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6601 S. Bermuda Rd, Las Vegas, NV 89119 1-877- GO BALLY www.ballytech.com Alpha Game Platform Setup and Operation MK2-ALPHA-0006 [C]

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6601 S. Bermuda Rd, Las Vegas, NV 89119 1-877- GO BALLY www.ballytech.com

Alpha Game Platform Setup and Operation

MK2-ALPHA-0006 [C]

Alpha Game Platform Setup and Operation

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ii MK2-ALPHA-0006 [C]

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

The following are trademarks of Bally Gaming, Inc.:

Alpha Game Platform, , CineVision, M9000, S9000, V8700A, and VT-200, 4 Alarm Bonus, SDS, Casino Merchandising Technology

All other product names and trademarks are the intellectual property of their respective owners.

This documentation contains confidential and proprietary information of Bally Gaming, Inc. No portion of this document may be reproduced or transmitted in any form or by any means, electronic or mechanical, for any purpose, without the express written permission of Bally Gaming, Inc.

The specifications and information contained in this documentation are subject to change without notice. All statements, information, illustrations, specifications and recommendations in this documentation are believed to be accurate but are provided without warranty of any kind, expressed or implied.

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Setup and Operation

Revision

Revision Table

Revision Date Author Description

A 27 April 2006 LF Based upon MK2-ALPHA-0005 in a new format that replaces screen captures with representations for added clarity and reduced file size.

B 4 August 2006 LF Added Progressive Win History. Added information about Bill Limit.

C 1 December 2006 LF Added information for multi-channel coin acceptors; CRC validation check in setup; AFT configuration; Game Master-Wager Category figure 15; Corrected NVRAM information;. New Menu Navigation figure5; Master Meter screen figure 11; Game Master Accounting screen figure 13.

Setup and Operation

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Reader Comment Form

Report an Error

Page ______ Description (Use additional pages as needed) _____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

Provide Feedback

Usefulness of This Guide

How do you use this guide? (Circle one) Only as a reference All the time Not at all

Why do you use the guide this way? ____________________________________________________

This guide tells you everything you need to do your job. (Circle one) Yes No

If no, what is missing? _______________________________________________________________________________________________________________________________________________

Ease-of-Use

Which do you use the most to find information? (Circle one) Table of Contents Index

How clear, concise, and easy to follow are the procedures? __________________________________

How could these procedures be easier to follow? ___________________________________________________________________________________________________________________________

Organization of This Guide

Are the topics within each chapter grouped properly? ______________________________________

Is the document organized so topics are easy to find? Yes No

If no, which topics were not easy to find? ________________________________________________

Other Comments____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

Reader Contact Information (If you would like to be contacted directly)

Name ___________________________________ Company _______________________________

Telephone ____________________ E-mail _____________________________________________

FAX this form to: 1-702-584-7710ATTN: Technical Publications Dept.

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Setup and Operation

Contents

Revision

Chapter 1: Overview

Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 1

Chapter 2: Setup

Power On and Boot Sequence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 - 1

RAM Clear. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 - 2NVRAM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 - 3

EEPROM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 - 3

RAM Clear Procedure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 - 3

Configuration after a RAM Clear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 - 4

Chapter 3: System Menus

System Menus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 1Attendant and Operator Menus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 1

Menu Navigation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 2

Navigating the Screens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 3Button Icons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 3

Text Messages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 4

Numeric Keypad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 4

Alphanumeric Keypad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 5

Main Menu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 5

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Chapter 4: Accounting

Accounting Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 1

Machine Accounting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 2Machine Master . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 3

Machine Period . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 8

Game Accounting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 9Game Period . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 12

Protocol Accounting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 - 13Progressive Accounting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 14

Progressive Master . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 15Progressive Period. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 15

Protocol Meters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 16

AFT Meters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 19

Bill Accounting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 - 22

Security Accounting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 - 23

Error Accounting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 - 25

CMT Prize Count . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 - 25

Chapter 5: Diagnostics

Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 1Version Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 2

Jurisdictional Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 3

Jurisdictional Limits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 4

Jurisdictional Bit Codes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 5

Input/Output Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 6Door I/O Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 7

Front Panel Board Inputs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 7Front Panel Board Outputs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 9

Cabinet I/O Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 10Cabinet Inputs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 10Cabinet Outputs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 10

Processor I/O Diagnostics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 11

Bill Validator Test . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 12

Coin Acceptor Test . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 13

Hopper Test. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 13

Memory Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 - 14

Video Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 - 15

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Com Port Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 - 16

Game Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 - 18 Top Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 19

Calibrate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 20Test . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 20Validate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 20

Reels. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 22

Bezel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 22

Top Reel Lights. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 23

GAT Port . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 23

Chapter 6: History

History. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 1

Game Play History. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 2

Event History. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 2

Game Event History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 6

Transaction History. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 6Bill In History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 7

Cash Out History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 7

Hand Pay History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 8

Voucher History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 8Voucher In History. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 9Voucher Out History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 10CMT Prize Certificate History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 10

Bonus History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 11

External Funds Transfer History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 11

Progressive Win History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 - 12

Chapter 7: Setup

Setup Menu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 1Touch Screen Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 2

Test Touch Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 2Touch Screen Calibration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 3

Sound Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 4

Game Setup. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 5

Machine Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 5Machine Info Setup. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 6Device Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 9Hard Meter Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 10

Setup and Operation

viii MK2-ALPAH-0006 [C]

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Coin Acceptor Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 11

Credit Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 - 12Denom Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 14

CRC Check . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 15

Cash Out Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 16

Clock Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 - 18

Communication Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 - 21Serial Ports . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 21

Host Communication. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 22SDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 22SAS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 23

Dual Host Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 25

Advanced Funds Transfer Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 27

SDG Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 29

Progressive Type . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 30Internal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 30Multi-Area Progressive (MAPS or MAPS X) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 31Mikohn® . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 32

Voucher Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 - 33

Chapter 8: Out of Service

Out of Service . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 - 1

Index

MK2-ALPHA-0006 [C] 1 - 1

Setup and Operation

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Chapter 1

Overview

Overview

This document includes instructions for using the Alpha game platform (AGP), which is available in a variety of cabinets including CineVision, M9000, S9000, V8700A, and VT-200. The 4 Alarm Bonus game is used in this document to illustrate features of the AGP that apply to any installed game.

This document may describe procedures for equipment that may not be applicable to all cabinet configurations, or that may require additional components. Each regulatory jurisdiction may have controls, policies, and procedures that must be followed. You are responsible for understanding and abiding by the rules that apply in your environment.

Chapter 1 Setup and Operation

1 - 2 MK2-ALPHA-0006 [C] Overview

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MK2-ALPAH-0006 [C] 2 - 1

Setup and Operation

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Chapter 2

Setup

Power On and Boot Sequence

Switching power on executes a series of boot commands. Depending upon the game, a splash screen may appear containing a counter and logo similar to the following example:

Figure 1:Splash screen

When the counter reaches 100% the screen blanks for 30 to 60 seconds, then the splash screen reappears. After approximately one minute, the game screen appears.

85%

Chapter 2 Setup and Operation

2 - 2 MK2-ALPAH-0006 [C] RAM Clear

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The following is an example of a 4 Alarm Bonus game screen:

Figure 2: Game screen

RAM Clear

The term RAM Clear refers to erasing game information stored within the battery-backed non-volatile random access memory (NVRAM) and the electronically erasable programmable read only memory (EEPROM).

A RAM Clear is required for the following conditions:

• If NVRAM or the EEPROM fail;

• If the operating system or game CompactFlash is changed;

• If the jurisdictional ID EEPROM is changed

• When new or replacement hardware is added;

• When a critical parameter such as the base denomination must change.

NOTE: Depending upon the state of the door, an error message appears until a denomination is set.

If the door is open, you may see Pending Status Denomination Not Set.If the door is closed, you may see Call Attendant.

The errors are self-correcting once configuration parameters have been set and saved.

Setup and Operation Chapter 2

RAM Clear MK2-ALPAH-0006 [C] 2 - 3

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NVRAM

NVRAM stores all critical game information. It is primary to game recovery after a power failure. Located on the motherboard, it consists of a one megabyte static random access memory (SRAM) device powered by a battery when line power is off or disconnected. The battery has sufficient capacity to retain the contents of the SRAM devices for a minimum of one year when no power is applied.

EEPROM

The EEPROM is a 512 byte device located on the backplane. The EEPROM retains its information indefinitely when power is removed. It is used to store critical game configuration parameters that are changed infrequently, usually only one time after a RAM Clear.

