Technical Standards for “Electronic, Computer, or Other Technologic Aids” Used in the Play of Class II Games, 46336-46361 [06-6787]
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46336
Federal Register / Vol. 71, No. 155 / Friday, August 11, 2006 / Proposed Rules
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
National Indian Gaming
Commission (NIGC or ‘‘Commission’’).
ACTION: Proposed rule.
AGENCY:
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:
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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
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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.
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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 firstever 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-togovernment 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-togovernment 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 VicePresident 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
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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
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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-togovernment 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 multipleplayer 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 clientserver 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 wellestablished 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 standalone 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
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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.
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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.
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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
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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
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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.
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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
Provision
Respondents
25 CFR 546.4 ....
Same ..................
Collections,
1st year
Hours per
collection
Total hours
Collections,
year 2
forward
5
20
150
150
12.5
8
1875
1200
75
75
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:
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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?
16:50 Aug 10, 2006
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:
Number of
respondents
Laboratories .......
Manufacturers ....
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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
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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).
§ 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
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Hours per
collection
12.5
8
Total
937.5
600
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.
§ 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.
§ 547.3
part?
What are the definitions for this
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,
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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 § 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-
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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
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46341
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
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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.
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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
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development by various standards
bodies.
§ 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 § 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 § 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 § 547.6(d)
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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 clientserver 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 § 547.17(a) and an
FAC verification tool meeting the
requirements of § 547.17(b) through (g).
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(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 § 547.17 for any new
software.
§ 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
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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
§ 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.
§ 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
§ 547.7.
(c) Logical/Software security. Nothing
in this section shall be construed to
alter, repeal or limit the applicability of
§ 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 § 547.23(b)
through (c).
(7) Application passwords shall be
stored in an encrypted or hashed form
meeting the requirements of § 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 § 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 § 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;
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(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
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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.
§ 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
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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 offthe-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.
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(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,
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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, handpay jackpots etc.
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(q) Bill validators. Nothing in this
subsection is intended to alter, repeal,
or limit the applicability of
§§ 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
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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.
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(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.
§ 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:
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(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 recalibrating capability unless the touch
screen is designed never to require recalibrating.
(2) If opening the main Electronic
Player Station door affects touch screen
calibration, there shall be a means to
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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 § 547.12;
(ii) Last game recall information
required by § 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
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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.
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(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.
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§ 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 § 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;
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(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
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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.
§ 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.
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(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 § 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
(i) Coin In .....................
The total value of all wagers, whether from the insertion of coin or tokens, currency, deduction from a credit meter or any other means.
The total value of all 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.
The total value of coins or tokens diverted to the drop ..............................................................
The total value of 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.
The total value paid 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.
The total value of coins or tokens inserted into the Electronic Player Station ...........................
The total value of coins or tokens paid out by the hopper .........................................................
The total value of the currency accepted ....................................................................................
The total value of currency dispensed, if the Electronic Player Station has a currency dispenser.
The total number of each bill denomination accepted ................................................................
The total value of all wagering vouchers and payout receipts accepted by the machine .........
The total value of all wagering vouchers and payout receipts issued by the machine ..............
The total value of cashable credits electronically transferred to the Electronic Player Station
from a cashless wagering system.
The total value of cashable credits electronically transferred from the Electronic Player Station to a cashless wagering system.
The cumulative number of games played since the last critical memory clear ..........................
The number of times the front cabinet door has been opened ..................................................
(ii) Coin Out ..................
(iii) Coins Dropped .......
(iv) Jackpot ...................
(v) Canceled Credits ....
(vi) Physical Coin In .....
(vii) Physical Coin Out
(viii) Bill In ....................
(ix) Bill Out ...................
(x) Bill in Count ............
(xi) Voucher In .............
(xii) Voucher Out ..........
(xiii) Cashless In ..........
(xiv) Cashless Out .......
(xv) Games Played ......
(xvi) Cabinet Door
Open.
(xvii) Drop Door Open ..
(xviii) Attendant Paid
Progressive Payout.
(xix) Machine Paid Progressive Payout.
(xx) Games Won ..........
(xxi) Games Lost ..........
Type
Accounting.
Accounting.
Accounting.
Accounting.
Accounting.
Accounting.
Accounting.
Count/Accounting.
Accounting.
Accounting.
Accounting.
Accounting.
Count.
Count.
Count.
Accounting.
The cumulative number of all games won ..................................................................................
The cumulative number of all games lost ...................................................................................
Count.
Count.
for each paytable, and the meter
information shall be available both at
Description
(i) Coin In .....................
(ii) Machine Paid
Paytable.
(iii) Machine Paid Progressive.
(iv) Attendant Paid
Paytable.
The total value of all wagers for this paytable ............................................................................
The total value of all amounts for this paytable directly paid by the machine as a result of
paytable winning wagers.
The total value of credits for this paytable paid directly to the machine as a result of progressive awards.
The total value of all amounts for this paytable paid by an attendant as a result of paytable
winning wagers.
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Accounting.
the Electronic Player Station and the
server:
Title
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Accounting.
The number of times the drop door or the bill acceptor door has been opened .......................
The total value of credits paid by an attendant as a result of progressive awards that are not
capable of being paid by the machine itself.
The total value of credits paid as a result of progressive awards paid directly by the machine
(2) When an Electronic Player Station
offers multiple paytables for play, the
following meters shall be implemented,
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Accounting.
Type
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Accounting.
Accounting.
Accounting.
Accounting.
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Title
Description
(v) Attendant Paid Progressive.
(vi) Games Won ...........
(vii) Games Lost ...........
The total value of credits for this paytable paid by an attendant as a result of progressive
awards.
The cumulative number of games won for this paytable ............................................................
The cumulative number of games lost for this paytable .............................................................
(3) If an Electronic Player Station
supports promotional coupons or non-
Count.
Count.
Description
(i) Non-Cashable Promotion In.
(ii) Cashable Promotion
In.
(iii) Non-Cashable Promotion Out.
(iv) Cashable Promotion Out.
Type
The total value of non-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.
The total value of 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.
The total value of non-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.
The total value of 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.
§ 547.13 What are the minimum standards
for Electronic Player Station events?
This section provides standards for
events such as faults, deactivation, door
Fault
(ii) Coin-in Jam ................................
(iii) Coin to Cashbox or Diverter
Fault.
(iv) Hopper Empty ...........................
(v) Hopper Jam ...............................
(vi) Extra Coin Paid .........................
(vii) Hopper Run-away ....................
(viii) External Peripheral Controller
Fault/Disconnect.
(ix) Printer Paper Low .....................
(x) Printer Paper Out ......................
(xi) Printer Jammed ........................
(xii) Low CMOS RAM Back-up Battery.
(xiii) Critical RAM Errors, Mismatch
(xiv) EEPROM Error .......................
(xv) Program storage medium fault
16:50 Aug 10, 2006
Accounting.
Accounting.
Accounting.
Accounting.
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:
Definition and action to be taken
(i) Coin Yo-Yo .................................
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Accounting.
cashable credits, the following meters
shall be implemented:
Title
VerDate Aug<31>2005
Type
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.
Coin detected not moving—e.g. sensors are continually blocked.
Multiple coins detected going to the cashbox instead of the hopper, or vice-versa.
Coins not passing a hopper output sensor within a specified time.
The hopper output sensor(s) are blocked.
Single coin passed hopper sensor after hopper payout completed.
Multiple coins passing hopper sensor.
