Notice Type
Authorities/Other Agencies of State
Notice Title

Rules of Casino Keno, Racing Game

and Gaming Machines
Amendment No. 8


Rules of Casino Keno, Racing Game and Gaming Machines, Amendment No. 8
Pursuant to section 63 of the Casino Control Act 1990, the Casino Control Authority on 18 June 2004 resolved that the Rules of Casino Keno, Racing Game and Gaming Machines approved to be conducted and played in the licensed casinos referred to in Schedule 1 to this notice, as set out in the editions of the New Zealand Gazette referred to in Schedule 2, be further amended as set out in Schedule 3.

TD GARRETT, Chief Executive, Casino Control Authority.


Schedule 1
Casinos

Casino Address of Premises
Christchurch Casino 30-38 Victoria Street, Christchurch
SKYCITY Auckland Casino The property bounded by Hobson, Victoria, Federal and Wellesley Streets, Auckland
Dunedin Casino Southern Cross Hotel, 118 High Street, Dunedin
Wharf Casino The property situated at Beach Street and Lake Esplanade, known as the "Steamerwharf Village", Queenstown
SKYCITY Queenstown Casino The property situated at Beach Street and Cow Lane, Queenstown
SKYCITY Hamilton Casino 246 Victoria Street, Hamilton

Schedule 2
New Zealand Gazette References

1. Supplement, 1 November 1994, No. 114
2. Amendment No. 1, 25 January 1996, No. 6
3. Amendment No. 2, Supplement 28 January 1998, No. 7
4. Amendment No. 3, 9 September 1999, No. 114
5. 16 November 2000, No. 154
6. Amendment No. 4, 27 September 2001, No. 132
7. Amendment No. 5, Supplement 8 April 2002, No. 32
8. Amendment No. 6, 30 May 2002
9. 12 September 2002, No. 135
10. Amendment No. 7, Supplement 27 May 2003, No.56


Schedule 3
Amendment

1. Commencement - These amendments shall come into force on 29 June 2004.

2. Division III - Electronic Gaming Machines
The Rules of Casino Keno, Racing Game and Gaming Machines are amended by deleting Division III and substituting the division set out in Appendix A to this schedule.

3. Division IIIA - Gaming Machine Tournaments
The Rules of Casino Keno, Racing Game and Gaming Machines are amended by inserting as Division IIIA the division set out in Appendix B to this schedule.

4. Division IV - Gaming and Monitoring Equipment Standards (G.A.M.E.S.)
Part C of Division IV is amended by:
a) inserting at the end of the index to the part:
"C.4. Ticket Validation Systems Used in Ticket Out Ticket In Gaming Machines
C.4.1. Introduction
C.4.2. General
C.4.3. Cashier/Change Booth Operation"; and
b) inserting at the end of Part C the section in Appendix C to this schedule.

5. Division V - Australian/New Zealand Gaming Machine National Standard, Revision 5.0, 4 January 2002, and New Zealand Casinos' Appendix to the Australian/New Zealand Gaming Machine National Standard Version 5.0, Appendix Version 1.0
Division V is amended by deleting the New Zealand Casinos' Appendix to the Australian/New Zealand Gaming Machine National Standard Version 5.0, Appendix Version 2.0 (dated January 2002), which was inserted at the end of Division V after the New Zealand Casinos' Appendix to the Australian/New Zealand Gaming Machine National Standard Version 5.0, Appendix Version 1.0, by rule 3 of and Appendix A to the Rules of Casino Keno, Racing Game and Gaming Machines Amendment No. 7.

6. Division VI - Australian/New Zealand Gaming Machine National Standard, Revision 6.0, 6 December 2002, and New Zealand Casinos' Appendix to the Australian/New Zealand Gaming Machine National Standard Version 5.0, Appendix Version 2.0
Division VI is amended by inserting the New Zealand Casinos' Appendix to the Australian/New Zealand Gaming Machine National Standard Version 5.0, Appendix Version 2.0 (dated January 2002), being Appendix A to Schedule 3 of the Rules of Casino Keno, Racing Game and Gaming Machines Amendment No. 7, at the end of the division after the Australian/New Zealand Gaming Machine Standard, Revision 6.0 (dated 6 December 2002).

7. Division VII - Australian/New Zealand Gaming Machine National Standard, Revision 7.0, 30 December 2003, and New Zealand Casinos' Appendix to the Australian/New Zealand Gaming Machine National Standard Revision 7.0, Appendix Version 1.0
The Rules of Casino Keno, Racing Game and Gaming Machines are amended by inserting as Division VII the following documents set out in Appendix D to this schedule:

a) Australian/New Zealand Gaming Machine National Standard, Revision 7.0 (dated 30 December 2003); and

b) New Zealand Casinos' Appendix to the Australian/New Zealand Gaming Machine National Standard Revision 7.0, Appendix Version 1.0 (dated June 2004).

Schedule 3 - Appendix A

CASINO CONTROL AUTHORITY

Notification of Approval of
Casino Games and the Rules of those Games


DIVISION III - ELECTRONIC GAMING MACHINES



Part 1 Interpretation
Part 2 Equipment
Part 3 Operation of Electronic Gaming Machines
Part 4 Payouts
Part 5 Jackpots
Part 5A Ticket-based Gaming
Part 6 Irregularities


1.0 Interpretation

In this division, unless the contrary intention appears:

"Electronic Monitoring System" means any electronic or computer system or device that is designed so that it may be used, or adapted, to communicate with and process data in relation to the security, accounting or operation of gaming equipment;

"Game" in relation to a gaming machine, means a game designed to be played on that machine and identifiable from all other games played on that machine by differences in rules, mode of operation or physical appearance;

"Gaming Equipment" means any:

gaming machine, or

game, or

linked jackpot equipment, or

electronic monitoring equipment, or

credit transfer or card reading devices, or

gaming machine ticket printer, or

ticket validation system; or

other equipment or device that may influence or determine the outcome of a game on a gaming machine;
"Linked Jackpot" means a progressive jackpot that may be won on a machine contributing to the jackpot when a stipulated symbol configuration or other specified outcome is achieved by the player on the reels, cards or other specified medium, with sufficient credits having been wagered to be eligible for the jackpot;

"Linked Jackpot Arrangement" means an arrangement whereby one or more gaming machines in a casino are linked to a device, being a device:

(a) that records, from time to time, an amount which, in the event of a jackpot or other result being obtained on one of those machines, may be, or part thereof may be, payable as winnings through or from that machine, and

(b) that, for the purpose of recording the amount referred to in sub-paragraph (a), receives data from each gaming machine to which the device is linked, and

(c) that is not capable of affecting the outcome of a game on a gaming machine to which the device is linked;