The EEPROM is also used to store meter data. This feature allows the main electronic circuit board and ETX processor card to be replaced in the field without losing the meter information crucial to proper accounting.

RAM Clear Procedure

For a RAM Clear, perform the following steps:

STEP 1. Open the main door and ensure the system power is off.

STEP 2. Open the logic door and locate the operating system (OS) and game CompactFlash (CF). The OS is the top socket, the game CF is the bottom.

STEP 3. Remove the OS and replace it with the RAM Clear CF. Remove the game CF for faster booting of the RAM Clear CF.

NOTE: A RAM Clear zeros the accounting meters. Record all accounting information before executing a RAM Clear.

NOTE: If Clear NVRAM is selected from the RAM Clear menu, information stored in the EEPROM will be reloaded into the NVRAM. For accounting accuracy when installing in a new installation, select Clear NVRAM and EEPROM.

Chapter 2 Setup and Operation

2 - 4 MK2-ALPAH-0006 [C] Configuration after a RAM Clear

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STEP 4. Switch the system power on. The splash screen will display (see Figure 1) until the following RAM Clear menu displays:

Figure 3: RAM Clear Menu

STEP 5. Use the test button switch to toggle between “Clear NVRAM” or “Clear NVRAM and EEPROM” choices.

STEP 6. Turn the Attendant key to execute the selection. The RAM Clear status message will display to indicate that the RAM Clear process is complete.

STEP 7. The RAM Clear successfully completes when the system displays “NVRAM Clear Successful.” or “NVRAM Clear Successful. EEPROM Clear Successful. EEPROM Verify Successful.”

STEP 8. With system power off, remove the RAM Clear CF. Reinstall the OS CF, and the Game CF.

Configuration after a RAM Clear

When power is switched on after a RAM Clear, depending upon the state of the door, an error message appears until a base denomination is set. If the door is open, you may see “Pending Status Denomination Not Set.” If the door is closed, you may see “Call Attendant.” The base denomination and other critical parameters must be configured from the System Menus before placing the machine into service.

Ram Clear Part No :Jurisdiction Name :

Jurisdiction ID Part No :

(part number)(jurisdiction)(part number)

BALLY CLEAR FLASH

Clear NVRAM

Clear NVRAM and EEPROM

Use the Test button to select an actionTurn the Attendant Key to perform the selected action

MK2-ALPAH-0006 [C] 3 - 1

Setup and Operation

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Chapter 3

System Menus

System Menus

The Attendant menu and Operator menu are similar, except for the method of access. Access the Attendant menu by turning a key in the Attendant key switch. Access the Operator menu by pressing the Test switch while the cabinet door is open. The Attendant menu has a blue background, while the Operator menu has a purple background.

The Attendant menu is a sub-set of the Operator menu. For security, configuration is not available in the Attendant menu. The menus provide access to configure the machine, to review game history, to view accounting information, and to perform diagnostics.

Attendant and Operator Menus

Figure 4: System Menu example

AccountingPending Status:

(Setup or Operator) Menu Entered

Diagnostics (Status or Error Messages)

History

Setup

Out OfService

ReturnTo Game Open Door M

Chapter 3 Setup and Operation

3 - 2 MK2-ALPAH-0006 [C] Menu Navigation

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Menu Navigation

The following is a graphical representation of the system menus. Features or settings depend upon the game CompactFlash and the Jurisdiction chip installed; therefore, some features may not be available.

Figure 5: System menu navigation

Diagnostics Version Information

Jurisdiction

Input/Output

Memory Diag

Video Diagnostics

Game Diagnostics

Juris Limits

Juris Bit Codes

Door I/O Diagnostics

Cabinet I/O

Processor I/O

History

Game Play History

Event History

Game Event History

Transaction History

Progressive History

Bill Acceptor History

Cash Out History

Bill Validator Test

Coin Acceptor Test

Hopper Test

Setup

Upper Jackpot

Operator Menu Options

Sound Setup

Attendant Menu Options

Touch Screen Setup

Out of Service

Accounting Machine Accounting

Game Accounting

Progressive Accounting

Bill Accounting

Security Accounting

Error Accounting

Clear Period Accounting

Machine Master

Machine Period

Game Master

Game Period

Progressive Master

Progressive Period

Bill Master

Bill Period

Hand Pay History

Voucher History

Bonus History

Com Port Diag

Base Denom Setup

Multi Denom Setup

Denom Config

Credit Setup

Touch Screen Setup

Sound Setup

Machine Setup

Game Setup

Clock Setup

Default Denom

Pay Table

Limits

Protocol Accounting

Protocol Meters

AFT Meters

GAT Port

Red Purity

Green Purity

Blue Purity

Dot Alignment

Graph Alignment

White Temp

Comm Setup

Voucher Setup

EFT History

Cash Out Options

Serial Setup

Voucher Data Setup

All menu items will not appear on all machines.

The actual appearance of submenus depends upon the game, the Jurisdiction chip installed, and the options selected.

Setup and Operation Chapter 3

Navigating the Screens MK2-ALPAH-0006 [C] 3 - 3

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Navigating the Screens

Accomplish navigating the screens, selecting menu items, and entering settings by touching a button icon or an active field on the touch screen.

An on-screen numeric or alphanumeric keypad facilitates data entry into some of the configuration items.

Button Icons

The following navigational icons appear throughout the menus:

Other icons are presented according to the task or function accessed. The following are examples:

Icon Use

Return

to Game

Closes the menu and returns to the game

Exit Returns to the main menu

Next (or)

Next Page

Indicates that additional pages of information are available. Touch the icon to view the next screen.

Previous (or)

Previous Page

Informs of available pages of information. Touch the icon to view the previous screen.

Save Touching the icon writes the displayed values in memory.

Set Saves any changes entered.

Data was modified. Should the data be saved?

Yes No

ClearMeters

Chapter 3 Setup and Operation

3 - 4 MK2-ALPAH-0006 [C] Navigating the Screens

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Text Messages

Some machine processes may require additional steps for completion. Guidance may appear on screen as in the following example:

Numeric Keypad

A keypad appears for entering or changing numerical values:

Upon touching a data field that accepts an entry, the keypad appears. Use it by touching each digit until the number is complete. The numbers appear in the display area above the keypad digits as they are touched.

Touching Enter accepts the value.

Other keypad actions:

Back: erases the entry one digit at a time

Clear: erases the entire entry with one touch

Cancel: closes the keypad without saving entries

Turn Keyswitch to exit.

Denomination

(Data display field)

7 8 9 Back

4 5 6 Clear

1 2 3 Cancel

0 . Enter

NOTE: A valid entry is shown in green, while an invalid entry displays in red.

Setup and Operation Chapter 3

Main Menu MK2-ALPAH-0006 [C] 3 - 5

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Alphanumeric Keypad

An alphanumeric keypad appears for entering or changing text.

Touching CapsLock changes the letters from uppercase to lowercase, and adds symbols to the keypad.

Main Menu

The Main menu presents five icons to access submenus for activating functions or viewing information. It also presents status messages and exceptions (tilts).

Security-related options are available only from the Operators (Setup) menu. The following is an example of the Main menu:

Figure 6: Main Menu

1 2 3 4 5 6 7 8 9 0 =

A B C D E F G H I J -

K L M N O P Q R S T +

U V W X Y Z , . : / \

Backspace SPACE CapsLock

AccountingPending Status:

Setup Menu Entered

Diagnostics

History

Setup

Out OfService

ReturnTo Game

Open Door M

Chapter 3 Setup and Operation

3 - 6 MK2-ALPAH-0006 [C] Main Menu

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MK2-ALPHA-0006 [C] 4 - 1

Setup and Operation

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Chapter 4

Accounting

Accounting Menu

The Accounting menu provides submenus for viewing machine and game statistics. The submenus are Machine Accounting, Game Accounting, Protocol Accounting, Bill Accounting, Security Accounting, and CMT Prize Count. There is a diagnostic submenu: Error Accounting. There is also a Clear Period Accounting icon to zero the temporary (periodic) meters.

Figure 7: Accounting Menu

Accounting Machine Accounting

Pending Status:Setup Menu Entered

DiagnosticsGame

Accounting

History Protocol Accounting

Setup Bill Accounting

Out OfService

Security Accounting

Error Accounting

Clear Period Accounting

CMTPrize Count

ReturnTo Game

Open Door M

NOTE: Not all icons or options will appear on all machines. The actual appearance depends upon the game, the Jurisdiction chip installed, and the options selected.