Any peripheral controller fault or communications failure.
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.
The printer paper has been exhausted. The Electronic Player Station shall lock-up until the paper out state
is cleared.
The printer paper is not feeding correctly.
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.
Some critical RAM error has 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.
An EEPROM error has occurred.
—As for Critical RAM errors—
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.
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Fault
Definition and action to be taken
(xvi) Progressive communications
lost.
(xvii) Progressive levels mismatch ..
(xviii)
Game
meter/progressive
meter mismatch.
No modifications to critical meters in RAM shall be possible.
The Electronic Player Station shall lock-up until corrected.
Communications with the device or system that is controlling the progressive(s) has failed.
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).
There is a difference in progressive 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;
Event
(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:
Definition
(i) Electronic Player Station Door
Open.
(ii) Cash box Door Open .................
(iii) Other Secure Area Accessed ...
(iv) Electronic Player Station Door
Closed.
(v) Cash box Door Closed ..............
(vi) Other Secure Area Secured .....
The main cabinet door is open.
The cash box door is open.
Any other secure area has been accessed.
The main cabinet door has closed.
The cash box door has closed.
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:
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(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 Power
Off During Play.
(2) Power Off During Play ..............
(i) Game play shall be saved in its current incomplete condition (wins shall only be paid on subsequent
power up).
(ii) If in hopper payout, disable and brake hopper.
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Event
Action
(3) Electronic Player Station Power
On.
(4) Linked Progressive Award ........
(5) Jackpot Win ...............................
(6) Maximum Hopper Pay out Exceeded.
(i) Enable player inputs.
(ii) Recommence game play from the beginning of the play, or from the point at which interruption occurred, using saved data, and conclude normally.
(i) Display appropriate message.
(ii) Unless the prize is transferred to the player’s credit meter, lock-up until the award paid by attendant.
For any prize equaling or exceeding an amount set by the tribal gaming regulatory authority, lock-up until
the award paid by attendant.
Lock up until cancel credit and full amount paid manually.
sroberts on PROD1PC70 with PROPOSALS
§ 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;
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16:50 Aug 10, 2006
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(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 § 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.
§ 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.
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(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 passed the point where
it is accepted and stacked; and
(ii) It has received a ‘‘stacked’’
message from the bill acceptor.
(3) The Electronic Player Station shall
have a means of handling simultaneous
insertion of bills (and vouchers and
their equivalents) into the bill acceptor
and coins (or tokens) into the coin slot,
such that the proper number of credits
is always registered. In complying with
this requirement, the Electronic Player
Station may reject and return either the
bill or coin or both.
(d) Credit acceptance, vouchers.
Nothing in this paragraph (d) is
intended to alter, repeal, or limit the
applicability of §§ 542.13(n), 542.21(f),
542.31(f), or 542.41(f) of this chapter.
(1) The Electronic Player Station shall
be able to detect the entry of a valid
voucher.
(i) If valid, the voucher serial number
is transmitted to the voucher validation
system.
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(ii) If not valid, the voucher shall be
rejected and returned to the player.
(2) The voucher payment system shall
verify the authenticity of the voucher
and ensure that payment is pending. If
the voucher is valid:
(i) The voucher payment system will
communicate a success message,
including the amount to be paid, back
to the Electronic Player Station.
(ii) The Electronic Player Station will
determine if it can accept or handle the
amount transferred.
(A) If it cannot, the Electronic Player
Station shall send a reject message to
the voucher payment system and return
the ticket to the player.
(B) If it can accept or handle the
amount transferred, the Electronic
Player Station shall register credits on
the credit meter, stack the voucher, and
handle odd cents pursuant to paragraph
(j) of this section.
(e) Credit redemption generally.
Electronic Player Stations shall allow
players to cash out or redeem credits at
any time other than:
(1) During the play of a game;
(2) While the Electronic Player Station
is in audit mode or any test mode;
(3) While any door open condition
exists;
(4) While the credit meter or total
wins meter is incrementing;
(5) While the Electronic Player Station
is disabled; and
(6) While any fault condition exists,
excluding:
(i) Ticket printer failure or printer
paper error;
(ii) Progressive controller failure;
(iii) Bill acceptor full.
(f) Credit redemption, cancel credit /
hand-pay jackpots. (1) A cancel credit /
hand-pay shall occur:
(i) In the absence of a voucher printer
and upon the occurrence of a jackpot
larger than the maximum jackpot
payable from the hopper, as determined
by the tribal gaming regulatory
authority;
(ii) In the absence of a voucher printer
and upon the occurrence of a cash out
request when the credits registered on
the credit meter exceed the maximum
amount payable from the hopper, as
determined by the tribal gaming
regulatory authority;
(iii) In the absence of a functioning
voucher printer and hopper, upon the
occurrence of any cash out request;
(iv) Upon a manual override to force
a cancel credit or hand-pay when a
voucher is not wanted; and
(v) When the amount on the credit
meter is not a direct multiple of the coin
value contained within the hopper—in
this case, the Electronic Player Station
may dispense all possible coins from the
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hopper and leave only the final odd
cents or residual credit;
(vi) Upon the occurrence of a jackpot,
or combination of prizes awarded in a
single game, of $1,200 or more; or
(vii) Upon the any other circumstance
required by the tribal gaming regulatory
authority.
(2) Upon the occurrence of a cancel
credit or hand-pay jackpot, the
Electronic Player Station shall:
(i) Automatically lock-up and display
a ‘‘call attendant’’ or other message
describing the condition;
(ii) Remain in the lock-up state until
the credits have been cancelled by
manual intervention or the player exits
from the cancel credit state and resumes
play, except that the player shall not be
able to exit upon the occurrence of a
jackpot, or combination of prizes
awarded in a single game, of $1,200 or
more and requiring the issuance of a W–
2G;
(iii) Display the cancel credit handpay amount in dollars and cents; and
(iv) When cancel credit or hand-pay
has been completed, the credit meter
shall be set to zero, the lock-up state
exited, and the cancel credit meter
incremented by the amount cancelled or
paid.
(g) Credit redemption, coins or tokens
from the hopper. (1) Once initiated, the
player shall not be able to cancel, pause,
or otherwise control payment from the
hopper.
(2) Each coin paid from the hopper
shall be registered on the physical coin
out meter and be decremented from the
player’s credit meter.
(h) Credit redemption, vouchers.
Nothing in this paragraph (h) shall alter,
repeal, or limit the applicability of
§ 542.13(n) of this chapter. In addition,
credit redemption by ticket voucher
shall conform to the following:
(1) An Electronic Player Station may
redeem credits by printed voucher when
it communicates with a voucher
payment system that validates the
voucher.
(2) An Electronic Player Station that
redeems credits with printed vouchers
shall either:
(i) Maintain an electronic record of all
information required by
§ 547.15(h)(3)(ii) through (vi); or
(ii) Generate two identical copies of
each voucher printed, one to be
provided to the player and the other to
be retained within the machine for audit
purposes.
(3) Valid vouchers shall contain the
following:
(i) Gaming operation name, city and
state, reservation, or territory;
(ii) Electronic player station number
or printer station number, as applicable;
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(iii) Date and time of issuance;
(iv) Alpha and numeric dollar
amount;
(v) A sequence number;
(vi) A validation number, although
(A) No ticket validation number shall
be repeated, even upon a total
replacement of the electronic player
station, and
(B) Ticket validation numbers shall
have some form of checkcode or other
form of information redundancy to
prevent prediction of subsequent
validation numbers without knowledge
of the checkcode algorithm and
parameters;
(vii) A second printing of validation
number on the leading edge of the
voucher or coupon; (viii) A bar code or
other form of machine readable
markings, which shall have enough
redundancy and error checking to
ensure that 99.9% of all misreads are
flagged as errors;
(ix) Transaction type or other method
of differentiating ticket types; and
(x) Expiration period or date when
voucher or coupon will expire.
