The Gambling Commission published the outcome of its gaming machine consultation on 30 September 2026, and the part of it that reaches furthest into a game’s design is short. From 30 June 2027, a new gaming machine game for Great Britain must not celebrate a return that is less than or equal to the stake, and must not offer a feature that lets the player shorten the time until the result appears. Turbo, quick spin and slam stop are named in the guidance as the kind of feature the requirement is aimed at.
That is a production instruction, not a compliance footnote. A supplier that has built a fast-play button into a cabinet title, or that fires the win sequence on a return that merely hands the stake back, has work to do before its next test — and the package’s own definition of “new” decides whether that work applies to a game already in the field.
This article reads the finalised Gaming Machine Technical Standards as a set of design decisions. It is not the certification submission guide, which is about getting a title through a laboratory; it is not the studio commissioning checks, which are about the contract with the studio; and it is not the platform exclusive guide or the seasonal window guide, which are about who owns a title and when it must land. It is what the standards now require of the game itself.

The date on a test report decides whether a game is “new”
The standards draw the line by paperwork, not by the cabinet’s age. A machine or game is classified as existing if the Gambling Commission approved third-party test house final report, or internal testing documentation signed off by a Personal Management Licensee, is dated before 30 June 2027; it is new if that date is 30 June 2027 or later. The classification applies to a first test and to subsequent re-testing where hardware or software is modified in a way that could affect the fairness of the game — the standard’s own examples are maths tables and game personality — or its randomness.
That is the sentence to take to a roadmap meeting. A maths change, a new game personality, or a fresh RNG configuration on a cabinet title that is already sited puts the game through a test dated after the boundary, and a game that tests as new is in scope for everything below. A title whose only change is cosmetic keeps its existing classification.
Two other scope rules matter at the same time. The limit-setting and sessional-display requirements bite on new category A, B1, B2, B3, B3A and B4 machines and games, and where a machine makes a new game available alongside an existing game, or alongside a category C or D game, all games on that machine must comply — a new title can pull an older one into scope on the same cabinet. And the two prohibitions below extend to new category C as well.
Two prohibitions, and both are visible on the screen
A return at or below the stake cannot be celebrated. GMTS 15.4 says a machine or game must not celebrate a return which is less than or equal to the last total stake gambled, and the guidance defines celebrate as the use of auditory or visual effects associated with a win. The customer still has to be told the result: the guidance lists displaying the total amount awarded, showing winning lines for a short period sufficient to inform the customer, and a brief sound indicating the result and the transfer to the player balance. What goes is the celebration, not the information.
The player cannot shorten the wait for a result. GMTS 15.5 prohibits any feature that permits a customer to reduce the time until the result is presented, and names turbo, quick spin and slam stop. Its stated aims are to reduce the potential intensity of gameplay and to remove the artificial illusion of control. The guidance carves out bonus and feature games where no additional stake is wagered, so a free-spin sequence is not the target.
Neither prohibition is the whole story on pace, because the standards already had one. GMTS 5.7a requires each game cycle on categories A, B1, B2, B3 and B4 to last at least 2.5 seconds, and GMTS 5.7c sets category C at no less than 1.5 seconds per cycle at the statutory maximum stake with an hourly average of at least 2.5 seconds — and, regardless of stake, a floor of 1.0 second per cycle and an hourly average of at least 1.25 seconds. GMTS 5.6 separately requires the start button to be released and then depressed, except where auto play or auto start is permitted under the Gaming Machine (Circumstances of Use) Regulations 2007. A game designed to feel immediate has been running against a measured floor for years; what changes in 2027 is that the player-facing accelerators go.
Limit setting is a first-screen decision, with hard ceilings
From 30 June 2027 a new machine or game must require the customer to make an active choice, for both a time limit and a monetary limit, between setting their own limit and using the default. GMTS 15.1a is specific about the presentation: the free-text box and the default option must appear at the same time and with equal prominence. The guidance permits supporting furniture — sliders, arrows, pre-set lists — but forbids functionality that anchors or attempts to influence the choice, and allows increments such as whole pounds and minutes to reduce user error.
GMTS 15.1b then fixes the ceilings:
- A customer-set time limit must not exceed 60 minutes; a default time limit must not exceed 20 minutes.
- A customer-set monetary limit must not exceed a net loss of £450; a default monetary limit must not exceed a net loss of £150.