"Linked Jackpot Equipment" means any jackpot meter, payout display, linking equipment, computer equipment, programming or other device (other than a gaming machine) forming, or capable of forming, part of a linked jackpot arrangement;

A "Malfunction" means, in relation to an electronic gaming machine or associated gaming equipment, any deviation by the machine or equipment (as the case may be) from its normal operating function to the extent that a result arising from the operation of that machine or equipment could not reasonably be considered consistent with its design or expected operation, and "to malfunction" has a corresponding meaning;

"Mystery Jackpot" means a progressive jackpot that is won by a player on a machine contributing to the jackpot, who is selected at random in accordance with these rules;

"Progressive Jackpot" includes a linked jackpot and a mystery jackpot;

"Syndicated Play" means three or more players established, on reasonable grounds, to be acting in concert to affect the opportunity of any person or persons to participate in a linked jackpot arrangement;

"Ticket" means any ticket used or capable of being used in a casino in the conduct of gaming on a gaming machine in the place of money;

"Token" means any chip used or capable of being used in a casino in the conduct of gaming on a gaming machine in the place of money and approved for the purpose by the Authority;

"Tokenisation" means the conversion of a token, bank note, ticket or coin inserted into an electronic gaming machine into a multiple number of credits;

"Unit" means the denomination of a coin, bank note, ticket or token accepted by an electronic gaming machine.


2.0 Equipment

All gaming machines and games played on gaming machines, and all other gaming equipment used in the conduct of games in a casino, shall be of a type approved by the Authority and shall comply with all applicable provisions of Division IV, Division V, Division VI and Division VII, as the case may be.


3.0 Operation of Electronic Gaming Machines

3.1 The rules of play for each game to be played on an electronic gaming machine are displayed on the artwork or screen of the gaming machine as approved in accordance with Division V, Division VI, or Division VII of these rules, as the case may be.

3.2 The game will be initiated by the player activating the appropriate game start function.

3.3 Options of play are in accordance with the rules of play for each game as displayed on the machine's artwork or screen. These options are initiated by the player activating the appropriate function(s) on the machine.

3.4 Tokens may be inserted into all machines that accept tokens, and coins of the appropriate denomination into all machines that accept coins, to obtain credits at any time unless the machine is showing an alarm condition or a payout is in progress.

3.4A Bank notes of the appropriate denomination may be inserted into all gaming machines that accept bank notes, and tickets may be inserted into all machines that accept tickets, to obtain credits at any time unless:

(a) the machine is showing an alarm condition or a payout is in progress; or

(b) the machine offers, and the player has selected, a "cash mode", whereby:

i) the insertion of a note into a note acceptor device will result in the equivalent in value of that note being dispensed as coins or tokens rather than accumulating to the game credit meter, and

ii) game win amounts are paid directly from the machine to the player rather than being credited to the game credit meter.

3.5 It is the responsibility of the player to ensure that the correct number of credits is wagered per line, and that the correct number of lines is selected per game.

3.6 It is the responsibility of the player to check that coins, bank notes, tickets or tokens inserted into the gaming machine increment the credit meter correctly.

3.7 A player's credits shall be displayed on either the video screen or an illuminated display.

3.8 A player's winnings shall be displayed on either the video screen, an illuminated display or a jackpot display meter.

3.9 Winnings may be used by the player for further game plays or, unless the cash out mode described in rule 3.4A is available and has been selected, returned by the machine when the player activates the appropriate cash out function.

3.10 Before a player ceases playing on a particular electronic gaming machine, the player shall clear the machine of all credits and shall complete the final game.

3.11 No person shall attempt to operate a gaming machine with any object or device other than New Zealand legal tender, a valid token or a valid ticket.

3.12 No person shall tilt, rock, or in any way damage or interfere with an electronic gaming machine, nor shall any person seek to gain any undue advantage from any manipulation of any gaming equipment or any part thereof.

3.13 A player shall not be entitled to a prize on an electronic gaming machine unless that prize results from the legitimate attainment of the prize on the machine.

3.14 Machine overpays are not the property of the player. All coins, bank notes, tickets and tokens in electronic gaming machines shall remain the property of the casino operator until won by a player in accordance with the approved rules of the game.

3.15 The casino operator may restrict a player to playing one gaming machine at any one time.


4.0 Payouts

4.1 At the end of any game a player may collect his/her credits displayed on the video screen or illuminated display, or his/her winnings, by, unless the cash out mode described in rule 3.4A is available and has been selected activating the appropriate cash out function on the electronic gaming machine.

4.2 Credits or winnings may be paid by the machine by returning coins or tokens to the coin tray (or, in the case of a machine fitted with a ticket printer, by printing a ticket to a printer outlet fitted to the machine) unless the accumulated credits, as indicated on the video screen or illuminated display, are in excess of a payout limit fixed by the casino operator and approved by the Secretary. Where the indicated credits exceed the machine payout limit, those credits will be paid to the player manually by procedures approved by the Authority, and the credits so paid will be cancelled from the machine. This rule shall apply subject to rules 4.5 and 5.10.

4.3 Prizes shall be paid in accordance with the schedule of prizes displayed on the artwork and/or the screen of the relevant gaming machine, and/or, where applicable, on the relevant jackpot display meter, subject to these rules.

4.4 A player entitled to receive a manual payment shall both verify the amount of the payment and acknowledge receipt of that payment by signing the appropriate hand payment form.

4.5 A casino operator shall have the right to request a player to play out any credits where the value of such credits is less than $2. In the event the player declines the request, the casino operator will process a manual payment to the player.

4.5A Where a ticket has a residual credit value which is not enough to constitute one credit on the gaming machine in which it has been inserted, the residual credit value shall be displayed on the screen and must be able to be collected from the gaming machine in the form of a printed ticket when play has been completed.

4.6 Prizes, coin, token or ticket issues, and coin, token or ticket redemptions payable by the casino operator will wherever possible be paid immediately in the form requested by the player. The casino operator may however delay payment subject to further verification of a player's entitlement, delay payment to a mutually agreed later time, pay the prize other than in the form requested by the player, and request appropriate forms of personal identification from the player.

4.7 The casino operator may withhold or void the payment of any prize, coin issue, token issue or ticket issue, or demand the return of any prize, coin issue, token issue or ticket issue, if in its opinion there are grounds to do so, until such time as the casino operator has completed an investigation and made a determination. A player or his/her representative may be present during the verification process.


5.0 Jackpots

5.1 The casino operator may from time to time provide for the payment of jackpots to the players of electronic gaming machines.

5.2 The value of each progressive jackpot game conducted in the casino shall be displayed on a meter located in a prominent position in relation to the electronic gaming machines which contribute to it.

