✨ Gaming Machine Technical Standards




27 MAY NEW ZEALAND GAZETTE 1507

Communication Error Detection

3.18.14 Where critical data and information (e.g., credits, metering information, information pertaining to a game outcome, etc.), is transferred between microcontrollers, there must be error checking on the transferral. This check must be at least a Cyclic Redundancy Check (CRC). Parity checking or simple check sums are not adequate.

RAM Resets

RAM Reset Method

3.18.15 There must be no method providing a 'RAM reset' to clear the meters and other areas of electronically stored data without first accessing the logic area of the gaming machine.

3.18.16 -

Function of RAM Reset

3.18.17 Following the initiation of a RAM reset procedure (utilising an approved RAM Clear method) the game program must execute a routine which initialises each and every bit in RAM to the default state.

3.18.18 The default reel position or game display after a RAM reset must not be a winning combination on any selectable line. The default game display upon entering game play mode must also be a non winning game.

3.18.19 A configuration setting that is required to be entered during Setup Mode immediately following a RAM Reset must not be able to be changed after the machine leaves Setup Mode.

Simultaneous Inputs

3.18.20 The program must not be adversely affected by the simultaneous or sequential activation of the various inputs and outputs, such as 'play buttons', which might whether intentionally or not, cause malfunctions or invalid results.

Demonstration Mode

3.18.21 A gaming machine may have a Demonstration Mode for the purposes of training, testing, etc. All gaming machine software with a Demonstration Mode must meet the following requirements:

Entry to Demonstration Mode

3.18.22 Demonstration Mode may only be entered after performing a full RAM reset on the machine via an approved method.

Exiting from Demonstration Mode

3.18.23 Once the Demonstration Mode is exited (e.g. the gaming machine is connected to a live system or is commissioned) it must not be able to go back to the Demonstration Mode unless the gaming machine memory is cleared via a RAM Reset.

Notification

3.18.24 While the gaming machine is operating in the Demonstration/Test/Service Mode, there must be clear notification on the screen that the gaming machine is in that mode.

Metering During Demonstration Test or Service Mode

3.18.25 Hardware meters are not to be incremented in Demonstration, Test or Service Mode.

3.18.26 If software meters are incremented in the Demonstration Mode, these meters must be cleared upon the change of the gaming machine from Demonstration Mode to Game-Play Mode.

Illegal Gaming in Demonstration Mode

3.18.27 A gaming machine in Demonstration Mode must not be capable of being used as an off-line gaming machine. While in Demonstration Mode, the gaming machine must:



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Online Sources for this page:

VUW Te Waharoa PDF NZ Gazette 2003, No 56


Gazette.govt.nz PDF NZ Gazette 2003, No 56





✨ LLM interpretation of page content

πŸ›οΈ Game Detail Sheets (continued from previous page)

πŸ›οΈ Governance & Central Administration
Game Detail Sheets, Central System, Testing Body, Relevant Authority

πŸ›οΈ Communication Error Detection

πŸ›οΈ Governance & Central Administration
Critical Data, Error Checking, Cyclic Redundancy Check

πŸ›οΈ RAM Resets

πŸ›οΈ Governance & Central Administration
RAM Reset, Meter Clearance, Default State, Setup Mode

πŸ›οΈ Simultaneous Inputs

πŸ›οΈ Governance & Central Administration
Input Activation, Program Stability, Malfunction Prevention

πŸ›οΈ Demonstration Mode

πŸ›οΈ Governance & Central Administration
Demonstration Mode, RAM Reset, Notification, Metering