and the conversion kit (which “allows an operator of a Key Master game to convert the game” to a skill-based one)
I wonder what the "conversion kit" contains, since any one with a software background probably knows that it may take nothing more than patching out a single "don't let player win yet" conditional jump in the software/firmware. Indeed, the code skill-based game would be simpler from that perspective, since it does not have to behave randomly or track the payouts. Of course, setting the number of attempts to 1 (assuming there's no lower limit) could have the same effect.
I'm gonna guess the "kit" is a jumper, and a piece of paper telling you where to plug it, and the code has the payout-tracking mechanism gated with a conditional checking voltage on a pin that's bridged by that jumper.
I wonder what the "conversion kit" contains, since any one with a software background probably knows that it may take nothing more than patching out a single "don't let player win yet" conditional jump in the software/firmware. Indeed, the code skill-based game would be simpler from that perspective, since it does not have to behave randomly or track the payouts. Of course, setting the number of attempts to 1 (assuming there's no lower limit) could have the same effect.