5.3 The casino operator shall maintain a written record of all jackpots it offers, such details to include:

(a) the number and game name of each electronic gaming machine that is linked together for the purpose of providing a jackpot amount that increases progressively;

(b) the seed or reset amounts of each jackpot and the percentage of turnover allocated to the seed;

(c) the incremental rate of the jackpot expressed as a percentage of machine turnover; and

(d) the maximum amounts of each jackpot where applicable.

5.4 A linked jackpot will operate by adding a percentage of a machine's turnover to a linked jackpot pool.

5.5 The winner of a linked jackpot pool will be determined in accordance with the specific rules of the game as displayed on the machine artwork or screen. Subject to rule 5.11 of this division, the winner of the linked jackpot pool will win the prize indicated on the linked jackpot display, in addition to any other concurrent winnings that may be payable in accordance with rule 4.3.

5.6 A mystery jackpot will operate by adding a percentage of a machine's turnover to a mystery jackpot pool.

5.7 The winner of a mystery jackpot pool will be selected at random by a process approved by the Secretary. The winner of a mystery jackpot pool will win the prize indicated on the mystery jackpot display, in addition to any other concurrent winnings that may be payable in accordance with rule 4.3. The number of the machine winning the mystery jackpot pool will be indicated on the mystery jackpot display.

5.8 Minimum and maximum mystery jackpot amounts shall be displayed on the mystery jackpot display.

5.9 It is the responsibility of a player to ascertain whether he or she has won a mystery jackpot, but the casino operator shall inform a winning player as soon as possible after becoming aware of such a win, should the player not already have displayed his/her awareness of the win.

5.10 Jackpot wins as indicated on the relevant jackpot meter may be paid to the player through manual payment procedures approved by the Authority, and the amount so paid will be cleared from the jackpot meter. Rule 4.4 of this division shall apply to any such payment.

5.11 Where two or more players are eligible for payment of the amount displayed as the linked jackpot on the relevant meter, the following provisions shall apply:

(a) the minimum amount of the jackpot shall be payable in full to each such player; and

(b) the balance of the jackpot amount shall be shared equally among the winning players.

5.12 Two or more players shall be eligible for a linked jackpot if:

(a) all of the players obtain the winning combination at the same time; or
(b) i) one or some of the players obtain the winning combination at the same time, and
ii) the linked jackpot arrangement allows other players on gaming machines forming part of the arrangement to complete wagers made before, or at the same time as, the winning combination was obtained, and
iii) in completing such wager(s) before further play is prevented, another player obtains, or other players obtain, the winning combination as a result of such wager(s).

5.13 In relation to any linked jackpot, no person is permitted to engage syndicated play.

5.14 No person is permitted to induce a player at a gaming machine to vacate a gaming machine, or to engage in syndicated play, or to solicit such inducement.

5.15 No person is permitted to interfere with, disturb, or intimidate other gaming machine players, or casino employees.

5.16 No person may occupy a gaming machine if not actively playing that machine, or occupy an adjacent area such that it restricts another person from gaining access to play a gaming machine.

5.17 Any person or persons who, in the reasonable opinion of the casino operator, is or are in breach of rules 5.13 to 5.16 shall be warned and, if they persist with their actions, may be removed from the casino premises.


5A.0 Ticket-based Gaming

A casino operator may not operate, or allow to be operated, any gaming machine in a casino that is able either to accept tickets in terms of rule 3.4A, or to pay credits or winnings by printing a ticket in terms of rule 4.2, or both ("ticket-capable gaming machine") unless the following conditions are complied with:

(a) the number of ticket-capable gaming machines in the casino shall not exceed the lesser of 300 or 25% of the approved gaming machines on the casino premises;

(b) no ticket-capable gaming machine shall be able to accept a ticket with a denomination or value greater than $500;

(c) no casino employee or ticket-issuing machine or other device (other than a gaming machine paying credits or winnings by means of a ticket under rule 4.2) shall be able to issue a ticket with a denomination or value greater than $500;

(d) all credits or winnings paid by a gaming machine by printing a ticket under rule 4.2 shall be paid out on a single ticket;

(e) all tickets issued by a casino operator for use in gaming on ticket-capable gaming machines shall have printed on them in legible type the name and current 0800 telephone number of the Problem Gambling Helpline, or such other information relating to harm minimisation as the Authority may reasonably require; and

(f) no ticket-capable gaming machine shall be able to offer a game with a denomination of less than 20 cents.


6.0 Irregularities

6.1 Subject to rules 6.7 and 6.8, the casino operator may refuse to make any prize payment to the player in respect of a wager in any case where the casino operator is satisfied that for any reason whatsoever the electronic gaming machine being played, or associated gaming equipment, has malfunctioned.

6.2 Where the casino operator refuses payment of a wager pursuant to rule 6.1, the casino operator shall:

(a) report the matter immediately to a Government inspector;

(b) ensure that the machine involved is not played or otherwise dealt with by any person until a Government inspector is afforded the opportunity to make a full examination of the machine; and

(c) refund any credit or credits wagered for the play in which the prize payment is being refused.

6.3 An electronic gaming machine shall be deemed, in the absence of it being established to the contrary, to have malfunctioned where the same hand, set of numbers or combination of symbols is displayed during three or more consecutive games on the machine.

6.4 Players are required to notify the casino operator in the event of any and all machine malfunctions. Failure to do so, and the retention of any prize or free plays as a result of machine malfunction, may be considered a contravention of these rules.

6.5 Should an electronic gaming machine malfunction while a player's credits remain displayed on the machine, the credits remaining shall be paid out manually.

6.6 In the event of a malfunction of a jackpot meter, jackpot controller or electronic gaming machine forming part of a linked jackpot arrangement, the casino operator reserves the right to adjust the value of the jackpot prize in accordance with approved procedures.

6.7 In the event that a mystery jackpot attached to a bank of gaming machines reaches its ceiling value without being triggered, the casino operator shall allocate the jackpot prize evenly among the players on the bank at the time the jackpot ceiling was reached. In the case of a mystery jackpot involving a merchandize prize, the cash equivalent of that prize shall be allocated accordingly.

6.8 In the event that a stand-alone mystery jackpot reaches its ceiling value without being triggered, the casino operator shall award the jackpot to the player on the machine at the time the jackpot ceiling was reached.