(i) Cashless credit transfers. (1)
Transfers from a cashless account may
not exceed the balance of that account.
(2) The Electronic Player Station
software shall be designed to have a
secure method of identifying a cashless
account in order to redeem credits and
transfer them to that account, even in
the event a player’s account card has
been abnormally removed or there is a
loss of power.
(j) Credit transfers not multiples of
game denomination. For games not
metered in dollars and cents, the
Electronic Player Station shall handle
credit transfers from voucher systems or
cashless systems that are not multiples
of the game denomination in one of the
following ways:
(1) Reject the transfer and any
voucher input.
(2) Redeem the odd cents by printing
a voucher by cashless transfer back to
the cashless system. The Electronic
Player Station may redeem the odd
cents immediately or after the player
finishes playing, provided in the latter
case that the odd cents are displayed to
the player in accordance with
§ 547.12(d)(4).
(k) Cards used as account identifiers.
Nothing in this paragraph (k) is
intended to alter, repeal, or limit the
applicability of § 542.13(o) of this
chapter.
(1) Multiple-use Simple Magnetic
Stripe Cards. If the card media is a
simple magnetic stripe card designed for
repeated, rather than single, use in the
manner of a voucher, additional security
protection to that of reading the
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magnetic stripe is required. At a
minimum, the entry of a PIN, selectable
by the patron, is required when an
amount of money can be withdrawn
from an account.
(2) Card Locking Mechanisms. Except
if an amount debited from a card or
account is placed directly on the credit
meter and no further transactions are
required from the card or account, the
Electronic Player Station shall activate a
locking mechanism to retain a card
within the reading device, and lock a
card into the unit once inserted, until
one of the following conditions is met:
(i) The player has requested a collect
of remaining credits and all updating of
meters and account records has been
successfully completed.
(ii) The player has a zero credit
balance and updating of all meters and
account records has been completed
successfully.
(iii) An invalid card condition has
been cleared by an approved method.
(iv) A power or communications
failure of the Electronic Player Station.
In this instance, the meter and
accounting information shall be updated
by the cashless system before logically
releasing the card.
sroberts on PROD1PC70 with PROPOSALS
§ 547.16 What are the minimum technical
standards applicable both to clients and
servers or to client-server implementations
generally?
This section provides minimum
software standards common both to
servers and clients, wherever located,
and used in the play of Class II games.
It also provides minimum standards for
client-server implementations used in
the play of Class II games.
(a) Client enable / disable
requirements. (1) Electronic Player
Stations shall be in a disabled state
following:
(i) An application start or restart;
(ii) A system start; and
(iii) A system start from a standby,
sleep, or hibernating mode.
(2) Electronic Player Stations shall
remain in the disabled state until they
receive an ‘‘enable’’ command from the
server.
(3) Electronic Player Stations shall not
immediately enable on receipt of a
server ‘‘enable’’ command if a door open
or other disabled state is still present
when the enable instruction is received
from the server, but may enable itself
after all alarms are cleared.
(b) Automatic operation of programs.
Software used with play of Class II
games shall automatically restart,
without the need for operator
intervention, when the computer on
which they operate starts or restarts.
(c) Load requirements. (1) Under high
or maximum loads:
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(i) The server or client shall not
provide misleading information to
players.
(ii) Information stored in the client or
server shall not become corrupted.
(iii) Random number generators shall
continue to perform correctly.
(iv) Game outcome decisions shall not
be affected except for speed
degradation.
(2) The client-server system shall
function correctly after it has recovered
from an excessive load.
(3) Recovery from excessive load may
involve a system restart.
(d) Memory requirements. (1) Servers
and clients may implement memory in
any form, including random access
memory of any kind, writeable flash,
memory sticks, PCMCIA memory, and
writable disks.
(2) Memory data storage shall be
capable of preserving its contents for at
least 90 days with power removed.
(3) Memory backup power sources,
which may be rechargeable or nonrechargeable, shall meet the following
conditions:
(i) Shall have the ability to fully
recharge within 24 hours, if
rechargeable; and
(ii) Shall have a life span of at least
five years.
(4) Random access memory that uses
an off-chip battery backup shall provide
a method for the Electronic Player
Station software to:
(i) Check for battery low/battery fail
conditions on every power up and, at a
minimum, every 24 hours; and
(ii) Interpret and act upon a battery
low/battery fail condition.
(e) Network requirements. (1) Network
infrastructure shall ensure that only
gaming-related equipment can make a
data-link layer connection to server or
clients. For the purposes of this
subsection, ‘‘gaming-related equipment’’
means:
(i) Casino monitoring systems;
(ii) Cashless gaming systems;
(iii) Voucher payment systems;
(iv) Player tracking systems;
(v) Progressive jackpot systems or
controllers; or
(vi) Any other gaming-related
equipment approved by the tribal
gaming regulatory authority.
(2) If servers or clients are also
connected to non-gaming computers,
data may only transfer from the servers
and clients to the non-gaming
equipment. This shall be implemented
through:
(i) Internal controls approved by the
tribal gaming regulatory authority; and
(ii) Configuration of firewall devices
so that only the servers and clients can
establish the connection to be used for
the data transfer.
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(3) The network infrastructure shall
report an event each time a data-link
level connection is established or
broken to a client or server. These
events may be raised at the server,
casino monitoring system or network
control terminal.
(f) Communications protocol
requirements. The following
requirements apply to the
communications within the clientserver domain:
(1) Extensible protocols are permitted
provided that any recipient shall
explicitly reject options, commands,
and responses that it does not support.
(2) The communications protocol
shall be designed to support delivery of
all data, including after a restart of a
system component. The protocol is not
required to support delivery in the case
of a total failure of a system before all
data is sent.
(3) The protocol shall ensure the
correct delivery of data to the
application in the order that the data
was sent and without loss or
duplication.
(4) The communications protocol
shall be designed and implemented so
there is no noticeable degradation of
data integrity at bit error rates of 1 in
106.
(g) Failure/recovery requirements. (1)
Client-server domains used in the play
of Class II games shall provide a level
of redundancy and a means of recovery
such that the occurrence of any of the
following will not lead to the loss of, or
prevent recovery of, data stored in
critical memory, including credit
balance:
(i) Catastrophic client failure or
failure of primary client components
such as hard disks or other primary
storage devices;
(ii) Catastrophic server failure,
including replacement of server
hardware or primary components; and
(iii) Total power failure, unless
duplicated uninterruptible power
supplies (UPSs) of requisite capacity are
part of the domain specifications.
§ 547.17 What are the minimum technical
standards for the Formal Application
Configuration document and verification
tool?
This section provides minimum
standards for the Formal Application
Configuration (FAC) document and
verification tool required for submission
of equipment, software, or modifications
of equipment or software used with the
play of Class II games to a test laboratory
and to a tribal gaming regulatory
authority pursuant to § 547.4(b)(2)–(4);
for verification of game software on
clients and servers pursuant to
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§ 547.18(a)(6) and § 547.19(b)(3); and
EPROM control standards pursuant to
§ 542.13(g) of this chapter.