Chapter 4 Setup and Operation

4 - 2 MK2-ALPHA-0006 [C] Machine Accounting

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Machine Accounting

Machine Accounting displays two submenus of statistics and percentages for the cabinet. Machine Master records permanent statistics, while the Operator or Attendant can zero the Machine Period statistics by the by touching the Clear Period Accounting icon in the Accounting submenu.

Figure 8: Machine Accounting and Submenus

Accounting Machine Accounting

Machine Master

Pending Status:Setup Menu Entered

DiagnosticsGame

AccountingMachine Period

History Protocol Accounting

SetupBill

Accounting

Out OfService

Security Accounting

Error Accounting

Clear Period Accounting

CMTPrize Count

ReturnTo Game

Open Door M

Setup and Operation Chapter 4

Machine Accounting MK2-ALPHA-0006 [C] 4 - 3

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Machine Master

Machine Master displays a listing of non-resettable accounting meters over several screens. The following is an example of the first screen of a total of three screens:

Figure 9: Machine Master Screen One of Three

The following table describes the records recorded in the first Machine Master screen:

NOTE: The meter labels and contents depend upon the jurisdiction and the features provided by a Host system.

Machine Master

coin InCash Promo Played (Sub Total)Non Cash Promo Played (Sub Total

Coin OutMoney Won

Machine Hold %Machine Yield %

Total InPhysical Coin InBill InVoucher InCoupon Promotion In

Cash Promo Coupon InNon Cash Promo Coupon In

Total Transfer In

Total OutPhysical Coin OutCash Voucher OutCoupon Promotion OutAttendant Paid JackpotsJackpot Vouchers OutAttendant Paid Cancelled CreditsTotal Transfers Out

$0.00$0.00$0.00

$0.00$0.00

0.00 %0.00 %

$0.00$0.00$0.00$0.00$0.00$0.00$0.00$0.00

$0.00$0.00$0.00$0.00$0.00$0.00$0.00$0.00 Open Door M

Return to Game Next Exit

Label Description

Coin In Accumulates the value of most wagers. It does not include double-or-nothing wagers.

Cash Promo Played Accumulates the value of wagers designated as “cashable promotional” as a sub-category of all wagers.

Non Cash Promo Played

Accumulates the value of wagers designated as “non-cashable promotional” as a sub-category of all wagers.

Chapter 4 Setup and Operation

4 - 4 MK2-ALPHA-0006 [C] Machine Accounting

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Coin Out Accumulates the value of some wins. It does not include progressive wins, bonusing, or win lockups (jackpots).

Money Won Accumulates the value of all wins. It includes wins that cause a win lockup, wins from double-or-nothing, and wins from resolving residual credits.

Machine Hold % A calculation of Money Won divided by Coin In: 100-((Money Won * 100) / Coin In).

Machine Yield % A calculation of Money Won divided by Coin In: (Money Won * 100) / Coin In.

Total In Accumulates the value of all money received by the machine. It is the sum of the coin acceptor meters, bill acceptor meters, and fund transfer meters.

Physical Coin In Accumulates the value of credits from the coin acceptor.

Bill In Accumulates the value of credits from the bill acceptor from currency.

Voucher In Accumulates the value of credits from the bill acceptor from vouchers.

Coupon Promotion In Accumulates the value of credits from the bill acceptor from all coupons

Cash Promo Coupon In

Accumulates the value of credits from the bill acceptor from coupons with credits designated as cashable.

Non Cash Promo Coupon In

Accumulates the value of credits from the bill acceptor from coupons with credits that must be wagered, or designated as non-cashable, or non-redeemable.

Total Transfer In Accumulates the value of all fund transfers to the machine.

Total Out Accumulates the value of all money dispensed by the machine or by an Attendant. It is the sum of Physical Coin Out, Cash Voucher Out, Coupon Promotion Out, Attendant Paid Jackpots, Attendant Paid Cancelled Credits, and Total Transfers Out.

Physical Coin Out Accumulates the value of coins dispensed by the coin hopper.

Cash Voucher Out Accumulates the value of cashable vouchers dispensed by the machine.

Coupon Promotion Out

Accumulates the value of non cashable vouchers issued by the machine.

Attendant Paid Jackpots

Accumulates the value of win lockups that are not from a progressive or bonusing win.

Jackpot Vouchers Out Unused in Class 3.

Attendant Paid Cancelled Credits

Accumulates the value of credit collect lockups.

Total Transfers Out Accumulates the value of all fund transfers from the machine.

Label Description

Setup and Operation Chapter 4

Machine Accounting MK2-ALPHA-0006 [C] 4 - 5

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The following is an example of Machine Master screen two of three:

Figure 10: Machine Master Screen Two of Three

The following table describes the records recorded in the second of three Machine Master screens:

Machine Master

Total Money to DropTotal Transfer InVouchers to DropBills and Coins to Drop

Bill DropCoin Drop

Hopper Extra Coins Out

Total Games PlayedTotal Games WonTotal Games Lost

Physical Coin In CountPhysical Coin Out CountVoucher In CountCash Promo Coupon In CountNon Cash Promo Coupon Out Count

Voucher OutTotal Cancelled Credits

Attendant Paid Total WonPaytable Jackpots Hand PaidTotal Jackpots Won Recredited

$0.00$0.00$0.00$0.00$0.00$0.00

$0.00

000

00000

$0.00$0.00

$0.00$0.00$0.00

Open Door M

Return to Game

Previous Next Exit

Label Description

Total Money to Drop

Accumulates the value of coins accepted when the hopper is full or absent; the value of all items accepted by the bill acceptor; and the value of all electronic fund transfers.

Total Transfer In Accumulates the value of electronic transfers to the machine.

Vouchers to Drop Accumulates the value of non currency items accepted by the bill acceptor.

Bills and Coins to Drop

Accumulates the value of currency accepted by the bill acceptor and coins accepted by the coin acceptor when the hopper is full or absent.

Bill Drop Accumulates the value of currency accepted by the bill acceptor.

Coin Drop Accumulates the value of coins accepted by the coin acceptor when the hopper is full or absent.

Hopper Extra Coins Out

Accumulates the value of coins dispensed in error.

Chapter 4 Setup and Operation

4 - 6 MK2-ALPHA-0006 [C] Machine Accounting

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Total Games Played Accumulates the number of wager transactions. It includes double-or-nothing games, and games that resolve residual credits.

Total Games Won Accumulates the number of winning games. It includes double-or-nothing games and games that resolve residual credits.

Total Games Lost Accumulates the number of losing games. It includes double-or-nothing games and games that resolve residual credits.

Physical Coin In Count

Accumulates the number of coins accepted by the coin acceptor.

Physical Coin Out Count

Accumulates the number of coins dispensed by the hopper.

Voucher In Count Accumulates the number of vouchers accepted by the bill acceptor.

Voucher Out Count Accumulates the number of vouchers dispensed by the machine.

Cash Promo Coupon In Count

Accumulates the number of coupons designated as cashable accepted by the bill acceptor.

Non Cash Promo Coupon In Count

Accumulates the number of coupons designated as non cashable accepted by the bill acceptor.

Non Cash Promo Coupon Out Count

Accumulates the number of coupons designated as non cashable dispensed by the machine.

Voucher Out Accumulates the value of vouchers issued by the machine.

Total Cancelled Credits

Accumulates the value of credit collect lockups.

Attendant Paid Total Won

Accumulates the value of win lockups.

Paytable Jackpots Hand Paid

Accumulates the value of win lockups that do not include progressive wins and do not include wins from bonusing.

Total Jackpots Won Recredited

Accumulates the value of all win lockups released and added to the Players credit meter.

Label Description

Setup and Operation Chapter 4

Machine Accounting MK2-ALPHA-0006 [C] 4 - 7

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The following is an example of the third Machine Master screen:

Figure 11: Machine Master screen Three of Three

If the machine has a thermal printer installed, a Print Meters icon is available for printing a Master Meter Report.

The following table describes the records recorded in the third Machine Master screen:

Machine Master

Total Transfer InEFT InWAT InCashable Electronic Promotion InNon Cashable Electronic Promotion In

Total Transfer OutWAT OutCashable Electronic Promotion OutNon Cashable Electronic Promotion Out

Machine Paid External Bonus PayoutAttendant Paid External Bonus PayoutMachine Paid Progressive PayoutAttendant Paid Progressive Payout

$0.00$0.00$0.00$0.00$0.00

$0.00$0.00$0.00$0.00

$0.00$0.00$0.00$0.00

Open Door M

Return to Game Previous

Print Meters Exit

Label Description

EFT In Accumulates the value of credits electronically transferred to the machine from a financial institution.