Schedule 3 - Appendix B

CASINO CONTROL AUTHORITY

Notification of Approval of
Casino Games and the Rules of those Games


DIVISION IIIA - GAMING MACHINE TOURNAMENTS


Section 1 Interpretation
Section 2 Application
Section 3 Equipment
Section 4 Conditions of Entry
Section 5 Wagers
Section 6 Rules for Tournament Play
Section 7 End of Session



1.0 Interpretation

In this division unless the contrary intention appears:

"Applicant" means an applicant for entry to a tournament;

"Gaming Machine Tournament" means a competition based on the playing of gaming machines as provided for in these rules, which provides all players with an equal chance of winning;

"Play-off" means a session, or more if required, held to determine a winner as between two or more players on gaming machines in the event that those players hold an equal value of tournament credits at the end of a session on the gaming machines, and a result is needed to determine who wins or is a place-getter in the tournament, or who progresses to a further session;

"Player" means a person accepted to participate in a tournament;

"Session" means a set period of play, the duration of which is determined by time at the completion of which a winner and/or place-getters, as applicable, is or are determined either for the tournament or for advancement to a further session;

"Tournament Director", in relation to a tournament, means an employee of the casino operator. Such an employee shall be present while the tournament is in progress and be responsible for the conduct of the tournament.



2.0 Application

2.1 Subject to rule 2.2:

(a) the general rules contained in Division I of these rules; and

(b) the rules of Electronic Gaming Machines contained in Division III of these rules,

shall apply to gaming machine tournaments. Where there is an inconsistency between any rule contained in this division and any of the general rules or the rules of electronic gaming machines, the rules of this division shall prevail when gaming machine tournaments are being played.

2.2 The following rules shall not apply to gaming machine tournaments:

(a) rule 11.1 of Division I; and

(b) rules 3.4, 3.4A, 3.6, 3.9, 3.10, 4.1, 4.2, 4.3, 4.4, 4.5, 4.5A, 4.6, and section 5 of Division III.


3.0 Equipment

3.1 Approved gaming machine software that does not incorporate a "tournament mode" as described in Division V, Division VI or Division VII of these rules may be used in the conduct of gaming machine tournaments subject to approved procedures.

3.2 Where a machine is used in the conduct of a gaming machine tournament, the credit input and collect buttons shall be disabled.


4.0 Conditions of Entry

4.1 The casino operator may charge a fee for entry to a tournament.

4.2 Before accepting applications for entry into a tournament the casino operator shall determine, in relation to the tournament:

(a) the form of the entry form;

(b) the amount of any entry fee;

(c) the value of credits to be allocated by the casino operator to each player at the beginning of a session for the purposes of use in the session;

(d) the gaming machines to be used in the tournament which shall:
i) be of the same denomination, and
ii) have the same maximum bet limits, and
iii) have a theoretical return to player ("RTP") % within the range of +/- 1% of a given RTP%, and
iv) not be part of a linked jackpot arrangement;
(e) the minimum and maximum number of players in the tournament (if any);

(f) the random manner by which participants will be allocated to gaming machines;

(g) the duration of the sessions (including play-offs);

(h) the tournament prize list and the manner in which the prizes shall be distributed.

4.3 The casino operator may:

(a) refuse any application for entry to a tournament;

(b) determine that entries may be transferable;

(c) disqualify any player who fails to:
i) comply with the rules of the tournament, or
ii) attend at designated playing times;

(d) determine the allocation of players to sessions; and

(e) cancel a tournament before it begins due to lack of participation.

4.4 All entry fees received by the casino operator in respect of a tournament shall, subject to these rules, form part of a prize pool for distribution to the winning players in the tournament in accordance with the conditions of entry. The casino operator may also contribute money, goods or services to the prize pool.

4.5 No entry fee or part thereof shall be refunded to a player unless:

(a) the player withdraws from the tournament either:
i) not less than 2 days before the beginning of tournament play, or
ii) before the beginning of tournament play and the casino operator consents to the refund; or

(b) the tournament does not proceed,

in which event the entry fee shall be refunded.

4.6 No entry fee or part thereof shall be refunded to any player who is disqualified.

4.7 The conditions of entry shall be specified to an applicant in writing before the casino operator accepts an entry to the tournament from that applicant.

4.8 The Tournament Director may alter the starting time of any session, subject to reasonable notice first being given to the participants.

5.0 Wagers

5.1 From the time a session commences until the time the session concludes a player may wager any number of credits up to the maximum on each spin.

5.2 Any player who loses all of his/her credits before the end of a session shall be eliminated from the session, and no other player shall be permitted to wager on the player's gaming machine.


6.0 Rules for Tournament Play

6.1 The Tournament Director shall be present while the tournament is in progress.

6.2 At the beginning of each session players shall be allocated a gaming machine on which to play. A player may wager on and control only the gaming machine allocated to him/her.

6.3 At the request of the Tournament Director his/her delegated representative a player shall provide his/her name for recording purposes.

6.4 At the beginning of a session each participating player shall have credits allocated to the gaming machine to which they have been assigned, in accordance with the conditions of entry to the tournament. No player may be issued with any further credits during a session.

6.5 No player may insert money into a gaming machine to acquire additional credits nor attempt to cash out credits from a gaming machine being used in a gaming machine tournament.

6.6 Any player who attempts to insert money or cash out credits from a gaming machine in breach of rule 6.5 during tournament play shall be disqualified.


7.0 End of Session

7.1 A session shall end immediately where all of the players on the gaming machines, except for one, hold no credits.

7.2 Subject to rule 7.1, at the end of a session as determined by the elapsed time, the Tournament Director shall clearly signal to all players that the session has ended and no player may wager any further credits following this point. Where, at the time a session ends, a feature game is in progress the game shall be completed.

7.3 At the end of a session the Tournament Director and his/her delegated representatives shall record the credits held by each player on their respective gaming machines. Those players who qualify for the next stage of the tournament shall be informed immediately.

7.4 Subject to rule 7.5, the winner of a session shall be the player on the gaming machine who holds the greatest value of credits at the end of the session. If two or more players on gaming machines are tied at the end of the session, and a result is required to determine who wins or who progresses to the next session of the tournament, those players shall engage in a play-off.

7.5 Notwithstanding rule 7.4, the number of players to progress to the next session of a tournament from any given session, or to the final, shall be at the discretion of the casino operator, provided:

(a) the applicants were notified in writing, before they entered the tournament, of the terms and conditions upon which such discretionary advancement was to be permitted; and

(b) the casino operator complies with those terms and conditions.

7.6 Only those players who are winners in accordance with either rule 7.4 or rule 7.5 shall proceed to the next session of the tournament.

7.7 Subject to rules 7.8, 7.9 and 7.10, the winner of the tournament shall be the player who holds the greatest value of credits at the end of the final session of play, and any other place-getters provided for in the conditions of entry shall be determined in accordance with the value of credits held respectively by the other players at the table at the end of that session.