(a) Contents of the FAC document. (1)
The Formal Application Configuration
(FAC) document shall include a detailed
file and directory listing of all of the
following software, as applicable:
(i) .EXE, .DLL, .JAR and other
executable files and their necessary
components;
(ii) Scripts;
(iii) Stored database procedures;
(iv) Fixed parameter files affecting
any game outcome, game mathematics,
game denomination, or available prizes
(excluding parameters expected to
periodically change);
(v) Batch files;
(vi) Fixed data and graphic
information;
(vii) Reports used to verify the correct
working of the game software;
(viii) Compressed files expanded to be
any of these; and
(ix) Any other software required by
the tribal gaming regulatory authority.
(2) For all software listed in paragraph
(a)(1) of this section, the FAC document
shall include a signature or hash value
calculated using an algorithm that meets
the requirements of § 547.23(c). If the
algorithm uses signature seeds
(algorithm coefficients), each FAC
record shall contain the signature result
for each seed maintained by the
verifying tool. Alternatively, the FAC
document may contain a list of
controlled directories and a signature
value for each such directory as
calculated by the verification tool.
(3) The FAC document shall identify
all files that, if discovered to be altered
or missing by the verification tool,
require a shutdown of the server or
client.
(4) The FAC document shall be
labeled with a unique identifier
indicating the software with which it is
associated.
(5) The FAC document shall describe
in detail the verification tool associated
with it.
(b) FAC verification tool, generally.
No particular implementation is
required, unless required by the tribal
gaming regulatory authority.
Verification tools may include thirdparty program storage (ROM)
verification devices; commonly
available third-party signature
algorithms; hashing formulas such as
SHA–1, provided that they use a seed of
not less than four digits as a part of the
calculation; or any other
implementation that meets the
requirements of this section and
contains or is able to access the listing
of game software files, directories, and
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signatures presented in the FAC
document for the purposes of
comparison and verification.
(c) FAC verification tool, general
methodology. The FAC verification tool
shall be capable of:
(1) Searching through the directory
structure of the game program storage
media;
(2) Performing and reporting signature
checks on files individually or on entire
directories in the game software using
an algorithm that:
(i) Meets the hashing requirements
specified § 547.23(c);
(ii) Processes individual software
components, fixed data components,
and entire software suites; and
(iii) Is capable of using a seeding
methodology that will allow for a
random or manually selected seed as
part of the signature calculation—if the
algorithm requires signature seeds, these
shall be manually entered or selected
from an external device or randomly
selected from a pool of seeds and
checksums;
(3) Comparing files and directories in
the game software, or their signatures,
with the files and directories, or their
signatures, in the FAC listing provided
in the FAC document.
(4) Reporting file names, time and
date stamps, and size for all files and
directories;
(5) Reporting the following error
conditions, which shall be logged and
reported to the tribal gaming regulatory
authority:
(i) Mismatching or modified files and
directories;
(ii) Files or directories present in the
game software but not in the FAC
listing; and
(iii) Files or directories present in the
FAC listing but not the game software;
(6) And any other requirements
specified by the tribal gaming regulatory
authority.
(d) FAC verification tool, specific
requirements. Notwithstanding the
requirements of paragraphs (b) through
(c) of this section, the implementation of
the verification tool shall meet the
following requirements:
(1) The verification tool shall not be
spoofed by a program or thread
operating on the hardware and software
under test; and
(2) The FAC listing in, or available to,
the verification tool shall be encrypted
using a methodology that satisfies the
requirements of § 547.23(b).
(e) FAC verification tool, external
locations. (1) The verification tool may
reside on a medium external to the Class
II client-server implementation.
(2) [Reserved]
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(f) FAC verification tool located on a
server. The verification tool may reside
on a server. In such a case:
(1) The server shall contain the FAC
listings for each client.
(2) The server shall initiate
verification of the client by passing the
FAC without signatures to the client.
(3) The client shall pass the signature
results to the server for verification.
(4) Errors and warnings identified
during the test shall be logged on the
server or an external monitoring system
and reported to the screen of the server.
Failure or error on critical software files
does not require that the device be
immediately disabled unless the check
failure occurs immediately after the
software download verification required
by § 547.18(a)(6).
(g) FAC self-verification. A server or
client may self verify, i.e. use a
verification located on that server or
client for the purpose of checking the
software it contains, provided that:
(1) One or more base devices at the
beginning of a chain of security verify
peer devices, and the base device(s) are
themselves verified by some external
means. An example of such a technique
is when the Boot ROM for a PC is
modified to check running versions of
software before enabling this software to
run; the Boot ROM could be in a
removable EPROM which could be
verified by an external EPROM verifier.
(2) The verification tool is itself
verified by the gaming laboratory and
the tribal gaming regulatory authority as
secure from tampering or compromise.
(3) Self-verification is implemented
only in addition to, not in lieu of, other
verification tool options allowed by
paragraphs (e) and (f) of this section.
(h) Running the FAC verification tool.
The FAC verification tool shall be run
to verify the authenticity of Class II
game software and paytables:
(1) Following the addition, removal,
or change of game software or paytables
pursuant to § 547.19;
(2) Following the download of game
software or paytables pursuant to
§ 547.18;
(3) Pursuant to EPROM control
standards adopted by the tribal gaming
regulatory authority in accordance with
§ 542.13(g) of this chapter;
(4) After recovery from any power
failure or upon power up; and
(5) At any other time required by the
tribal gaming regulatory authority.
(i) Verification of non-interrogatable
devices. Program devices that cannot be
interrogated, such as Smart cards, may
be used provided they are able to be
verified by the following FAC
methodology:
(1) A challenge is sent by the peer
device, such as a hashing seed, to which
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the device must respond with a
checksum of its entire program space
using the challenge value.
(2) The challenge mechanism and
means of loading the software into the
device is verified by the independent
testing laboratory and approved by the
tribal gaming regulatory authority.
sroberts on PROD1PC70 with PROPOSALS
§ 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?
This section provides standards for
the downloading of Class II games or
paytables to clients or servers on the
casino floor for patron play.
(a) Downloads. (1) Downloads of
games, paytables, peripheral software or
other download packages shall be
conducted only as authorized by the
tribal gaming regulatory authority.
(2) Downloads of download packages
shall be conducted only from an
approved Download Server. The
Download Server may be the main game
server or a separate computer device, in
which case that device must meet the
server standards of section § 547.6 and
be separately approved by the tribal
gaming regulatory authority.
(3) Downloads conducted during
operational periods shall be performed
in a manner which will not affect play
on Electronic Player Stations that are
not the subject of the download.
(4) Downloaded games shall not be
played in more than one configuration
on any given Electronic Player Station
during any one gaming day, unless
separate metering for each configuration
can be maintained.
(5) Downloads shall use a secure
protocol that will deliver the download
data without alteration or modification,
even if errors occur during
communication.
(6) The software, paytables, peripheral
software or other download packages
shall be verified following download
using a FAC verification tool and new
Formal Application Configuration
conforming to § 547.17.
(7) The integrity of the master meter
set and critical memory shall be
maintained after a download.
(8) Power loss or communications loss
during a download shall result either in
recommencement or continuation of
download and not require operator
intervention.
(9) The server shall log each
download of any Download Package.