WAT In Accumulates the value of electronic transfers to the machine from a wagering account.

Cashable Electronic Promotion In

Accumulates the value of electronic transfers to the machine for credits designated as promotional.

Non Cashable Electronic Promotion In

Accumulates the value of electronic transfers to the machine for credits designated as promotional that must be wagered. They are not redeemable for currency.

WAT Out Accumulates the value of electronic transfers from the machine to a wagering account.

Cashable Electronic Promotion Out

Accumulates the value of electronic transfers from the machine for credits designated as promotional

Chapter 4 Setup and Operation

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Machine Period

The Machine Period accounting meters accumulate the same statistics as the Machine Master meters. Unlike Machine Master meters, the Operator or Attendant can reset them to zero.

Non Cashable Electronic Promotion Out

Accumulates the value of electronic transfers from the machine for credits designated as promotional that must be wagered. They are not redeemable for currency.

Machine Paid External Bonus Payout

Accumulates the value of wins from bonusing that do not cause a win lockup.

Attendant Paid External Bonus Payout

Accumulates the value of wins from bonusing that cause a win lockup.

Machine Paid Progressive Payout

Accumulates the value of progressive wins that do not cause a win lockup.

Attendant Paid Progressive Payout

Accumulates the value of progressive wins that cause a win lockup.

Label Description

Setup and Operation Chapter 4

Game Accounting MK2-ALPHA-0006 [C] 4 - 9

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Game Accounting

Game Accounting displays two submenus of statistics and percentages for each installed game. Game Master records permanent statistics, while Game Period records statistics that the Operator or Attendant can zero by touching the Clear Period Accounting icon in the Accounting submenu.

Figure 12: Game Accounting

Game Accounting meters display statistics, payback percentages, and other data for each individual game installed in the cabinet. If more than one game is available, Previous Game and Next Game icons appear to present information for each game installed.

AccountingMachine

AccountingGameMaster

Pending Status:Setup Menu Entered

Diagnostics Game Accounting

Game Period

HistoryProtocol

Accounting

Setup Bill Accounting

Out OfService

Security Accounting

Error Accounting

Clear Period Accounting

CMTPrize Count

ReturnTo Game

Open Door M

Chapter 4 Setup and Operation

4 - 10 MK2-ALPHA-0006 [C] Game Accounting

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The following is an example of Game Master Accounting:

Figure 13: Game Master Accounting

The following table describes the records recorded in the Game Master Accounting meters:

Game Master Accounting

Coin In (Money PlayedMoney Won (Includes Jackpots)

Coin Out (Excludes Jackpots)Jackpots Won (Jackpots)

Game Hold %Game Yield %Total Games Played

Total Games WonTotal Games Lost

$0.00$0.00$0.00$0.00

0.00 %0.00 %

000

PokerDoubleDoubleBonus92a

Open Door M

Return to Game

Previous Game ID

Next Game ID

Game Stats

Wager Category

Exit

Label Description

Coin In (Money Played) Accumulates the value of credits wagered on the game.

Money Won (Includes Jackpots)

Accumulates the value of all game wins.

Coin Out (Excludes Jackpots)

Accumulates the value of credits won on the game without a win lockup.

Jackpots Won (Jackpots) Accumulates the value of game wins causing a win lockup.

Game Hold % A calculation of Money Won divided by Coin In: 100-((Money Won * 100) / Coin In).

Game Yield % A calculation of Money Won divided by Coin In: (Money Won * 100) / Coin In.

Total Games Played Accumulates the number of games played.

Total Games Won Accumulates the number of games having a winning combination.

Total Games Lost Accumulates the number of games with a win of zero.

Setup and Operation Chapter 4

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A Game Stats icon presents a Game Statistics submenu with additional information for each game. The following is an example of the Game Statistics submenu:

Figure 14: Game Statistics

The following table describes the items recorded in the Game Statistics submenu:

Game Statistics

Games Played

Games Played At Max Bet

Games Won

Games Won At Max Bet

0

0

0

0

Four Alarm Bonus 92a

Open Door M

Return to Game

Next Game ID

GameMeters Exit

Label Description

Games Played Accumulates the number of completed wagers.

Games Played At Max Bet

Accumulates the number of games with the maximum number of credits wagered.

Games Won Accumulates the number of games with a winning combination.

Games Won At Max Bet

Accumulates the number of games with a winning combination with the maximum number of credits wagered.

Chapter 4 Setup and Operation

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A Wager Category icon presents a submenu with additional information for each game. The following is an example of the Wager Category submenu:

Figure 15: Game Master—Wager Category

The following table describes the items recorded in the Game Statistics submenu:

Game Period

The Game Period accounting meters accumulate the same statistics as the Game Master meters. Unlike Game Master meters, the Operator or Attendant can reset them to zero.

Game Master Accounting

Weighted Theoretical Payback

Coin In (MoneyCoin 1Coin 2Coin 3

0.00%

Played) $0.00$0.00$0.00

Theo Payback90.00%92.00%92.00%

PokerTripleDoubleBonus98a

Open Door M

Return to Game

Previous Game ID

Next Game ID

Game Stats

Game Meters

Exit

Label Description

Weighted Theoretical Payback

A calculation derived from credits wagered per game when the theoretical payback percentage varies according to the number of credits wagered per game.

Coin 1, Coin 2, ect. Accumulates wagers in values of individual credits wagered per game.

Theo Payback The calculated payback percentage, as published in the game’s par sheet, categorized by individual credits wagered per game.

Setup and Operation Chapter 4

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Protocol Accounting

The Protocol Accounting submenu provides access to accounting information about progressive awards, voucher transactions, and fund transfers. The submenus are Progressive Accounting, Protocol Meters, and AFT Meters.

The following is an example of the Protocol Accounting menu:

Figure 16: Protocol Accounting

AccountingMachine

AccountingProgressiveAccounting

Pending Status:Setup Menu Entered

Diagnostics Game Accounting

Protocol Meters

HistoryProtocol

AccountingAFT

Meters

Setup Bill Accounting

Out OfService

Security Accounting

Error Accounting

Clear Period Accounting

CMTPrize Count

ReturnTo Game

Open Door M

Chapter 4 Setup and Operation

4 - 14 MK2-ALPHA-0006 [C] Protocol Accounting

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Progressive Accounting

Progressive Accounting displays two submenus of statistics for progressive awards associated with the machine. Progressive Master records permanent statistics, while Progressive Period records statistics that the Operator or Attendant can zero by the by touching the Clear Period Accounting icon in the Accounting submenu.

Figure 17: Progressive Accounting

Accounting Machine Accounting

ProgressiveAccounting

ProgressiveMaster

Pending Status:Setup Menu Entered

DiagnosticsGame

AccountingProtocol Meters

Progressive Period

History Protocol Accounting

AFTMeters

Setup Bill Accounting

Out OfService

Security Accounting

Error Accounting

Clear Period Accounting

CMTPrize Count

ReturnTo Game Open Door M

Setup and Operation Chapter 4

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Progressive Master

Progressive Master displays statistics for eight progressive levels over two screens. The following is an example of the first screen showing levels one through five:

Figure 18: Progressive Master Screen One

The items recorded in Accounting Master are described in the following table:

Progressive Period

The Progressive Period accounting meters accumulate the same statistics as the Progressive Master meters. Unlike the Progressive Master meters, the Operator or Attendant can zero them.

Progressive Master

Level 1Total PayoutsTimes HitLast Award Hit

Level 2Total PayoutsTimes HitLast Award Hit

Level 3Total PayoutsTimes HitLast Award Hit

Level 4Total PayoutsTimes HitLast Award Hit

Level 5Total PayoutsTimes HitLast Award Hit

$0.000

$0.00

$0.000

$0.00

$0.00$0

$0.00

$0.000

$0.00

$0.00$0

$0.00

Open Door M

Return to Game Next Exit

Label Description

Total Payouts Accumulates the value of all progressive awards associated with the Level.

Times Hit Accumulates the number of wins associated with the Level.

Last Award Hit Displays the value of the most recent Level win.