7.8 If there are two or more players each holding the greatest value of credits at the end of the final session, those players shall engage in a play-off to determine the winner of the tournament. If the conditions of entry to the tournament provide for a runner-up, and the play-off to determine the winner does not establish the runner-up (being the player in the play-off who at its end holds the greatest value of credits after the winner), there shall be a further play-off to establish the runner-up.

7.9 All placings after that of runner-up which are provided for in the conditions of entry to the tournament shall then be determined in accordance with the value of the credits held by the respective players at the end of:

(a) firstly, the play-off (if any) to establish the runner-up;

(b) secondly, the play-off (if any) to determine the winner of the tournament, should this prove necessary; and

(c) finally, the final session of ordinary play, should this prove necessary.

7.10 Where two or more players are eligible pursuant to the rules for a particular prize, by virtue of them holding the same number of credits, they shall be entitled to share equally in that prize combined with:

(a) where two players are so eligible, the subsequent prize (if any);

(b) where three players are so eligible, the two subsequent prizes (if any),

and so on. This rule shall not apply to the winner of the tournament or the runner-up.

7.11 All gaming machine credits remaining on gaming machines at the end of a session shall remain the property of the casino operator.

Schedule 3 - Appendix C

C.4. TICKET VALIDATION SYSTEMS USED IN TICKET OUT TICKET IN GAMING MACHINES


C.4.1. Introduction

A ticket validation system may be entirely integrated into an approved CMCS or be part of a Cash Control System. The system must be capable of recording all ticket in and ticket out transactions for reconciliation purposes.


C.4.2. General

C.4.2.1. Ticket Limits

Subject to all relevant rules and specifications, ticket limits may be set by the casino operator in accordance with approved procedures or minimum operating standards. These limits in dollar values may only be set, or changed, by either a down-loadable parameter from the CMCS or by accessing the logic area of the gaming machine.

C.4.2.2. Metering

A gaming machine which contains a banknote acceptor device which also accepts tickets must maintain sufficient metering to be able to report the following:

a. total monetary value of tickets accepted (Tickets In);
b. total monetary value of tickets issued (Tickets Out).

C.4.2.3. Invalid Ticket Notification

The validation system or CMCS must have the ability to identify these occurrences and reject the ticket from a gaming machine and/or prevent it from being paid at a Cashier Terminal:

a. Serial number cannot be found on file (stale date, forgery, etc.);
b. Ticket has already been paid; or
c. Amount of ticket differs from amount on file (requirement can be met by display of ticket amount for confirmation by cashier during the redemption process).

C.4.2.4. Offline Ticket Redemption

If the on-line data system temporarily goes down and validation information cannot be sent to the validation system or CMCS, an alternate method of payment for cashing printed tickets shall be applied by the Cashier as per internal control procedures.

C.4.2.5. Reporting Requirements and Ticket Reconciliation

a. All Ticket In and Ticket Out transactions will be validated by a CMCS or Cash Control System. A record will be kept of all transactions and reports will be produced which will be reconciled with all validated/redeemed tickets for each gaming day.

b. At a minimum, reports will include a summary of:
i. Tickets Issued,
ii. Tickets Redeemed,
iii. Tickets Outstanding,
iv. Change in Cash Desk Liability.

C.4.2.6. Database and Validation Component Security

a. Once the validation information is stored in the database, the data may not be altered in any way.
b. The validation system database must be encrypted or password-protected and should possess a non-alterable user audit trail to detect unauthorized access.
c. Further, the normal operation of any device that holds ticket information shall not have any options or method that may compromise ticket information.
d. Any device that holds ticket information in its memory shall not allow removing of the information unless it has first transferred that information to the database or other secured component(s) of the validation system.

C.4.3. Cashier/Change Booth Operation

All validation terminals shall be user and password controlled. Once presented for redemption, the cashier shall:

a. i. Scan the bar code via an optical reader or equivalent, or
ii. Input the ticket validation number manually; and
b. Print a validation receipt, after the ticket or tickets (if a patron presents multiple tickets) is or are electronically validated.

C.4.3.1. Validation Receipt Information

The validation receipt, at a minimum, shall contain the following printed information:

a. Machine number/s;
b. Validation number/s;
c. Date and Time paid;
d. Amount/s;
e. Total Number of Tickets;
f. Total amount to be paid;
g. Cashier Identifier;
h. Place for Cashier and Guest to sign to acknowledge payment (this will not be required if payment is through an approved remote cashier device).