(10) Each log record shall contain as
a minimum:
(i) The time and date of the initiation
of the download;
(ii) The time and date of the
completion of the download;
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(iii) The client player station(s) to
which software was downloaded;
(iv) The version(s) of download
package and any embedded software
downloaded. Logging of the unique FAC
identifier will satisfy this requirement;
(v) The user who initiated the
download;
(vi) The outcome of the FAC
verification following the download
(success or failure).
(11) Download logs shall be retained
for a period of one year from the date
of the download. These logs may be
kept in an archived manner, on the
server or elsewhere, provided that the
information reconciles across replicated
storage and that the information can be
produced within 24 hours upon request.
In any event, download logs for the
previous 72 hours shall be immediately
accessible.
(b) Interim Storage or actuation of
Download Packages. If Download
packages are loaded to interim storage
and not to the Electronic Player Station
or peripheral for immediate activation,
then the interim storage shall be:
(1) A component within the logic area
of the client device; or
(2) A separate device, such as a
processor board, that resides within a
logic area of the client device and meets
the requirements of:
(i) Section 547.5;
(ii) Section 547.10(a), if residing in a
separate cabinet;
(iii) Section 547.11;
(iv) Section 547.1(d);
(v) Section 547.16(g); and
(vi) Section 547.17.
(c) Actuation of Download Packages.
(1) Actuation of Download Packages
shall be conducted only as authorized
by the tribal gaming regulatory
authority.
(2) Actuation of Download Package
shall not be permitted if an error or tilt
condition exists on the destination
device or Electronic Player Station.
(3) If the actuation process involves
transfer of data from interim storage to
the Electronic Player Station, the
communications method must meet the
requirements of paragraph (a)(5) of this
section, and cryptographic protection is
not necessary if the data transfer is
contained within one logic area.
(4) The server shall permanently log
each instance of package actuation as
required by paragraphs (a)(9) and (10) of
this section.
(d) Download of peripheral software.
Peripherals, such as bill acceptors, may
have their software, firmware or
configuration updated by the client
device provided:
(1) The Download Package containing
the peripheral software has been
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previously approved by the tribal
gaming regulatory authority.
(2) The process of transfer the
peripheral software is secure and meets
the specification of the communication
protocol to the peripheral.
§ 547.19 What are the minimum technical
standards for changing available Class II
game software or paytables in client-server
implementations?
This section provides standards for
adding, removing, or swapping to
different Class II games and paytables
on client-server implementations by a
method other than the download of
software. Downloadable software is the
subject of § 547.18. The actions
described in this section may be
initiated by command at the client
station, external command initiated by
the server, or actuation of a Download
Package previously downloaded that
performs approved reconfiguration
commands or other methods approved
by the tribal gaming authority.
(a) Adding or changing games or
paytables, authorization. Game software
and paytables shall be added to, or
changed on, a client-server
implementation and made available to
patrons for play only as authorized by
the tribal gaming regulatory authority.
(b) Adding or changing games or
paytables, process. (1) All Electronic
Player Stations that are to have game
software or paytables added or changed
shall be disabled for play before the
addition or change occurs.
(2) An updated Formal Application
Configuration meeting the requirements
of § 547.17 shall be installed or
otherwise made available for use by the
FAC verification tool to verify the
changed game software or paytables.
(3) The added or changed game
software or paytables shall be verified
on the server or Electronic Player
Station, as applicable, using a FAC
verification tool and new Formal
Application Configuration that
conforms with § 547.17 prior to reenabling the Electronic Player Stations
or clients for play.
(c) Display following change.
Immediately following reenabling, the
Electronic Player Station shall;
(1) Reset the win meter to zero;
(2) Reset any player options selected
(e.g. bet amount, lines played, etc.) to
the minimum available value and apply
this value or values to appropriate onscreen displays; and
(3) Change, if necessary, the display of
the game screen to a non-winning result
or combination.
(d) Deleting paytables, authorization.
(1) Paytables shall only be deleted from
a client—server implementation as
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authorized by the tribal gaming
regulatory authority.
(2) The remaining game software and
paytables shall be verified on the server,
Electronic Player Stations, or clients, as
applicable, using a FAC verification tool
and new Formal Application
Configuration that conforms with
§ 547.17.
(e) Deleting games, authorization and
requirements. (1) Games shall be deleted
from a client—server implementation
only as authorized by the tribal gaming
regulatory authority.
(2) In any event, games shall be
deleted only if:
(i) There are no incomplete instances
of the game outstanding; and
(ii) All Electronic Player Stations that
are to have game software or paytables
deleted shall be disabled for play before
the deletion occurs.
(3) The remaining game software and
paytables shall be verified on the server,
Electronic Player Stations, or clients, as
applicable, using a FAC verification tool
and new Formal Application
Configuration that conforms with
§ 547.17.
(f) Audit trail. An automatic audit trail
of all game software and pay table
changes shall be maintained and shall
include, at a minimum:
(1) The identity of the person making
the change(s), if the client-server
implementation requires identification
or log-in for the person(s) making
changes;
(2) The time and date of the change(s);
(3) The type of change(s), (e.g.
addition, change, or deletion of game /
pay table); and
(4) Application parameters or
variables.
sroberts on PROD1PC70 with PROPOSALS
§ 547.20 What are the minimum technical
standards for game program storage
media?
This section provides minimum
standards for removable, (re-)writable,
and non-writable storage for programs
used with the play of Class II game
software.
(a) Removable program storage media.
(1) All removable program storage
media such as ROMs, EPROMs, Flash
ROMs, CD-ROMs, DVDs etc. shall be
clearly marked with sufficient
information to identify the software and
version or revision level contained.
(2) All removable program storage
media shall maintain an internal
checksum or signature of its contents.
Verification of this checksum or
signature is to be performed after every
restart and, if the verification fails, the
Electronic Player Station shall enter a
fatal error state.
(b) Non-writeable program storage
media. (1) All EPROMs and
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Programmable Logic Devices (PLDs) that
have erasure windows shall be fitted
with covers over their erasure windows.
(2) All unused areas of EPROMs shall
be written with the inverse of the erased
state, e.g., zero bits (00 hex) for most
EPROMs, random data, or repeats of the
program data.
(3) Flash memory storage devices
intended to have the same logical
function as ROM, i.e. not to be
dynamically written, shall be write
protected or otherwise protected from
unauthorized modification.
(4) Re-writeable CD-ROMs shall not
be used.
(5) The write cycle shall be closed or
finished for all CD-ROMs such that it is
not possible to write any further data to
the CD.
(6) Write protected hard disks are
permitted if the means of enabling the
write protect is easily viewable and can
be sealed in place.
(c) (Re-)Writeable program storage
media. (1) (Re-)writable program
storage, such as hard disks, Flash
memory, writable CD-ROMs, and
writable DVDs, may be used provided
that the verification requirements of
§ 547.19(b) and § 547.18(a)(6) are met.
(2) Program storage is structured so
there is an obvious separation of fixed
data (e.g. program, fixed parameters,
DLLs) and variable data.
(d) Identification of program storage
media. All discrete program storage
media (e.g. EPROM, CD-ROM) shall be
uniquely identified, displaying:
(1) Manufacturer;
(2) Game name;
(3) Game development number or
variation;
(4) Version number;
(5) Jurisdiction;
(6) Type and size of media; and
(7) Location in Electronic Player
Station, if critical (e.g. socket position 3
on PCB).
§ 547.21 What are the minimum technical
standards for random number generation?
This section provides minimum
standards for random number generators
(RNGs) used with the play of Class II
games and for cryptography.