Chapter 4 Setup and Operation

4 - 16 MK2-ALPHA-0006 [C] Protocol Accounting

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Protocol Meters

The Protocol Meters present two screens for viewing the dollar value and quantity of Attendant payments, and vouchers accepted and dispensed. The following is an example of the Protocol Meters screen one of two:

Figure 19: Protocol Meters screen one of Two

The following table describes items recorded in the first Protocol Meters screen:

Protocol Meters

Cash Voucher InCash Voucher In CountCash Promo Vouchers InCash Promo Vouchers In CountNon Cash Promo Vouchers InNon Cash Promo Vouchers In Count

Cash Vouchers OutCash Vouchers Out CountCash Promo Vouchers OutCash Promo Vouchers Out CountNon Cash Promo Vouchers OutNon Cash Promo Vouchers Out Count

Host Comm ISAS Primary

$0.000

$0.000

$0.000

$0.000

$0.000

$0.000

Host Comm IINone

Open Door M

Return to Game Next Exit

Label Description

Cash Voucher In Value of credits designated as unrestricted from vouchers.

Cash Voucher In Count Number of vouchers for credits designated as unrestricted.

Cash Promo Vouchers In Value of credits designated as promotional from vouchers.

Cash Promo Vouchers In Count

Number of vouchers for credits designated as promotional.

Non Cash Promo Vouchers In

Value of credits restricted to wagers from vouchers.

Non Cash Promo Vouchers In Count

Number of vouchers for credits restricted to wagers.

Setup and Operation Chapter 4

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The following is an example of Protocol Meters screen two of two:

Figure 20: Protocol Meters Screen Two of Two

Cash Vouchers Out Value of unrestricted credits dispensed as vouchers.

Cash Vouchers Out Count

Number of vouchers dispensed for unrestricted credits.

Cash Promo Vouchers Out

Value of credits designated as promotional and dispensed as vouchers.

Cash Promo Vouchers Out Count

Number of vouchers dispensed for credits designated as promotional.

Non Cash Promo Voucher Out

Value of credits restricted to wagers dispensed as vouchers.

Non Cash Promo Vouchers Out Count

Number of vouchers dispensed for credits restricted to wagers.

Protocol Meters

Handpay Cash, ReceiptHandpay Cash, Receipt Count

Handpay Single Win, ReceiptHandpay Single Win, Receipt Count

Handpay Cash, No ReceiptHandpay Cash, No Receipt Count

Handpay Single Win, No ReceiptHandpay Single Win, No Receipt Count

Total Progressive Wins AwardedTotal External Bonus Wins Awarded

Host Comm ISAS Primary

$0.000

$0.000

$0.000

$0.000

$0.00$0.00

Host Comm IINone

Open Door M

Return to Game

Previous Exit

Label Description

Chapter 4 Setup and Operation

4 - 18 MK2-ALPHA-0006 [C] Protocol Accounting

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The items recorded in Protocol Meters screen two are described in the following table:

Label Description

HandPay Cash, Receipt The value of win lockups and credit collect lockups recorded and documented by the accounting system host.

HandPay Cash, Receipt Count

The number of win lockups and credit collect lockups recorded and documented by the accounting system host.

HandPay Single Win, Receipt

The value of win lockups recorded and documented by the accounting system host.

HandPay Single Win, Receipt Count

The number of win lockups recorded and documented by the accounting system host.

HandPay Cash, No Receipt

The value of win lockups and credit collect lockups recorded by the accounting system host.

HandPay Cash, No Receipt Count

The number of win lockups and credit collect lockups recorded by the accounting system host.

HandPay Single Win, No Receipt

The value of win lockups recorded by the accounting system host.

HandPay Single Win, No Receipt Count

The number of win lockups recorded by the accounting system host.

Total Progressive Wins Awarded

The value of credits awarded by a host-controlled progressive.

Total External Bonus Wins Awarded

The value of credits awarded by host-controlled bonusing.

Setup and Operation Chapter 4

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AFT Meters

AFT Meters displays two screens of statistics for fund transfers between the machine and a system host controlling a wagering account or a link to a financial institution. The following is an example of AFT Meters screen one:

Figure 21: AFT Meters Screen One of Two

The following table describes items recorded in AFT Meters screen one:

AFT Meters

Cashable Transfers To Gaming Machine Cashable Transfers To Gaming Machine CountRestricted Transfers To Gaming MachineRestricted Transfers To Gaming Machine CountNonrestricted Transfers To Gaming MachineNonrestricted Transfers To Gaming Machine CountDebit Transfers To Gaming MachineDebit Transfers To Gaming Machine Count

Cashable Transfers To HostCashable Transfers To Host CountRestricted Transfers To HostRestricted Transfers To Host CountNonrestricted Transfers To HostNonrestricted Transfers To Host Count

SAS Primary

$0.000

$0.000

$0.000

$0.000

$0.000

$0.000

$0.000

Open Door M

Return to Game Next Exit

Label Description

Cashable Transfers To Gaming Machine

Value of credits designated as cashable transferred to the machine from a wagering account host.

Cashable Transfers To Gaming Machine Count

Number of occurrences of credits designated as cashable transferred to the machine from a wagering account host.

Restricted Transfers To Gaming Machine

Value of credits designated as restricted transferred from a wagering account host to the machine.

Restricted Transfers To Gaming Machine Count

Number of occurrences of credits designated as restricted transferred from a wagering account host to the machine.

Nonrestricted Transfers To Gaming Machine

Value of credits designated as nonrestricted transferred to the machine from a wagering account host.

Chapter 4 Setup and Operation

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Nonrestricted Transfers To Gaming Machine Count

Number of occurrences of credits designated as nonrestricted transferred to the machine from a wagering account host.

Debit Transfers To Gaming Machine

Value of credits transferred to the machine from a financial institution.

Debit Transfers To Gaming Machine Count

Number of occurrences of credits transferred to the machine from a financial institution.

Cashable Transfers To Host

Value of credits designated as cashable transferred from the machine to a wagering account.

Cashable Transfers To Host Count

Number of occurrences of credits designated as cashable transferred from the machine to a wagering account.

Restricted Transfers To Host

Value of credits designated as restricted transferred from the machine to a wagering account.

Restricted Transfers To Host Count

Number of occurrences of credits designated as restricted transferred from the machine to a wagering account.

Nonrestricted Transfers To Host

Value of credits designated as nonrestricted transferred from the machine to a wagering account.

Nonrestricted Transfers To Host Count

Number of occurrences of credits designated as nonrestricted transferred from the machine to a wagering account.

Label Description

Setup and Operation Chapter 4

Protocol Accounting MK2-ALPHA-0006 [C] 4 - 21

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The following is an example of AFT Meters screen two of two:

Figure 22: AFT Meters screen two of two

The following table describes items recorded in AFT Meters screen two:

AFT Meters

Bonus Cashable Transfers To Gaming Machine Bonus Cashable Transfers To Gaming Machine CountBonus Nonrestricted Transfers To Gaming MachineBonus Nonrestricted Transfers To Gaming Machine Count

Cashable Transfers To TicketCashable Transfers To Ticket CountRestricted Transfers To TicketRestricted Transfers To Ticket CountDebit Transfers To TicketDebit Transfers To Ticket Count

SAS Primary

$0.000

$0.000

$0.000

$0.000

$0.000

Open Door M

Return to Game Previous Exit

Label Description

Bonus Cashable Transfers To Gaming Machine

Value of credits designated as bonus cashable transferred to the machine from a wagering account host.

Bonus Cashable Transfers To Gaming Machine Count

Number of occurrences of credits designated as bonus cashable transferred to the machine from a wagering account host.

Bonus Nonrestricted Transfers To Gaming Machine

Value of credits designated as bonus nonrestricted transferred to the machine from a wagering account host.

Bonus Nonrestricted Transfers To Gaming Machine Count

Number of occurrences of credits designated as bonus nonrestricted transferred to the machine from a wagering account host

Cashable Transfers To Ticket

Value of credits designated as cashable transferred to a machine that dispensed a voucher rather than accumulate the credits.

Chapter 4 Setup and Operation

4 - 22 MK2-ALPHA-0006 [C] Bill Accounting

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Bill Accounting

Bill Accounting displays master and period quantities of currency by denomination accepted by the bill acceptor. The Attendant or Operator can zero Period Bills quantities by touching the Clear Period Accounting icon in the Accounting submenu.

Figure 23: Accounting submenu, Bill Accounting

Cashable Transfers To Ticket Count

Number of occurrences of credits designated as cashable transferred to a machine that dispensed a voucher rather than accumulate the credits.

Restricted Transfers To Ticket

Value of credits designated as restricted transferred to a machine that dispensed a voucher rather than accumulate the credits.

Restricted Transfers To Ticket Count

Number of occurrences of credits designated as restricted transferred to a machine that dispensed a voucher rather than accumulate the credits.

Debit Transfers To Ticket Value of credits transferred to a machine from a financial institution to a machine that dispensed a voucher rather than accumulate the credits.

