✨ Gaming Machine Standards
29 JUNE 2004
NEW ZEALAND GAZETTE, No. 79
1919
Flash Memory Devices
Security Controls
1.15.31 If in-circuit writing of flash memory is available the use of flash memory devices presents additional security risks to some other forms of firmware and therefore this technology will only be accepted if there are adequate controls to prevent unauthorised reading, erasure or copying of flash memory devices.
Physical Protection against Modification
1.15.32 A flash memory device must be protected from unauthorised modification which is to be permitted only once appropriate security measures are satisfied (e.g. a high voltage chip that allows modification of the flash memory devices is installed on the PCB).
1.15.33 The use of jumpers or similar devices can be used to enable/disable erasure/writing to flash memory provided there is a feedback signal to the software so that the setting of the jumper position can be recorded or appropriately acted upon. These jumpers must be located within the logic area of the machine.
1.15.34 Any change to the contents of the Flash Memory Device through erasure, writing to the contents, and so on, should result in a hardware signal feeding back to the gaming machine software.
1.15.35 Any unauthorised access to the contents of a Flash Memory Device through erasure, writing to the contents, and so on, should trigger an event that must be stored in NVRAM in the same way that a “door open” event is. Clearance of the event should not be possible other than under the control of the gaming machine hardware and software.
1.15.36 If a Flash Memory Device is irreversibly configured at the hardware level as a read only device (for example, the write line is cut off), it is to be treated for all purposes as an EPROM.
Downloading Programs to Flash Memory Devices
1.15.37 The method of loading programs to the flash memory device (e.g. Down-line load from CMCS) must be approved.
1.15.38 Only the actual program and fixed data required are to be written to the flash memory device.
Program Verification
1.15.39 During the programming operation on flash memory, each byte programmed should be verified by a program comparison controlled by the programming device.
1.16 Metering
Soft Meter Update
1.16.1 A meter must be updated on the occurrence of the event. All meters must be added to, not incremented with the exception of coin handling meters (i.e. coin in and out meters) which may be either added to or incremented. The term “added to” indicates the fetching of the current value from memory, conducting an arithmetic add operation and storage in memory.
Credit Meter
1.16.2 -
Credit Meter Decrement
1.16.3 Whenever credits are staked (e.g. commencement of game, additional wagers during a game) then the number of credits staked shall be immediately subtracted from the player’s credit meter.
Update of the Credit Meter
1.16.4 The end of a play is defined to be when all appropriate meters for a game have been updated (see Section 1.22.6 Game Play / Idle ). It is permissible to update the credit meter before the completion of play provided that:
a) critical memory is updated when the credit meter is updated; and
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Online Sources for this page:
VUW Te Waharoa —
NZ Gazette 2004, No 79
Gazette.govt.nz —
NZ Gazette 2004, No 79
✨ LLM interpretation of page content
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Schedule 3 - Appendix D: Australian/New Zealand Gaming Machine National Standard
(continued from previous page)
⚖️ Justice & Law EnforcementGaming Machine, National Standard, Australia, New Zealand, Software Standard, Critical Memory, Fault Tolerant, Auditing Meters, Memory Corruption, Data Partitioning, RAM, Program Execution, Secondary Storage, PSD Verification, ROM Program Storage, WORM Program Storage, Read/Write Storage Media, Flash Memory Devices, Security Controls, Physical Protection, Modification, Downloading Programs, Program Verification, Metering, Soft Meter Update, Credit Meter, Credit Meter Decrement