(a) Properties. All RNGs shall produce
output having the following
cryptographic properties:
(1) Statistical randomness;
(2) Unpredictability; and
(3) Non-repeatability.
(b) Statistical Randomness. (1)
Numbers produced by an RNG shall be
statistically random individually and in
the permutations and combination used
in the application under the rules of the
game. For example, if a Bingo game with
75 balls has a progressive winning
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pattern of the five numbers on the
bottom of the card and the winning of
this prize is defined to be the five
numbers are matched in the first five
balls drawn, the likelihood of each of
the 75C5 combinations are to be verified
to be statistically equal.
(2) Numbers produced by an RNG
shall pass the statistical tests for
randomness to a 99% confidence level,
which may include:
(i) Chi-square test;
(ii) Equi-distribution (frequency) test;
(iii) Gap test;
(iv) Poker test;
(v) Coupon collector’s test;
(vi) Permutation test;
(vii) Run test (patterns of occurrences
shall not be recurrent); (viii) Spectral
test;
(ix) Serial correlation test potency and
degree of serial correlation (outcomes
shall be independent from the previous
game); and
(x) Test on subsequences.
(c) Unpredictability. (1) It shall not be
feasible to predict future outputs of an
RNG, even if the algorithm and the past
sequence of outputs are known.
(2) Unpredictability shall be ensured
by re-seeding or by continuously cycling
the RNG, and by providing a sufficient
number of RNG states for the
applications supported.
(i) Re-seeding may be used where the
re-seeding input is at least as
statistically random as, and
independent of, the output of the RNG
being re-seeded.
(ii) The number of RNG states shall be
larger than the number of possible
outcomes in the application for which
the RNG is used by at least a factor of
108.
(d) Non-repeatability. The RNG shall
not reproduce the same output stream
that it has produced before, nor shall
any two instances of an RNG produce
the same stream as each other. This
property shall be ensured by initial
seeding that comes from:
(1) A source of ‘‘true’’ randomness,
such as a hardware random noise
generator; or
(2) A combination of timestamps,
parameters unique to a server or
Electronic Player Station, previous RNG
outputs, etc.
(e) General requirements. (1) Game
software that calls an RNG to simulate
an event of chance shall immediately
use the output returned in accordance
with the game rules.
(2) RNG outputs shall not be
arbitrarily discarded or selected.
(3) Where a sequence of outputs is
required, the whole of the sequence
shall be used in accordance with the
game rules.
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(f) Scaling algorithms and scaled
numbers. An RNG that provides output
scaled to given ranges shall:
(1) Meet the requirements of
paragraphs (a) through (d) of this section
and be independent and uniform over
the range;
(2) Provide numbers scaled to the
ranges required by game rules, and
notwithstanding the requirements of
paragraph (e)(2) of this section, may
discard numbers that do not map
uniformly onto the required range but
shall use the first number in sequence
which does map correctly to the range;
(3) Be capable of producing every
possible outcome of a game according to
its rules; and
(4) Use an unbiased algorithm. A
scaling algorithm is considered to
unbiased if the measured bias is no
greater than 1 in 100 million.
(g) RNGs used for cryptography. (1)
RNGs used for cryptography shall:
(i) Be separate from RNGs used for
other purposes;
(ii) Be accessible only by the
components that implement the security
functionality;
(iii) Not weaken security by providing
a point of attack on the security
protocols that it supports;
(iv) Have a number of states at least
as great as the encryption strength—for
example, an RNG using 128 bit
encryption shall have at least 2128 states;
(v) Make use of an entropy source in
its initial and ongoing seeding, unless a
security protocol requires that a
recipient’s (pseudo) RNG supplied with
correct key information reproduces the
same sequence as the sender’s RNG; and
(vi) Be re-seeded at a rate that makes
cryptoanalytic attack impractical.
(2) RNG components used for
cryptography shall notify callers in the
event of a malfunction.
(3) Security system components
reliant on RNG outputs shall cease to
operate when a fault is detected in the
operation of the RNG and security can
no longer be assured.
sroberts on PROD1PC70 with PROPOSALS
§ 547.22 What are the minimum technical
standards for data communications?
This section provides minimum
standards for data communications with
gaming equipment, or components, used
with the play of Class II games. This
section also provides minimum
standards for communications between
the Class II gaming equipment and any
equipment external to it.
(a) Electrical requirements. (1)
Communication interfaces on Electronic
Player Stations shall have at least 3 Kv
of line isolation to achieve mains power
static discharge immunity from
lightning and other static discharges.
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(2) When subjected to electrostatic
discharges, Electronic Player Stations
shall not interfere with the operation of
any other attached equipment via local
data communications cabling.
(3) When subject to disruption of the
mains power, Electronic Player Stations
shall not interfere with the operation of
any other attached gaming device via
local data communications cabling.
(4) Electronic Player Stations and
successive devices in any
communications chain shall be powered
from different sources.
(5) There shall be no mains ground
interconnections via data cabling
between Electronic Player Stations
powered from different supply circuits
unless adequate line isolation is in
place. Note that RS–232–C may be used
only if the two communicating devices
are powered from the same supply
circuit and the cable length between the
two devices is less than 15 feet.
(b) Functional requirements,
generally. (1) Data communications
shall be designed to allow transfer of
game play financial information and
event data to a casino operating system
on a regulator schedule or on demand.
(2) After gaming equipment has been
de-activated, activating the gaming
equipment requires manual intervention
by the gaming operator, except that:
(i) An Electronic Player Station may
automatically re-activate upon
restoration of communications
following a communications failure,
unless it determines that lock-up state
should apply due to some other cause;
and
(ii) If gaming equipment is
automatically de-activated at the end of
the venue’s current session (e.g., an
automatic deactivation date/time
calendar exists), it is permissible for the
casino monitoring system to
automatically re-activate the gaming
equipment when the next permitted
session commences.
(3) When more than one Electronic
Player Station or client communicates
using the same transmission medium,
the communications port shall operate
at a communication speed within a 1%
tolerance of the required
communications speed, unless the
specific communications protocol
allows a greater tolerance.
(c) Protocol requirements. (1) All
communications shall be made via a
protocol-based communications scheme
unless otherwise authorized by the
tribal gaming regulatory authority.
(2) Communications protocols shall
include:
(i) Error control;
(ii) Flow control; and
(iii) Link control (remote connection).
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(3) For serial communication links,
data communications shall make use of
suitable error detection algorithms. At a
minimum, Cyclic Redundancy Checks
(CRCs) shall be used for this purpose.
The use of only parity or simple
checksum byte is not acceptable.
(4) Data communications shall be able
to withstand varying error rates.
(d) Communications failures and
recovery. (1) During any
communications failure and recovery,
no data shall be lost, duplicated,
modified or re-ordered.
(2) Failures and re-establishment of
communications shall be logged as
events by the Electronic Player Station
or server.
(3) On program resumption, e.g., after
a power restart of the equipment, any
communications to an external device
shall not begin until the program
resumption routine, including self-tests,
is completed successfully.
(4) When a non-correctable critical
storage 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.
(e) Wireless communications.
Wireless communications may be used
within and to Class II gaming equipment
provided the following requirements are
met:
(1) Wireless access points must be
installed so the general public cannot
physically access them.
(2) External switches that reset device
configuration to a default state must be
disabled unless that default state meets
the requirements of this paragraph (e).
(3) Open or unencrypted Wi-Fi
communications are prohibited.
