic Player Station shall, as appropriate:
(i) Remove the event message;
(ii) Turn off the alarm or tower light; and
(iii) Enable bill input, all player inputs, and cash out.
(d) Non-fault events. For the following non-fault events, the
Electronic Player Station shall take the following actions:
------------------------------------------------------------------------
Event Action
------------------------------------------------------------------------
(1) Electronic Player Station (i) Game play shall be saved in its
Power Off During Play. current incomplete condition (wins
shall only be paid on subsequent
power up).
(2) Power Off During Play......... (ii) If in hopper payout, disable
and brake hopper.
[[Page 46352]]
(3) Electronic Player Station (i) Enable player inputs.
Power On.
(ii) Recommence game play from the
beginning of the play, or from the
point at which interruption
occurred, using saved data, and
conclude normally.
(4) Linked Progressive Award...... (i) Display appropriate message.
(ii) Unless the prize is transferred
to the player's credit meter, lock-
up until the award paid by
attendant.
(5) Jackpot Win................... For any prize equaling or exceeding
an amount set by the tribal gaming
regulatory authority, lock-up until
the award paid by attendant.
(6) Maximum Hopper Pay out Lock up until cancel credit and full
Exceeded. amount paid manually.
------------------------------------------------------------------------
Sec. 547.14 What are the minimum technical standards for last game
recall?
This section provides standards for last game recall information on
Electronic Player Stations used in the play of Class II games.
(a) Game recall, generally. (1) The Electronic Player Station shall
make game recall information retrievable at all times upon the
operation of an external key-switch, entry of an audit card, or other
similar method.
(2) The Electronic Player Station shall be able to show the player
the results of recalled games as the player originally saw them and
enable the tribal gaming regulatory authority or operator to clearly
identify the game sequences and results that occurred.
(3) The Electronic Player Station shall, upon return to normal game
play mode, restore the display to the positions, forms and values
displayed before access to the game recall information.
(b) Game recall information. Electronic Player Stations shall be
able to display the following information for the last five games
played and shall display all values, even if zero:
(1) The total number of credits at the start of play, less credits
bet;
(2) The total number of credits bet;
(3) The total number of credits at the end of play;
(4) The total number of credits won as a result of the game
recalled, and the value in dollars and cents for progressive prizes, if
different;
(5) The total number of credits added, separated by coins or
tokens, bills, vouchers and cashless transfer, since the end of the
previous play and through to the end of the last play;
(6) The total number of credits redeemed, separated by coins or
tokens, vouchers, and cashless transfer, since the end of the previous
play and through to the end of the last play;
(7) The total value of cancelled credits, in dollars and cents,
since the end of the previous play and through to the end of the last
play;
(8) The value of all accounting meters as at the end of the last
play;
(9) For bingo games and games similar to bingo only:
(i) The card(s) used by each player;
(ii) The number of the bingo game played;
(iii) The numbers drawn, in the order that they were drawn;
(iv) The numbers and prize patterns covered on each card;
(v) The patterns slept during the game;
(vi) All prizes won and winning patterns; and
(vii) The number of the card on which prizes were won;
(10) For pull-tabs games only:
(i) The result(s) of each pull-tab, displayed in the same pattern
as on the tangible pull-tab; and
(ii) All prizes won.
(11) Any other information necessary to fully reconstruct the last
five plays.
(c) Voucher and credit transfer recall. Notwithstanding the
requirements of any other section in this part, an Electronic Player
Station shall have the capacity to:
(1) Display the information specified in Sec. 547.15(h)(3)(ii)
through (vi) for the last five vouchers printed and the last five
vouchers accepted; and
(2) Display a complete transaction history for the last five
cashless transfers made and the last five cashless transfers accepted.
Sec. 547.15 What are the minimum technical standards for money and
credit handling?
This section provides standards for money and credit handling by
Electronic Player Stations used in the play of Class II games.
(a) Credit acceptance, generally. (1) The Electronic Player Station
shall disable all credit acceptance in the presence of any fault or
while in audit or test mode, except for coin, bill, or other credit
acceptance testing.
(2) The Electronic Player Station shall register the correct number
of credits on the credit meter upon any credit acceptance.
(b) Credit acceptance, coins and tokens. (1) The Electronic Player
Station shall register the actual value or number of credits on the
credit meter upon insertion of a valid coin or token.
(2) The Electronic Player Station shall accurately count each valid
coin token at the highest speed in which the coins or tokens may be fed
into the Electronic Player Station.
(3) The Electronic Player Station shall reject coins or tokens
deemed invalid by the validator.
(4) If a hopper is present, the Electronic Player Station shall:
(i) Cause the diverter to direct coins to the cash box when the
hopper is full; and
(ii) Continually monitor the hopper full detector to determine
whether a change in diverter status is required. If the state of the
detector changes, the diverter shall operate as soon as possible after
the state change without causing a disruption of coin flow or creating
a coin jam.
(c) Credit acceptance, bills. (1) The Electronic Player Station
shall always register bills, coupons, vouchers, or their equivalents on
the credit meter if they are input during game play.
(2) The Electronic Player Station shall not register credits on the
credit meter until:
(i) The bill, coupon, voucher or other equivalent has pas