- On continuing after a break in play, a further 60 minutes and a further £450 (or, when the session is in a positive net position, a total net loss capped at £450), and a further 20 minutes and a further £150 (or £150 total) on the defaults.
- Customers must not be offered “no limits” or an equivalent.
Net position is the metric throughout — the total of all winnings minus the total of all losses since the session started — which the Commission says it chose because customers understand the term better than the alternatives.
The break in play is a designed screen, and it has rules
Reaching a limit, or changing one before it is reached, must produce a customer alert communicated in real time, and that alert must produce a break in play (GMTS 15.1c). The breaks are graduated: at least 10 seconds when the first default time limit is reached, at least 20 seconds at the second, and at least 30 seconds for every other break.
GMTS 15.2 then says what may appear in them. The break must explain the type of limit reached and give sessional information on elapsed time and net position, direct the customer to sources of support, and let them end the session — collecting any available sums — or set new limits. Marketing of new or existing games, and promotional offers, are not permitted in a break triggered by a limit. A customer may actively choose to hide the sessional information after a minimum of 10 seconds of the break.
That is a screen a game team has to author, localise and test like any other. The localization architecture a studio keeps for message identifiers and layout expansion is exactly what a break screen with variable numbers in it needs.
Net position and elapsed time are displayed by default
GMTS 15.3 requires a machine or game to display the customer’s net position and elapsed time since the session started, by default, with an option to hide. On a machine that offers more than one game, the same information must also be displayed by default at machine level — the standard calls it system or platform level — on the main menu, with the same option to hide. Elapsed time is displayed in hours, minutes and seconds.
The obligation sits with whoever controls the shell as well as with whoever controls the game. A game that renders its own chrome has to carry the display; a game that runs inside a cabinet shell has to expose the numbers the shell shows, which is a data-contract question as much as a design one.
The staff alert has the longest runway, and it is a hard stop
Reaching a limit, or modifying one before it is reached, must also produce a staff alert in real time — but this requirement, GMTS 15.1d, comes into force on 3 October 2028, two years later than the rest. The Commission describes the two-year timeline as recognition of the delivery burden: protocol updates, multi-platform integration and acceptance testing. It also calls it a hard stop, and says licensees should keep using staff alert technology where it already exists. The alert must explain the reason and detail the customer’s elapsed time and net position, and is not required at the first or second default time thresholds — a change the Commission made in response to consultation to target staff time where the risk is greatest.
The three-month session window comes first
Before any of that, one standard arrives on its own. The interim standard defining a gaming machine session is in force from 30 March 2027 to 29 June 2027, and its purpose is measurement: a three-month window in which sessional data can be collected on a common definition before the rest of the standards land.
The definition is operational, and it is the one the 15.x requirements are written against. A session begins when a game is played. It ends if the machine credit is below the value of the lowest single available stake for 60 seconds from the end of the last game cycle; or if there is no customer input for 240 seconds from the end of the last game cycle, irrespective of credit; or if the customer presses Collect and all possible uncommitted credit is cashed out; or on any interruption to normal operation such as a power cut, power off, malfunction or door open. Where a machine offers more than one game, sessional data is collected at machine level on the main menu, so it can cover play across several games. Demonstration and tournament mode is not tracked.
The Commission describes the metrics a later exercise would draw on: session duration, net expenditure, net expenditure by duration, and limit-setting functionality — which type of limit was used, when limits were reached, and when a session ended on reaching one.
The same revision also loosens two things
A roadmap that only reads the new duties will misread the package. Two long-standing restrictions were relaxed in the same document. GMTS 5.9 now allows a player to gamble a live jackpot win on all categories of gaming machine. GMTS 5.14 adjusts the value and the number of repeats permissible on category C machines and removes the need for a 50/50 chance following a losing game on category B machines.
The standards also restate their own boundary, unchanged: they are not intended to limit game content or the use of new technological development, provided the objectives of the standards are met. And they warn, in the same breath, that operators and end users should not rely on them as a measure of reliability, quality or minimal security.
What this means for a commission
For a studio or a supplier, the work sorts into four tracks, and only one of them is design.
Design and maths. Remove the accelerators, and decide what a near-miss return looks like when the celebration is withheld. A game whose only feedback on a stake-back is a burst of light and sound needs a second vocabulary for it, and the maths team is the one that knows how often that state occurs.
Front-end flow. The limit-choice screen, the graduated break, the safer-gambling panel and the persistent net-position and elapsed-time display are four new surfaces, each with a hiding behaviour, a real-time trigger and a localisation surface.