Debit Transfers To Ticket Count

Number of occurrences of credits transferred to a machine from a financial institution to a machine that dispensed a voucher rather than accumulate the credits.

Accounting Machine Accounting

Pending Status:Setup Menu Entered

DiagnosticsGame

Accounting

History Protocol Accounting

Setup Bill Accounting

Out OfService

Security Accounting

Error Accounting

Clear Period Accounting

CMTPrize Count

ReturnTo Game

Open Door M

Label Description

Setup and Operation Chapter 4

Security Accounting MK2-ALPHA-0006 [C] 4 - 23

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The following is an example of the Bill Accounting screen:

Figure 24: Bill Accounting

Security Accounting

Security Accounting displays counters for opened doors, power failures, and the number of games between events. The information includes the date and time of the occurrence.

Bill Accounting

$ 1 Bills$ 2 Bills$ 5 Bills$ 20 Bills$ 50 Bills$100 Bills

Total Bills

Period Bills

$ 1 Bills$ 2 Bills$ 5 Bills$ 20 Bills$ 50 Bills$100 Bills

Total This Period

000000

0

$$0.00

0000 00

0

Open Door M

Return to Game

Exit

NOTE: Door statistics depend upon cabinet configurations. Not all of the doors shown in the Security Accounting submenu will be available on every cabinet.

Chapter 4 Setup and Operation

4 - 24 MK2-ALPHA-0006 [C] Security Accounting

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The following is an example of Security Accounting screen one:

Figure 25: Security Accounting Screen One of Two

The following is an example of Security Accounting screen two:

Figure 26: Security Accounting Screen Two of Two

Security Accounting

Main DoorLast OpenLast CloseOpen CountGames Since Last

Coin Drop DoorLast Open Last CloseOpen CountGames Since Last

Bill Validator DoorLast Open Last CloseOpen CountGames Since Last

03/29/2006 17:26:3303/29/2006 17:26:33

00

03/29/2006 17:26:3303/29/2006 17:26:33

00

03/29/2006 17:26:3303/29/2006 17:26:33

00

Bill Stacker AccessLast OpenLast CloseOpen CountGames Since Last

Logic DoorLast OpenLast CloseOpen CountGames Since Last

Stacker DoorLast OpenLast CloseOpen CountGames Since Last

03/29/2006 17:26:3303/29/2006 17:26:33

00

03/29/2006 17:26:3303/29/2006 17:26:33

00

03/29/2006 17:26:3303/29/2006 17:26:33

00

Open Door M

Return to Game Next Page Exit

Security Accounting

Last power failLast Power FailLast Power OnPower off durationGames since last

Belly DoorLast Open Last CloseOpen CountGames Since Last

Main Hood DoorLast Open Last CloseOpen CountGames Since Last

03/29/2006 17:26:3303/29/2006 17:26:33

20 days 23:44:530

03/29/2006 17:26:3303/29/2006 17:26:33

00

03/29/2006 17:26:3303/29/2006 17:26:33

00

Open Door M

Return to Game

PreviousPage Exit

Setup and Operation Chapter 4

Error Accounting MK2-ALPHA-0006 [C] 4 - 25

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Error Accounting

Error Accounting displays the number of exceptions (tilts) for the machine’s operational categories. The following is an example of the Error Accounting screen:

Figure 27: Error Accounting

The exceptions monitored include the following:

CMT Prize Count

CMT Prize Count records statistics for Casino Merchandising Technology™, which awards players in merchandise. CMT Prize Count lists the number of awards won by prize level. The information displayed depends upon the CMT game installed.

Error Accounting

Coin In jamsCoin in tampersCoin in device errorsCoin in system errorsCoin lockout malfunctionsBill in jamsBills rejectedMechanical meter disconnectsTouch screen errorsBill validator errorsHopper emptyHopper coin out jamPrinter jamsPrinter errors

00000000000000

Open Door M

Return to Game

Exit

• Coin in jams • Bills Rejected • Hopper Empty

• Coin in tampers • Mechanical Meter Disconnects

• Hopper Coin Out Jams

• Coin in device errors • Touch Screen Errors • Printer Jams

• Coin Lockout Malfunctions

• Bill Validator Errors • Printer Errors

• Bill In Jams

Chapter 4 Setup and Operation

4 - 26 MK2-ALPHA-0006 [C] CMT Prize Count

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MK2-ALPHA-0006 [C] 5 - 1

Setup and Operation

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Chapter 5

Diagnostics

Diagnostics

Diagnostics are available for testing the machine and components for maintenance or troubleshooting. Within Diagnostics are submenus to access additional information about the machine.

Figure 28: Diagnostics Menu

Accounting VersionInformation

Pending Status:Setup Menu Entered

DiagnosticsJurisdiction Information

History Input/Output Diagnostics

Setup MemoryDiagnostics

Out OfService

VideoDiagnostics

Com PortDiagnostics

GameDiagnostics

GATPort

ReturnTo Game

Open Door M

NOTE: The available submenus depend upon the games and hardware installed within the cabinet.

Chapter 5 Setup and Operation

5 - 2 MK2-ALPHA-0006 [C] Diagnostics

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Version Information

The Program Version Info submenu displays the part numbers of programmed media installed in the machine. Media verification signatures are shown for the CompactFlash of the operating system and game.

Figure 29: Program Version Information

Program Version Info

Operating System VersionOS Media Signature

Game VersionGame Media Signature

Processor ID

Printer Version

Bill Validator Data

Manufacturer

Jurisdiction Part Number

Jurisdiction Name

Machine ID

BIOS Version

Dev OS V3.17.00CRC. A0B1

A1B2C3D4E5F6E7D8C9B0A1B2C3D4E5F6E7D8C9B0A1B2C3D4E5F6E7D8C9B0A1B2C3D4E5F6E7D8C9B0

Game Version 3.14.00CRC. C3D4

A1B2C3D4E5F6E7D8C9B0A1B2C3D4E5F6E7D8C9B0A1B2C3D4E5F6E7D8C9B0A1B2C3D4E5F6E7D8C9B0

Simulated

Simulated

Simulated BV

Bally Technologies

AVJURUSNVCS0-01

Nevada

VTO-200

Dev BIOS Version V3.14.00

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Jurisdictional Information

The Jurisdictional Information menu provides submenus Jurisdiction Limits and Jurisdiction Bit Codes, as shown in the following example:

Figure 30: Jurisdictional Information

AccountingVersion

InformationJurisdiction

LimitsPending Status:

Setup Menu Entered

Diagnostics Jurisdiction Information

JurisdictionBit Codes

History Input/Output Diagnostics

Setup MemoryDiagnostics

Out OfService

VideoDiagnostics

Com PortDiagnostics

GameDiagnostics

GATPort

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Chapter 5 Setup and Operation

5 - 4 MK2-ALPHA-0006 [C] Diagnostics

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Jurisdictional Limits

The Jurisdictional Limits submenu displays the values of parameters programmed into the machine from the Jurisdictional Chip as shown in the following example:

Figure 31: Jurisdictional Limits

The following table describes the labels:

Jurisdictional Limits

Jurisdiction Part NumberJurisdiction Name

Jurisdiction Max Bet

Jurisdiction Max Win

Jurisdiction Taxable Win Limit

Jurisdiction Max Token Value (Tokenized

Jurisdiction Max Currency In

Jurisdiction Max Physical Coin In

Jurisdiction AFT Max Transfer Limit

Jurisdiction AFT must Transfer Win Limit

Jurisdiction Locale

Jurisdiction JCM Country Code

AVJURUSNVCS0-01Nevada

$999,999.99

$999,999.99

$1,200.00

$999,999.99

$3,000.00

99999999

$10,000.00

$10,000.00

en_USutf8

1

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Labels Description

Jurisdiction Part Number

Identification number of the jurisdictional EEPROM (Jurisdiction Chip).

Jurisdiction Name A name usually depicting the market of operation.

Jurisdiction Max Bet A constraint of the maximum wager upon a game.

Jurisdiction Max Win A constraint of the top award.

Jurisdiction Taxable Win Limit

A value equaled or exceeded that requires procedures prescribed by a tax authority. For example, the IRS requires that tax must be withheld from amounts greater than $1,200.

Jurisdiction Max Token Value

A limit of the value of one coin. The setting applies to configuration where one coin increments multiple credits (tokenization).

Setup and Operation Chapter 5

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Jurisdictional Bit Codes

The Jurisdictional Bit Codes submenu displays the contents of the Jurisdiction Chip in hexadecimal. The following is an example of Jurisdictional Bit Codes:

Figure 32: Jurisdictional Bit Codes

Jurisdiction Max Currency In

A transaction value limit of the bill acceptor between games.