Schedule 3 - Appendix D


Australian/New Zealand

Gaming Machine
National Standard



Revision 7.0

30 December 2003












Table of Contents

1 Introduction 1901
1.1 General 1901
1.2 History 1901
1.3 Intent 1902
1.4 Adoption & Amendment of the National Standard 1902
1.5 Testing 1903
1.6 Interpretation Consistency 1903
2 Hardware 1904
1.7 Introduction 1904
Gaming Machine Monitoring 1904
1.8 General 1904
Gaming Machine Evaluation Submissions 1904
Gaming Machine Approvals 1904
Gaming Machine Documentation 1904
1.9 Cabinet 1905
Cabinet Identification 1905
Cabinet Artwork 1905
Cabinet Construction 1905
Doors 1906
Liquid Spills 1906
Keys and Locks 1906
Cabinet Environment 1906
Cabinet Security 1907
Locked Areas 1907
Door Access Detection Devices 1907
Logic Area 1907
Cabinet Electrical 1908
Cabinet Wiring 1908
Cabinet Interference 1908
Electromagnetic Interference 1908
Electrostatic Interference 1909
Temporary Disruption Test 1909
Radio Frequency Interference 1909
Magnetic Interference 1909
1.10 Computer & Peripheral Hardware 1910
Memory Requirements 1910
RAM 1910
Critical Memory Requirements 1910
ROM 1910
Hard Meters 1910
Circuit Boards 1911
PCB Identification 1911
PCB Construction and Modification 1911
Switches and Jumpers 1911
Power Supply 1911
Information Display 1912
Reels and Wheels 1912
Video Monitors 1912
Touch Screens 1912
Printers 1913
Audible Alarm 1913
1.11 Cash Input Systems 1914
Note and Acceptor Devices 1914
Coin Input Systems 1914
Coin Validators 1914
Programmable Coin Validators 1914
Coin Diverter Chutes 1914
1.12 Cash Ouput Systems 1915
Coin Hoppers 1915
Cash Boxes 1915
1.13 Communications 1915
Communications Interface 1915
3 Software Standard 1916
1.14 Introduction 1916
1.15 Memory 1916
Contents of Critical Memory 1916
Maintenance of Critical Memory 1916
Detection of Corrupted Memory 1917
Recoverable Memory Corruption and Critical Memory Recovery (optional) 1917
Unrecoverable Critical Memory 1917
Data Partitioning 1917
Non-critical RAM 1917
Program Execution from Secondary Storage Media 1917
PSD Verification 1918
Unused Program Memory Storage 1918
ROM Program Storage 1918
Write Once Read Many (WORM) Program Storage 1918
Read/Write Storage Media 1918
Flash Memory Devices 1919
Security Controls 1919
Physical Protection against Modification 1919
Downloading Programs to Flash Memory Devices 1919
Program Verification 1919
1.16 Metering 1919
Soft Meter Update 1919
Credit Meter 1919
Credit Meter Decrement 1919
Update of the Credit Meter 1919
Credit Meter Prize Update and Progressive Prizes 1920
Substantial Win 1920
Meter Internal Storage, Width and Wraparound 1920
Decimal Meters 1920
Binary Meters 1920
Definition of Software Meters 1920
Master Meters 1920
Self Audit Error Checking 1921
Self Audit Check Formula 1921
Occurrence of Self Audit Check 1921
Action on Failure of Self Audit Check 1922
Meter Increment Test 1922
Progressive Meters 1922
Multi-game Meters 1922
Residual Credit Removal Meters 1922
Labelling of Other Meters 1923
Additional Meters 1923
Display of Date and Time 1923
1.17 Program Interruption & Resumption 1924
Recovery from Program Interruption 1924
Recovery from Test Mode 1924
Restoration of Fault Condition 1924
Program Interruption Procedures 1924
Program Resumption Procedures 1924
Program Interruption During Play 1924
1.18 Door Open/Close 1925
Doors to be Monitored 1925
Power Fail Detect of Logic Area Door Open 1925
Door Open Procedures 1925
Door Close Procedures 1925
1.19 Credit Acceptance 1925
Coin Acceptance Conditions 1925
Credit Meter Update on Coin Insertion 1926
Coin Validation 1926
Coin Entry and Invalid Coins 1926
Coin Diverter 1926
Cashless In 1926
1.20 Credit Redemption 1926
Credit Redemption Conditions 1926
Cancel Credit 1927
Hopper Pay 1927
Hopper Pay Conditions for tokenised games 1927
Control of Hopper Pay 1927
Update of Money Out Meters 1927
Hopper Error Conditions 1927
Cashless Out 1927
Hopper Refill 1927
Hopper Refill Procedure 1927
Hopper Refill Conditions 1927
Printers 1928
Ticket Voucher Printing 1928
Cash Ticket Information Required 1928
Ticket Barcodes 1928
1.21 Displays 1928
User Options 1928
Credit Meter Width 1928
Game Screen Meters 1928
Credit Meter Display 1928
Game Result 1929
Multi-line Games 1929
Display of Lines Selected 1929
Display of Lines Won 1929
Idle Mode Display 1929
Display Requirements with Non-zero Credit Meter 1929
Display Requirements Following Collect (including Residual Credit Collect) 1929
Display Requirements Following Cancel Credit 1929
Multi-game gaming machines 1930
Video Displays 1930
Attract Mode 1930
Paytable Display 1930
Touch Screens 1930
Calibration Facility 1930
Accuracy 1930
Button Icons 1930
Hidden Touch Points 1930
Power Save Mode 1930
Power Save Mode Requirement 1930
Power Save Mode Activation Conditions 1930
Power Save Mode Control 1931
Exit from Power Save Mode 1931
Components De-energised during Power Save Mode 1931
Hardware activated Power Save Mode 1931
Mechanical Reels/Wheels 1931
Re-spin after gaming machine Re-activation 1931
Reel Bounce 1931
Minimum Reel Spin 1931
Active Monitoring of Reel Position 1931
1.22 Game Play 1931
Game Rules 1931
Game Fairness 1931
Modification of a Game 1932
Commencement of Games 1932
Wagers 1932
Game Play / Idle Mode 1932
Game Play Information 1932
Initiation of Game Play 1932
Automatic Game Play Initiation 1932
Games with Components of Skill 1932
Prize Determination 1933
Game Minimum RTP 1933
Game Maximum RTP 1933
Probability 1933
Standard Deviation 1933
Non-linear Paytables 1934
Carded Percentage 1934
Bet Limit 1934
Win Limit 1934
Win Truncation 1934
Feature Exit 1934
Autoplay 1935
Gamble 1935
Auto Gamble 1935
Metamorphic Games 1935
Requirements of Metamorphic Games 1935
Extra Credits Wagered During Metamorphic Games 1935
Metamorphic Game's Return 1936
Residual Credit Removal 1936
Game Fairness Objectives 1937
Card Games 1937
Ball Drawing Games 1937
Roulette Wheel, Spinning Reels, Dice Rolling, Coin Tossing Games 1937
Other Games 1938
1.23 Audit Mode 1938
Audit Mode Requirements 1938
Audit Mode Access 1938
1.24 Test/Diagnostic Mode 1938
Entry to Test/Diagnostic Mode 1938
Exit from Test/Diagnostic Mode 1939
Test Games 1939
Information Required in Test Mode 1939
Special Test Modes 1939
Combination and Paycheck Mode 1939
Hopper Test 1939
Coin In Validation Test 1939
Coin Payout 1940
Credits Input During Test Mode 1940
1.25 Last Play Recall 1940
Number of Last Plays Required 1940
Last Play Information Required 1940
Game Sequences 1941
1.26 Multiple Games 1941
Selection of Game for Play 1941
Location of Meters 1941
Configuration of Multi-Game Gaming Machines 1942
1.27 Random Number Generator and Symbol Selection 1942
Game Result Determination 1942
Fundamental RNG Requirement 1942
Choice of Algorithm 1942
Background RNG Activity Requirement 1942
RNG Seeding 1942
Minimum Period for Prize Determination using One RNG Value. 1943
Minimum Range Requirement 1943
Mapping 1943
Scaling Algorithms 1943
1.28 Progressive Jackpots 1944
Communication with Jackpot Controller 1944
Modification of Jackpot Parameters 1944
Method of Modification 1944
Modified Parameters do not Affect Active Jackpots 1944
Reset of Jackpot Amounts 1944
Jackpot Specific Faults 1944
Display of Jackpot Fault Condition 1944
Progressive Jackpot Prize Expectation 1944
1.29 Gaming Machine Events 1944
Gaming Machine Faults 1945
Action on Occurrence of a Fault Event 1945
Action on Clearance of a Fault Event 1945
Faults to be Treated as Events 1945