Test evidence. The classification date makes the test report an artefact of the roadmap. A maths or personality change after 30 June 2027 re-tests the game as new, so the version that ships and the version that was tested have to be the same object, which is the discipline the branded commission brief asks for in the contract and the certification submission guide asks for at the laboratory.
The cabinet contract. Who owns the shell, who owns the display, who collects the sessional data and who fields the staff alert is a commercial question. Where a new game shares a machine with an older one, the standards make the older one’s compliance the new game’s problem.
The decisions that belong on one page
- Classification. What is the date on the current test report, and what changes would reset it.
- The accelerators. Every turbo, quick-spin and slam-stop path, removed rather than disabled.
- The celebration map. Every auditory and visual win effect, tested against the last total stake gambled.
- The limit screen. Active choice, free text and default at equal prominence, no “no limits”, ceilings observed.
- The break. Graduated durations, the safer-gambling panel, no marketing in a limit-triggered break, and the 10-second hide.
- The display. Net position and elapsed time by default, at game level and at machine level, with the hide option.
- The dates. 30 March 2027 for the session window, 30 June 2027 for the standards, 3 October 2028 for staff alerts.
The certification and compliance conversation is where a supplier’s test evidence and the version it describes are put back into agreement, and the casino game development side of a commission is where the four new surfaces get priced. Both are cheaper to hold before the test report is dated, not after.
Questions operators and suppliers ask
Does the June 2027 package apply to machines already in the field?
It depends on the test report, not on the cabinet. A machine or game is “existing” if the Commission-approved third-party test house final report, or internal testing documentation signed off by a Personal Management Licensee, is dated before 30 June 2027, and “new” if it is dated 30 June 2027 or later. The same classification applies to re-testing where hardware or software is modified such that it could affect the fairness of the game — for example maths tables or game personality — or randomness. The Commission also removed existing machines from the scope of the limit-setting and sessional-information display standards in response to consultation concerns about cost.
Which features are actually prohibited?
Two classes. GMTS 15.5 prohibits any feature that permits a customer to reduce the time until the result is presented, and its guidance names turbo, quick spin and slam stop as examples; it does not apply to bonus or feature games where an additional stake is not wagered. GMTS 15.4 prohibits celebrating a return that is less than or equal to the last total stake gambled, where celebrating means auditory or visual effects associated with a win. Both apply to new category A, B1, B2, B3, B3A, B4 and C machines and games.
What limits must a new machine offer?
An active choice for a time limit and for a monetary limit between a customer-set limit and the default, presented at the same time and with equal prominence, with a free-text box and the default option (GMTS 15.1a). Customer-set time limits must not exceed 60 minutes and customer-set monetary limits must not exceed a net loss of £450; defaults must not exceed 20 minutes and a net loss of £150 (GMTS 15.1b). Customers cannot be offered “no limits”, and continuing after a break in play applies the same ceilings to the additional period.
When does a gaming machine session start and end?
The interim standard in force from 30 March 2027 to 29 June 2027 defines it: a session begins when a game is played, and ends if credit is below the value of the lowest single available stake for 60 seconds, or after 240 seconds with no customer input regardless of credit, or when the customer presses Collect and all possible uncommitted credit is cashed out, or on any interruption to normal operation such as a power cut, power off, malfunction or door open. On a machine offering more than one game, sessional data is collected at machine level on the main menu. Demonstration and tournament play is not tracked.
What has to be displayed to the player by default?
Net position — total winnings minus total losses since the session began — and elapsed time since the session started, in hours, minutes and seconds, with an option for the customer to hide them (GMTS 15.3). Where a machine offers more than one game, both must also be displayed by default at machine level on the main menu, with the same option to hide. Reaching or changing a limit must produce a real-time customer alert and a break in play of at least 10, 20 or 30 seconds depending on which threshold was reached, and that break carries safer-gambling information and no marketing.
When do the staff alerts become mandatory?
3 October 2028. GMTS 15.1d requires reaching or modifying a limit to produce a real-time staff alert that explains the reason and details the customer’s elapsed time and net position, with no alert required at the first or second default time thresholds. The Commission describes the two-year runway as recognition of the protocol, integration and acceptance-testing burden, and calls it a hard stop; it also says licensees should keep using staff alert technology where it already exists.








