Jurisdiction Max Physical Coin In

A transaction value limit of the coin acceptor between games.

Jurisdiction AFT Max Transfer Limit

A limit of transferred values by an advance fund transfer (AFT) transaction.

Jurisdiction AFT Must Transfer Win Limit

A limit, when exceeded by a win, initiates an AFT transaction.

Jurisdiction Locale A descriptor of the country’s currency as defined by ISO 639 for language and ISO 3166 for country.

Jurisdiction JCM Country Code

A field specifically for the proprietary protocol developed by Japan Cash Machine for their models of bill acceptors. The JCM Country Codes for North America are: US=1, CA=8, and MX=9.

Jurisdictional Bit Codes

Jurisdiction Part NumberJurisdiction Name

MSB (bit 0123

AVJURUSNVCS0-01Nevada

00000000

00000000

00000000

00000000

00000007

00000000

FFFFFFFF

0001017F

00000000

00000000

00000000

00000000

00000000

00000000

00000604

00000007

00000000

00000000

00000000

00000000

00000000

FFFFFFFF

00000003

0000000F

00000000

00000000

00000000

00000000

00000000

FFFFFFFF

00000017

00003C39

LSB (bit 0)

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Labels Description

Chapter 5 Setup and Operation

5 - 6 MK2-ALPHA-0006 [C] Input/Output Diagnostics

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Input/Output Diagnostics

The Input/Output Diagnostics submenu displays icons to enter three I/O submenus: door, cabinet, and processor diagnostics; and three test submenus as shown in the following example:

Figure 33: Input/Output Diagnostics

Accounting VersionInformation

Door I/ODiagnostics

Pending Status:Setup Menu Entered

Diagnostics Jurisdiction Information

Cabinet I/O Diagnostics

History Input/Output Diagnostics

Processor I/ODiagnostics

Setup MemoryDiagnostics

Bill Validator Test

Out OfService

VideoDiagnostics

Coin Acceptor Test

Com PortDiagnostics

HopperTest

GameDiagnostics

GATPort

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Setup and Operation Chapter 5

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Door I/O Diagnostics

The Door I/O Diagnostics submenu presents a listing of switches that may be available on the machine. Submenus display the status of each input, and icons for changing the state of each switch.

Front Panel Board Inputs

The Front Panel Board Inputs submenu displays labels that correspond to the player panel buttons, and the current status of each switch (1=on 0=off). The following is an example of Front Panel Board Inputs, the first screen of Door I/O Diagnostics:

Figure 34: Front Panel Board Inputs

Front Panel Board Inputs

Hold 1 SwitchHold 2 SwitchHold 3 SwitchHold 4 SwitchHold 5 SwitchHold 6 SwitchService SwitchStart SwitchCash Out SwitchBet Max SwitchBet 1 SwitchPlay x lines

000000000000

Play x linesPlay x linesPlay x linesPlay x linesPlay Both WaysAuto Play SwitchCoin-in 1 SwitchCoin-in 2 SwitchCoin-in 3 SwitchCoin-in 4 SwitchCoin-in 5 SwitchCoin-in 6 Switch

000000000000

Note: Some inputs shown may not be present on this machine

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Chapter 5 Setup and Operation

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The following table describes the switch inputs:

Label Function

Hold Switches 1-6 Bet 1 Switch Play x lines Play Both Ways Auto Play Switch

Each switch assignment corresponds to a function of a game. The actual function and the button legend depends upon the games and the peripherals installed in the cabinet.

Service Switch Service or Change button

Start Switch Spin/Rebet, Deal/Draw, or Start button

Bet Max Switch Bet Max button

Cash Out Switch Cashout or Print Ticket button

Coin-in 1 Switch Upper optical coin sensor

Coin-in 2 Switch Lower optical coin sensor

Coin-in switches 3-6 Not implemented

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Front Panel Board Outputs

The Front Panel Board Outputs submenu presents icons to switch each button lamp on. Touch an icon to light the lamp, or touch Auto Cycle to automatically toggle each lamp once. The following is an example of Front Panel Board Outputs, the second screen of Door I/O Diagnostics:

Figure 35: Front Panel Board Outputs

Front Panel Board Outputs

Hold 1 Lamp

Hold 6Lamp

Bet 1Lamp

Play 5Lamp

Coin AccLamp

Hold 2 Lamp

Service Lamp

Play 1Lamp

Play BothWays Lamp

Game OverLamp

Hold 3 Lamp

StartLamp

Play 2Lamp

Auto PlayLamp

Auto Cycle

Hold 4 Lamp

Cash OutLamp

Play 3Lamp

Bill ValLamp

Hold 5 Lamp

Bet Max Lamp

Play 4Lamp

Insert CoinLamp

Note: Some outputs shown may not be present on this machine.

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Chapter 5 Setup and Operation

5 - 10 MK2-ALPHA-0006 [C] Input/Output Diagnostics

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Cabinet I/O Diagnostics

The Cabinet I/O Diagnostics submenu displays the state of cabinet switches.

Cabinet Inputs

The operating system monitors the state of the hopper level switch as shown in the following example:

Figure 36: Cabinet Inputs

Cabinet Outputs

The Cabinet Outputs submenu presents icons for the tower light to switch the lamps on. Touch each icon to light the lamp, or touch Auto Cycle to automatically light each lamp.

Cabinet Inputs

Hopper Full 0

Note: Some outputs shown may not be present on this machine.

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NextPage Exit

NOTE: The current state of the tower lamp will not be overridden by the Cabinet Output diagnostic. If the lamp is already on, it remains on regardless of state change attempts through the diagnostic.

Setup and Operation Chapter 5

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The following is an example of Cabinet Outputs:

Figure 37: Cabinet Outputs

Processor I/O Diagnostics

The Processor I/O Diagnostics submenu presents a listing of other monitored inputs and the status of each (1=on, 0=off) as shown in the following example.

Figure 38: Processor Inputs

Cabinet Outputs

Candle 1Lamp

Candle 2 Lamp

Auto Cycle

Note: Some outputs shown may not be present on this machine.

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Processor Inputs

Operator SwitchAttendant KeyLogic DoorCoin Drop DoorMain DoorBill Val DoorLow NV Batt 1Low NV Batt 2

00000000

Note: Some inputs shown may not be present on this machine.

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The following table describes the labels:

Bill Validator Test

The Bill Validator Test provides for verification of the bill acceptor to correctly process currency. Currency presented to the bill acceptor will be accepted, evaluated, then returned to the Operator. The denomination of the last bill displays, along with quantities of bills categorized by denomination. The result displays as shown in the following example:

Figure 39: Bill Validator Test

Label Description

Operator Switch The momentary switch labeled TEST located on the front of the PC Assembly.

Attendant Key The locking switch located on the cabinet’s exterior.

Logic Door Either of two monitored locks: CompactFlash™ door lock or the PC Assembly lock.

Coin Drop Door The switch located on the cabinet where it will be actuated by opening the coin drop access door.

Main Door Any of the switches actuated when any door providing access to the interior of the cabinet opens.

Bill Val Door The switch actuated by the door securing the cash box.

Low NV Batt 1 The battery at the location labeled HLDR1 on the processor board.

Low NV Batt 2 The battery at the location labeled HLDR2 on the processor board.

Bill Validator Test

Last bill inserted:$1 Inserted$5 Inserted$10 Inserted$20 Inserted$50 Inserted$100 Inserted

Total Bills Inserted

0000000

0

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Setup and Operation Chapter 5

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Coin Acceptor Test

The Coin Acceptor Test provides verification of the coin acceptor’s ability to accept coins, and verification of the operation of the coin diverter solenoid. The test displays the number of coins through the acceptor, and the position of the coin diverter. An icon is provided to change the state of the diverter. The following is an example of the Coin Acceptor Test:

Figure 40: Coin Acceptor Test

Hopper Test

The Hopper Test provides verification that the hopper circuitry is functional and that the hopper coin switch properly senses dispensed coins. Touching the Start Test icon dispenses 10 coins. The accumulated quantities of dispensed coins display, as shown in the following example:

Coin Acceptor Test

Coins Inserted:

Diverter Position: Drop

0

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Chapter 5 Setup and Operation

5 - 14 MK2-ALPHA-0006 [C] Memory Diagnostics

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Figure 41: Hopper Test

Memory Diagnostics

The Memory Diagnostics submenu displays the size of memory installed in the system and the amount of the memory available as shown in the following example:

Figure 42: Memory Diagnostics Info

Hopper Test

Coins Dispensed:

Total Coins Dispensed

0

0

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StartTest Exit

Memory Diagnostics Info

Memory Total

Memory Available

513960 (KBytes)

367652 (KBytes)

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Setup and Operation Chapter 5

Video Diagnostics MK2-ALPHA-0006 [C] 5 - 15

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Video Diagnostics

The Video Diagnostics submenu provides additional submenus for evaluation and adjustment of the display. The submenus display single color screens for white, red, green, and blue for purity adjustments using the monitor’s adjustment controls. There are also submenus that display dot and graph patterns for proper screen alignment.