Banknote Faults and Remedial Actions 1947
Door Open/Close Events 1947
Non-fault Gaming Machine Events 1948
Notification of Faults 1949
1.30 Code and Compilation 1949
Source Code Module Requirements 1949
Source Code Comments 1949
Source Code Completeness 1950
Redundant Code Sections 1950
Description of Variables 1950
Program Storage Media Identification 1950
1.31 Security/Integrity 1950
Modification of Gaming Machine Characteristics 1950
External Mechanism Affecting Play 1950
Permitted Reconfiguration 1950
Display Following Reconfiguration 1950
Gamble Configuration 1951
Approval of Gaming Machine Configuration Settings 1951
Validation of Gaming Machine Configuration Settings 1951
Gaming Machine Central System Address Entry in Setup Mode 1951
Configuring a Gaming Machine via a Central System 1951
Game Detail Sheets 1951
Communication Error Detection 1951
RAM Resets 1951
RAM Reset Method 1951
Function of RAM Reset 1952
Simultaneous Inputs 1952
Demonstration Mode 1952
Entry to Demonstration Mode 1952
Exiting from Demonstration Mode 1952
Notification 1952
Metering During Demonstration Test or Service Mode 1952
Illegal Gaming in Demonstration Mode 1952
1.32 Card Reading and Account Betting 1952
Security Aspects 1952
Card Locking Mechanism 1953
De-activation of Card Locking Mechanism 1953
Account Betting 1953
1.33 Parameter/Limit Definitions 1953
4 Artwork 1954
1.34 General Artwork Requirements 1954
General 1954
Requirements 1954
1.35 Spinning Wheel Artwork Standard 1956
Introduction 1956
Prizes Layout 1956
Symbol-prize Relationship 1956
Number of Symbols Required for a Prize 1956
Shared Pay Scales 1956
Mixed or Grouped Symbols 1956
Tabulated Prizes for Multiple Credits Staked 1956
Winning Line Pays (Paylines) 1956
Scattered Pays 1957
Tokenised Games 1957
Cash Prizes 1957
Scatters 1957
Maximum Bet 1957
Minimum Bet 1957
Positioning, Size, Colour And Shape 1957
One Symbol/Prize Instructions 1957
Grouped Instructions 1957
Global Instructions 1957
Messages' Colour 1957
Symbols' Shape 1957
Symbols' Reference 1958
Substitutes 1958
Substitute Symbols 1958
Substitutes and Coinciding Wins 1958
Substitutes Participating in Scattered Wins 1958
Unusual Substitutes 1958
Change of Substitutes 1958
Substitutes and Extra Pays 1958
Winning Patterns 1959
Patterns 1959
Scatters Patterns 1959
Pictorial Winning Patterns 1959
Difficult Patterns 1959
Selected Lit Lines 1959
Extra Lines 1959
Displaying Paylines 1959
Coinciding Winner Rules 1959
Features 1960
Features - General 1960
Feature Trigger Patterns 1960
Feature Re-trigger 1960
Tokens Accumulation 1960
Free Games 1960
Re-spins/Held Reels 1960
Bonus Prizes 1961
Metamorphic Sequences 1961
Held Reel Games 1961
Miscellaneous Symbols 1961
1.36 Keno/Bingo Artwork Standard 1961
1.37 Card Game Artwork Standard 1962
General 1962
Poker 1962
Blackjack 1962
1.38 Other Games 1963
General 1963
Roulette 1963
Dice Games 1964
Simulated Races 1964
Scratch Ticket 1964
1.39 Gamble Artwork Standard 1964
Limits 1964
Automatic Exit 1964
References 1964
Conditions 1965
Choices of Multipliers 1965
1.40 Standard Wording 1965
Introduction 1965
Preamble 1965
Qualifications 1965
General 1965
Malfunction Voids all Pays and Plays 1965
All Wins Shown in Credits except Progressive Pays 1965
All Wins Shown in Credits 1965
All Wins to Credit Meter except Progressive Prizes 1965
Win up to XXXXX Credits on a Selected Lit Line 1966
Play 1 to XX lines. 1966
Winning Patterns 1966
All Pays Left to Right Only including Scatters 1966
All Pays Left to Right except Scatters 1966
All Pays Left to Right and/or Right to Left 1966
All Pays Left to Right and/or Right to Left except Scatters 1966
All Pays for Two or More Adjacent Symbols, including Scatters 1966
All Pays for Two or More Adjacent Symbols, except Scatters 1966
Any 1966
Of a Kind 1966
Mixed 1966
Coinciding Wins 1967
Coinciding Wins are Added 1967
Highest Win Only on Each Payline 1967
Coinciding Wins on Different Paylines are Added 1967
Each Symbol can participate Only Once in any Payline Win 1967
Paylines 1967
All Wins on Centre Payline except Scatters 1967
All Wins on Selected Lit Lines only: (viewed in conjunction with a scatters
statement) 1967
Scatters 1967
Scattered Prizes added to Payline Wins 1967
Substitutes 1967
X Substitutes for all Symbols [Optional Including or Except Scatters] 1967
X Substitutes for all Symbols and for all Scattered Pays at the same time 1968
If one or more X substitute in a winning pattern the prize for that winning pattern is doubled*. Doubled* prizes are shown in the coloured column. 1968
Every X that substitutes in a winning pattern multiplies the prize for that winning
pattern by XX. 1968
X substitutes for A, B, C... 1968
X substitutes for All Symbols except A, B, C... 1968
Features 1968
Non winning combinations occurring during free games pay X credits multiplied by
the total number of credits staked / credits staked per line: 1968
During free games all wins are doubled*: 1968
Free games cannot be won again during the feature 1968
During Free Spins the Initial Win is not repeated 1968
Tabulation 1969
These Wins Multiplied by Credits Staked (per line) 1969
All Wins Multiplied by Total Credits Staked 1969
The prize for one credit staked is multiplied by the number of credits staked
(per line) 1969
Credits bet per Line 1969
Credits Bet: or Total Credits Bet 1969
5 Banknote Acceptance Specifications 1970
1.41 Banknote Acceptance Devices - Functional Requirements 1970
General 1970
Disabling Banknote Values 1970
Discrimination 1971
Physical Access 1971
Gaming Machines With Both Coin and Banknote Acceptors 1971
Requirements 1971
Configuration Option 1972
1.42 Hardware Requirements 1972
Banknote Input System 1972
Hardware Test Compliance 1972
Interconnecting Cables 1972
Liquid Spills 1973
Burning Materials 1973
1.43 Software Requirements 1973
Banknote Acceptor Fault Conditions 1973
Action When Banknote Faults Occur 1973
Signature Requirements on Distributed Processing 1974
Banknote Acceptor Self Test 1974
Audible Alarm 1974
Tokenisation 1974
Communication with Banknote Acceptors 1974
Note Acceptor Disabled on High Credit Balance 1974
Metering 1975
Master Meters 1975
Banknote Clearances 1975
Storage of Banknote Acceptor Data 1975
Gaming Machine Audit Mode Banknote Information 1975
6 Submissions 1976
1.44 General 1976
Introduction 1976
Submissions 1976
1.45 Full Hardware Submission 1976
General 1976
Cabinet 1977
Cabinet Sensors 1977
Coin Validation 1977
Coin Chutes And Diverters 1978
Hopper 1978
Banknote Acceptor 1978
Reels and Other Physical Displays 1979
Electronic Components 1979
Monitors - General 1979
Monitors - Touch Screen 1980
Other Hardware Devices 1980
Stand Alone Progressive Controllers And Displays 1980
1.46 Full Software Submission 1981
Source Code 1981
Software Compilation 1981
Program Storage Image File 1982
Miscellaneous Functions 1982
Fault Conditions 1982
Random Number Generator 1982
System Security/Integrity 1982
Data Retention 1983
Metering Systems 1983
Coin And Banknote Validation 1983
Hopper 1984
Power Save Mode 1984
1.47 Game Specific 1984
General 1984
Game Details 1984
Mathematics 1985
Artwork 1986
1.48 Update Submissions 1986
Hardware Submission 1986
Software Submission 1987
7 Glossary of Terms and Abbreviations 1991
1.49 Glossary 1991
8 Supplementary Standard Document 1996
1.50 Introduction 1996
1.51 General 1996
Credit Collect 1996
Residual Credit 1997
Logic Area Access 1997
Autoplay 1998
1.52 Parameter/Limit Values 1999