(4) 802.11i in combination with
802.1X and Radius authentication
servers is an acceptable method for
securing wireless communications. The
device/user authentication mechanism
must employ digital certificates, twofactor methods or similarly strong
techniques. Use of simple passwords is
not acceptable.
(5) WPA and WEP are not acceptable
methods for securing wireless
communications.
(6) VPNs shall be used for end-to-end
communication, and any wireless
portion of the connection must meet the
requirements of this paragraph (e).
(7) The portions of the network that
contain wireless access points must be
separated from the rest of the network
by firewalls.
(8) Wireless access points must have
MAC filtering capabilities. MAC filters
on Wireless Access Points must be
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enabled (only devices using registered
MAC addresses can connect).
(9) The SSID in 802.11 networks must
be changed to be different to the default
factory setting.
(10) The SSID in 802.11 networks
must not be broadcast in response to
broadcast probe requests.
(11) Peer-to-peer networking (a.k.a.
ad-hoc mode) shall be disabled on all
wireless devices, except for the purpose
of communicating with peripheral
devices in a small-radius personal area
network.
(12) The Beacon Interval in 802.11
networks must be increased to the
maximum value of 67 seconds.
(13) Access through SNMP must be
restricted:
(i) SNMP must be disabled unless it
is in active use through a network
management system.
(ii) SNMP and SNMP v2 are not
acceptable.
(iii) If SNMP v3 is proposed, the
configuration must change read and
write community strings away from
default values (typically ‘‘public’’ and
‘‘private’’ respectively).
(14) DHCP must be disabled, which
means statically configuring IP
addresses into end devices.
(15) Username and passwords must be
changed from factory default.
(16) Insecure usernames and
passwords (e.g. anonymous/anonymous)
must be deleted from any Wireless
Access Point.
(17) Wireless communications may
not be used to circumvent restrictions
limiting gambling to the casino floor or
other designated areas. Implementation,
therefore, of wireless communications
may require the tribal gaming regulatory
authority to implement requirements for
blocking capabilities in various
locations.
sroberts on PROD1PC70 with PROPOSALS
§ 547.23 What are the minimum technical
standards for encryption?
This section provides minimum
standards for encryption and hashing in
client-server implementations used with
the play of Class II games.
(a) Encryption generally. (1)
Communications across public areas
shall be encrypted.
(2) Communications across publicly
accessible networks shall be encrypted.
These include Ethernet networks or any
networks that use routers, all wireless
communications, communications
across wide area networks.
(3) Proprietary or closed loop
networks need not be encrypted but
shall be physically secure such that
intrusion is detectable.
(4) Notwithstanding paragraphs (a)(1)
through (3) of this section,
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communications containing any of the
following need not be encrypted but
must be protected against illicit
alteration, unless contained within a
single logic area:
(i) Software uploads and downloads;
(ii) Game outcome information; and
(iii) Progressive jackpot meters,
parameters, configuration, and win
messages.
Note that message authentication
codes based upon hashing algorithms
that meet the requirements of paragraph
(c) of this section are sufficient to meet
this requirement.
(5) Notwithstanding paragraphs (a)(1)
through (3) of this section,
communications containing any of the
following shall be protected from
eavesdropping i.e. encrypted, and from
illicit alteration unless the
communication is contained within a
single logic area:
(i) RNG seeds and outcomes;
(ii) Encryption keys, where the
implementation chosen requires
transmission of keys;
(iii) PINs;
(iv) Passwords;
(v) Ticket voucher transactions;
(vi) Transfers of money to/from player
accounts, pursuant to § 542.13(o)(3)(iii)
of this chapter;
(vii) Transfer of money between
gaming equipment, pursuant to
§ 542.13(o)(3)(iii) of this chapter;
(viii) Player tracking information;
(6) If key data files containing pull
tabs game results are maintained on a
disk on the server and/or clients, the
files shall be encrypted.
(b) Encryption algorithm. Any
encryption required by this part shall
use an algorithm that meets the
following requirements:
(1) Encryption algorithms are to be
demonstrably secure against
cryptanalytic attacks. Encryption
algorithms that media reports have
demonstrated to be broken are not
demonstrably secure. The following
algorithms are demonstrably secure:
(i) SSL/TLS (Using a Public Key
algorithm);
(ii) IPSec—(Potentially a ‘‘Hardware’’
solution);
(iii) Triple DES (Symmetric algorithm
using a 112 bit key);
(iv) IDEA (Symmetric algorithm using
a 128 bit key);
(v) Blowfish (Symmetric algorithm
using a 448 bit key);
(vi) Twofish (Symmetric algorithm
using a 128-bit, 192-bit or 256-bit key);
and
(vii) AES (Symmetric algorithm using
a 128-bit, 192-bit or 256-bit key).
(2) The minimum width (size) for
encryption keys is 112 bits for
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46359
symmetric algorithms and 1024 bits for
public key algorithms.
(3) If a symmetric algorithm is chosen,
a key rotation methodology ensuring
encryption keys are changed no less
than every 30 days shall be adopted.
The key rotation process shall be
automated.
(4) There shall be a secure method
implemented for changing the current
encryption key set. An example of an
acceptable method of exchanging keys is
the use of public key encryption
techniques to transfer new key sets.
(5) Other proprietary encryption and
authentication methods, including the
use of a Virtual Private Network (VPN),
are permissible provided they provide
protection against eavesdropping and
illicit modification equivalent to the
methods described paragraphs (a) and
(b) of this section.
(c) Hashing algorithms. Any hashing
required by this part shall use an
algorithm having the following
characteristics:
(1) The hashing algorithm shall
combine the entire contents of the files
or data being processed.
(2) The hashing algorithm shall
combine the bits in a complicated and
cross-interactive manner.
(3) The hashing algorithm shall detect
at least 99.998% of all possible altered
files or data.
(4) The hashing algorithm shall be
cryptographically strong, i.e. by looking
at the hash result there is no practical
way, in a given period of time, to derive
any part of the original data.
(5) If the hashing algorithm uses seeds
(algorithm coefficients), the ‘‘seed’’
information shall influence the behavior
of the algorithm in a non-trivial way.
§ 547.24 What are the minimum standards
for game artwork, glass, and rules?
This section provides standards for
the display of game artwork, the
displays on belly or top glass, and the
display and disclosure of game rules,
whether in physical or electronic form.
(a) Rules, instructions, and pay tables,
generally. The Electronic Player Station
shall at all times display, or make
readily available to the player upon
request, the following:
(1) Game name, rules, and options
such as number of coins wagered stated
clearly and unambiguously, without the
capability to mislead. all prizes
advertised shall be available to win;
(2) Denomination;
(3) Instructions for play on, and use
of, the Electronic Player Station,
including the functions of all buttons;
(4) A paytable or other explanation,
sufficient to allow a player to determine
the correctness of all prizes awarded,
including.
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(i) The range and values obtainable for
any variable prize;
(ii) Whether the value of a prize
depends on credits wagered;
(iii) The means of division of any
pari-mutuel prizes; and
(iv) The paytable or other explanation
need not, however, that subsets of
winning patterns are not awarded
additional pays (e.g. five in a row does
not also pay three in a row or four in
a row) unless there are exceptions,
which shall be clearly stated.
(b) Disclaimers. The Electronic Player
Station shall at all times display:
(1) ‘‘Malfunctions void all pays and
plays’’
(2) ‘‘Actual Win Determined by Bingo
[or other applicable Class II game] Play.