Introduction
This chapter introduces the Standard concept, and briefly discusses the phases involved in the origin and development of this Standard.

General
The Australian / New Zealand Gaming Machine National Standard ("the Standard") has been developed by participants from the following gaming regulators:
The ACT Gambling and Racing Commission Tel. 61 2 6207 0359;
The New South Wales Department of Gaming and Racing Tel. 61 2 9995 0980;
The New Zealand Casino Control Authority Tel. 64 9 358 4356;
The New Zealand Department of Internal Affairs, Gaming Racing & Censorship Division Tel. 64 4 495 9343;
The Northern Territory Treasury - Racing, Gaming & Licensing Division Tel. 61 8 8999 1308;
The Queensland Office of Gaming Regulation Tel. 61 7 3872 0999;
The South Australian Office of the Liquor and Gambling Commissioner Tel. 61 8 8226 8410;
The Tasmanian Department of Treasury and Finance, Revenue, Gaming and Licensing Division Tel. 61 3 6233 3726;
The Victorian Office of Gambling Regulation Tel. 61 3 9651 3333;
The Western Australian Department of Racing, Gaming and Liquor Tel. 61 89 425 1888.
The purpose of the Standard is to work towards creating one basic standard for gaming machines throughout Australia and New Zealand. Initially this will be through this document providing a set of "core" requirements aimed at being common to all jurisdictions. Chapter 8 Supplementary Standard Document lists the sections of this document that do not yet have continuity between all participating regulators, and the focal point in the future will be to eventually merge these requirements into the core Standard.
Each jurisdiction will provide an appendix to the above setting out the additional requireÂĦments manufacturers must comply with in that jurisdiction.
Any word in square parentheses, (e.g. [VALUE]), refers to a value that may be subject to change due to a change in policy. These terms are defined in Chapter 3, Section 1.33 Parameter/Limit Definitions, and their values are listed in Chapter 8, Section 1.52 Parameter/Limit Values.
It is the prerogative of each jurisdiction on the extent to which this document is adopted. Whilst it is intended for there to be no conflict between the "core" requirements and individual jurisdictional requirement, in the event of a conflict the local requirement for that jurisdiction overrides the Standard.
Copying or reproducing this Standard (or any part of this Standard) for commercial gain, without prior permission is prohibited.
History
The National Standard Working Party was established by the Australian and New Zealand gaming regulators on 21 March 1994. The purpose of the working party is to develop technical requirement documents to be used by each individual jurisdiction as the basis for working towards a common technical requirement for the evaluation of gaming machines.
Commonality of technical requirements reduces duplication of effort on the part of manufacturers in the design and manufacture of a gaming machine supplied into multiple jurisdictions and provides cost savings when equipment previously approved in one jurisdiction is assessed for approval in other jurisdictions.
The process for developing the National Standard involves consultation with equipment manufacturers.
It has not been, in bringing the document to this stage within the scope of the working party, to attempt to change the divergent industry structures that exist between some jurisdictions. These structural differences result, not only from current regulatory policy but also from the different approaches to gaming machine ownership (venue, private monopolies or duopolies and government) and the level of technology (particularly monitoring and control system technology) available when machine gaming commenced in each jurisdiction.
Whilst these structural differences exist, jurisdictional specific technical requirements are inevitable. The working party has identified these differences and the focus of the National Standard development process will now shift to ensuring that any difference in technical requirements between jurisdictions are for valid and unresolvable reasons.
Intent
The intent of this document is to ensure gaming on gaming machines occurs in a manner that is:
fair;
secure; and
auditable.
and that gaming machines are reliable in terms of these issues.
It is not the intent of this document to unreasonably:
mandate a single solution or method of realising an objective;
limit technology application to gaming equipment;
limit creativity and variety of choice;
limit marketability;
advantage any supplier or manufacturer of equipment; or
preclude research and development into new technology, equipment or innovative solutions.
New developments in gaming technology are recognised and encouraged. Alternative implementations to the specifications will be considered on their merit on a case by case basis. Manufacturers should also be aware that purchasers of equipment may set requirements additional to the Standard provided that the additional requirements are compatible with the Standard.
Note that regardless of whether or not gaming equipment meets this Standard, it must operate correctly.
Adoption & Amendment of the National Standard
It is anticipated that amendments to the Standard will occur on an annual basis and then be adopted by the participating jurisdictions. Individual jurisdictions can be expected to amend their respective requirements documents in advance of the National Standard where player fairness, security or auditability is considered to be jeopardised.

This process should ensure manufacturers are given information well in advance of changes to the Standard. As a general rule when jurisdictions adopt new requirements:
a grace period of 6 months will be granted before new requirements come into force;
previously approved equipment remains unaffected and revisions to that equipment will be conducted under the requirements in force when the item was originally tested;
equipment under test at the time the new requirements come into force will be tested against the requirements in force when the item was submitted for testing.
Where non-proprietary enhancements are made to a previously approved gaming machine (e.g. conversion to a more technically advanced coin acceptance mechanism) as a general rule the test will be that the modification results in a gaming machine that is fair, secure and effectively auditable with functionality above that required at the time the gaming machine was originally approved but without having to meet newer requirements.
Testing
Testing of gaming equipment against the Standard is directed at determining that in a laboratory environment the equipment:
has a sound result determination process;
is fair to the player and not