Pay Table Lines and Reels for
Entertainment Only.’’
(c) Stickers. Stickers may be used on
Electronic Player Stations provided that
they:
(1) Do not shrink or peel with time or
heat;
(2) Are not easily removed;
(3) Meet applicable part number
requirements, which may be affixed to
the sticker backing or surroundings
when size limitations occur.
sroberts on PROD1PC70 with PROPOSALS
§ 547.25 What are the minimum standards
for interfacing to a casino monitoring
system?
The section provides general
standards for a client-server
implementation used with the play of
Class II games to interface with a casino
monitoring or accounting system. This
section also provides general standards
for servers acting as monitoring or
accounting systems.
(a) Monitoring or accounting system
interface, generally. (1) Client-sever
implementations used with the play of
Class II games shall be interfaced to an
on-line monitoring system that
processes security, maintenance and
financial data and provides accounting
data to the operator. An on-line
monitoring system is required in all
cases where remote monitoring is
allowed.
(2) Data communications with the
casino monitoring system shall meet the
requirements of § 547.22.
(3) An on-line monitoring system may
be located locally within a facility or
remotely outside of the facility.
(4) The on-line monitoring at the
minimum shall provide a statistical
analysis for verification of correct
performance/return to player for each
Electronic Player Station.
(b) Servers acting as monitoring or
accounting systems. The components or
functions of an on-line monitoring
system may be embedded within the
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game server. If so, the following
requirements apply:
(1) The server shall not permit the
alteration of any information.
(2) The server shall have a backup and
archive utility to allow the operator to
save data in critical memory in the
event of a system failure. In the event
of a catastrophe that results in a failure
whereby the servers cannot be restarted,
it shall be possible to reload the system
to a backup point and to fully recover
the contents of that backup.
§ 547.26 How does a gaming operation
apply for a variance from these standards?
(a) Tribal gaming regulatory authority
approval. (1) A tribal gaming regulatory
authority may approve a variance from
the requirements of this part for a
gaming operation if it has determined
that the variance will achieve a level of
security and game integrity sufficient to
accomplish the purpose of the standard
it is to replace.
(2) For each enumerated standard for
which the tribal gaming regulatory
authority approves a variance, it shall
submit to the Commission Chairman,
within 30 days, a detailed report, which
shall include the following:
(i) A detailed description of the
variance;
(ii) An explanation of how the
variance achieves a level of security
sufficient to accomplish the purpose of
the standard it is to replace and of any
equipment or software to be
implemented with the variance;
(iii) An evaluation of the variance
from an independent testing laboratory
recognized by the Commission pursuant
to § 546.9(f) of this chapter; and
(iv) Evidence that the tribal gaming
regulatory authority has approved the
variance.
(3) In the event that the tribal gaming
regulatory authority or the tribe chooses
to submit a variance request directly to
the Chairman, it may do so without the
approval requirement set forth in
paragraph (a)(2)(iv) of this section.
(b) Review by the Chairman. (1)
Following receipt of the variance
approval, the Chairman or his designee
shall have 60 days to concur with or
object to the approval of the variance.
(2) Any objection raised by the
Chairman shall be in the form of a
written explanation and be based upon
the following criteria:
(i) There is no valid explanation of
why the gaming operation should have
received a variance approval from the
tribal gaming regulatory authority on the
enumerated standard; or
(ii) The variance as approved by the
tribal gaming regulatory authority does
not provide a level of security or game
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integrity sufficient to accomplish the
purpose of the standard it is to replace.
(3) If the Chairman fails to object in
writing within 60 days after the date of
receipt of a complete submission, the
variance shall be considered concurred
with by the Chairman.
(4) The 60-day deadline may be
extended, provided such extension is
mutually agreed upon by the tribal
gaming regulatory authority and the
Chairman.
(c) Curing Chairman’s objections. (1)
Following an objection by the Chairman
to the issuance of a variance, the tribal
gaming regulatory authority shall have
the opportunity to cure any objections
noted by the Chairman.
(2) A tribal gaming regulatory
authority may cure the objections raised
by the Chairman by:
(i) Rescinding its initial approval of
the variance; or
(ii) Rescinding its initial approval,
revising the variance, approving it, and
resubmitting it to the Chairman.
(3) Upon any re-submission of a
variance approval, the Chairman shall
have 30 days to concur with or object
to the re-submitted variance.
(4) If the Commission fails to object in
writing within 30 days after the date of
receipt of the re-submitted variance, the
re-submitted variance shall be
considered concurred with by the
Chairman.
(d) Appeals. (1) Upon receipt of
objections to a re-submission of a
variance, the tribal gaming regulatory
authority shall be entitled to an appeal
to the full Commission in accordance
with the following process:
(i) Within 30 days of receiving an
objection to a re-submission, the tribal
gaming regulatory authority shall file its
notice of appeal.
(ii) Failure to file an appeal within the
time provided by this section shall
result in a waiver of the opportunity for
an appeal.
(iii) An appeal under this section
shall specify the reasons why the tribal
gaming regulatory authority believes the
Chairman’s objections should be
reviewed, and shall include supporting
documentation, if any.
(iv) The tribal gaming regulatory
authority shall be provided with any
comments offered by the Chairman to
the Commission on the substance of the
appeal, and the tribal gaming regulatory
authority shall have the opportunity to
respond to any such comments.
(v) Within 30 days after receipt of the
appeal, the Commission shall render a
decision based upon the criteria
contained within paragraph (b)(2) of this
section unless the tribal gaming
regulatory authority elects to wave the
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30-day requirement and to provide the
Commission with additional time, not to
exceed an additional 30 days, to render
a decision.
(vi) In the absence of a decision
within the time provided, the tribal
gaming regulatory authority’s
resubmission shall be considered
concurred with and become effective.
(2) The tribal gaming regulatory
authority may, without resubmitting the
variance, appeal the Chairman’s
objection to the approval of a variance
to the full Commission by filing a notice
of appeal within 30 days of the
Chairman’s objection and complying
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with the procedures set out in paragraph
(d)(1) of this section.
(e) Effective Date of variance. The
gaming operation shall comply with
standards that achieve a level of security
or game integrity sufficient to
accomplish the purpose of the standard
it is to replace until such time as the
Chairman objects to the Tribal gaming
regulatory authority’s approval of a
variance as provided in paragraph (b) of
this section.
(f) Discretion. Concurrence in a
variance by the Chairman or by the
Commission is discretionary and
variances will not be granted routinely.
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The gaming operation shall comply with
standards at least as stringent as those
set forth in this part until such time as
the Chairman or the Commission
concurs with the tribal gaming
regulatory authority’s approval of the
variance.
Dated: August 1, 2006.
Philip N. Hogen,
Chairman.
Cloyce V. Choney,
Associate Commissioner.
[FR Doc. 06–6787 Filed 8–10–06; 8:45 am]
BILLING CODE 7565–01–P
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Agencies
[Federal Register Volume 71, Number 155 (Friday, August 11, 2006)]
[Proposed Rules]
[Pages 46336-46361]
From the Federal Register Online via the Government Printing Office [www.gpo.gov]
[FR Doc No: 06-6787]
[[Page 46335]]
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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
Federal Register / Vol. 71, No. 155 / Friday, August 11, 2006 /
Proposed Rules
[[Page 46336]]
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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
[[Page 46337]]
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
[[Page 46338]]
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
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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)
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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
appl