The following is an example of Video Diagnostics:

Figure 43: Video Diagnostics

NOTE: The touch screen diagnostic is located in the Setup menu. Touch screen communication is in Comm Port Diagnostics.

AccountingVersion

InformationRed

PurityPending Status:

Setup Menu Entered

Diagnostics Jurisdiction Information

GreenPurity

History Input/Output Diagnostics

BluePurity

Setup MemoryDiagnostics

Dot Alignment

Out OfService

VideoDiagnostics

GraphAlignment

Com PortDiagnostics

WhiteTemp

GameDiagnostics

GATPort

ReturnTo Game

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NOTE: Examples of the adjustment display screens are not shown.

Chapter 5 Setup and Operation

5 - 16 MK2-ALPHA-0006 [C] Com Port Diagnostics

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Com Port Diagnostics

The Com Port Diagnostics provides the ability to view information received and transmitted through the communication ports.

Figure 44: Com Port Diagnostics

The following table lists the communication port assignments:

Accounting VersionInformation

Pending Status:Setup Menu Entered

Diagnostics Jurisdiction Information

History Input/Output Diagnostics

Setup MemoryDiagnostics

Out OfService

VideoDiagnostics

Com PortDiagnostics

GameDiagnostics

GATPort

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Port Assignment Port Assignment

0 Touch screen 4 Card Reader (Host Comm II in V8700A)

1 Host Comm 1 5 RS-485 Protocol

2 Bill Acceptor 6 Progressive Controller (Printer in V8700A)

3 Printer (RS-485 Protocol in V8700A) 7 Host Comm II

Setup and Operation Chapter 5

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The statistics for the number of packets transmitted and received for each communication port are available, as well as the active control lines as shown in the following example:

Figure 45: Com Port Diagnostics Statistics

The following table describes the labels:

Comm Port Diagnostics

tty M0: tx:1101 rx:1919 RTS/CTS/DTRtty M1: tx;1548 rx:22324tty M2: tx:1101 rx:1919 RTS/CTS/DTRtty M3: tx;1548 rx:22324tty M4: tx:1101 rx:1919 RTS/CTS/DTRtty M5: tx;1548 rx:22324tty M6: tx:1101 rx:1919 RTS/CTS/DTRtty M7: tx;1548 rx:22324

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Label Description

tty M0—M7 Terminal Type (Unix) Ports 0—7

tx (number) Number of packets transmitted

rx (number) Number of packets received

RTS/CTS/DTR Communication control line mnemonic: RTS=ready to send, CTS=clear to send, DTR=data terminal ready

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The Analyzer icon accesses more detailed information for each port. Touching the UART Port field advances to the next communication port. The Counts icon returns to the previous statistics page. The Pause/Continue icon freezes data until Continue/Pause is touched again. The following is an example of Com Port Diagnostics analyzer:

Figure 46: Com Port Diagnostics Analyzer

The following table describes the labels:

Game Diagnostics

The Game Diagnostics submenu provides the ability to evaluate peripheral devices associated with a game. The devices may include stepper motor reels, a wheel feature, an animated bezel, or illuminated stepper reel paylines.

Com Port Diagnostics

UART Port 1

RX: 84 04 00 00 71 03 21 20 86 56 10 10 74 02 21 06 09 02 84 52 10 10 72 00 21 06 09 02 62 10 10 72 02 89TX 00 00 00 00

RX: 60 48 10 10 74 01 20 21 09 06 02 62 52 10 10 72 00 21 20 06 06 09 02 62 10 10 72 72 56 10 68 22 TX: 00 00 00 00

ReturnTo Game

Counts Pause Exit

Label Description

UART Port One of eight (0-7) communication ports.

RX Data received. The data appears in hexadecimal with a white font.

TX Data transmitted. The data appears in hexadecimal with a black font.

NOTE: The availability of game diagnostics depends upon the game and the hardware installed within the cabinet.

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The following is an example of the Game Diagnostics submenu:

Figure 47: Game Diagnostics

Top Box

Games having a wheel feature provide diagnostics to evaluate the operation of the feature wheel. The diagnostic submenus are Calibrate, Test, and Validate, as shown in the following example:

Figure 48: Top Box

Topbox

Reels

Bezel

Top Reel Lights

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Topbox Calibrate

Test

Validate

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Chapter 5 Setup and Operation

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Calibrate

The Top Box Calibrate diagnostic initiates an automated procedure where the wheel’s center stop position is determined, then stored in memory.

Test

The Test submenu presents icons that will initiate verification procedures for the wheel motor and the wheel lights. The Test Wheel icon begins a routine where the wheel moves to the zero position and rotates one step at a time. The Test Lights icon illuminates the wheel light at position zero, then sequences one position at a time. The following is an example of the Wheel Tests submenu:

Figure 49: Wheel Tests

Validate

The validate submenu presents a graphical representation of the feature wheel symbol, the corresponding software stop position, and control icons to rotate the wheel to another position. Correct wheel operation is confirmed when every wheel position is matched with the display. The following is an example of the Validate submenu:

Wheel Tests

Test Wheel

Test Lights

ReturnTo Game Exit

Setup and Operation Chapter 5

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Figure 50: Wheel Validation

Figure 51: Wheel Position Matching Wheel Validation

Wheel Validation

Next

Previous

0

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10

Chapter 5 Setup and Operation

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Reels

The Reels submenu provides an opportunity to calibrate stepper motor reels and to verify that the reel symbols are properly aligned at the zero position. Touching the Calibrate icon moves the reels to the zero position. The reel position displays above each reel image.

The following is an example of the Reels submenu:

Figure 52: Reel Control Unit Device Calibration

Bezel

If the feature is installed, the Bezel diagnostic displays the version of the Bezel Gadget Version and cycles the Active Bezel through all color outputs. The following is an example of bezel diagnostics:

Reels RCU Device CalibrationAVRU5REEL150-02

17 07 05

2

BLANK BLANK BLANK

Calibrate BAR BAR BAR

BAR BAR BAR

BLANK BLANK BLANK

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Setup and Operation Chapter 5

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Figure 53: Reel Bezel Diagnostics

Top Reel Lights

If the feature is installed, the Top Reel Lights diagnostic activates the enhanced presentation illumination that highlights winning combinations on the reels. The diagnostic cycles the reel lights through the available colors.

GAT Port

The GAT Port submenu provides verification of the game authentication terminal (GAT) operation. The submenu displays the installed versions of the operating system, game, Jurisdiction Chip, and the BIOS. Icons labeled Yes/No are available to enable or disable the communication of each software component. The submenu displays the status of a GAT program as Connected or Not Connected at the communication port labeled COM 8 on the backplane board.

Bezel

Running Bezel Diagnostics

Bezel Gadget Version: AVDUOABZL020-00

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Chapter 5 Setup and Operation

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The following is an example of the GAT Port submenu:

Figure 54: GAT Port

GAT Port

Software Component Reporting Enabled

AVOS00000316-03.000 YES

ASGPFZY01001-00 YES

AVJURSNV0S0-01 YES

AVODIAGOR805-00 YES

Connected

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MK2-ALPHA-0006 [B] 6 - 1

Setup and Operation

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Chapter 6

History

History

History provides logs of important game and machine-related information. The information includes the ability to recall previous games played, bill and coin acceptor transactions, AFT transactions, and every change of operational state.

The following is an example of the History submenu:

Figure 55: History

Accounting Game Play History

Pending Status:Setup Menu Entered

Diagnostics Event History

HistoryGame Event

history

Setup Transaction History

Out OfService

Progressive Win History

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Chapter 6 Setup and Operation

6 - 2 MK2-ALPHA-0006 [B] Game Play History

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Game Play History

Game Play History displays 25 most recently played games to accurately reconstruct and verify the results of each game, including special features such as free spins. The information depends upon the game installed, but usually includes the game's name, denomination, date, and payment.

The following is an example of the last game recall of a 4 Alarm Bonus:

Figure 56: Last Game of 4 Alarm Bonus™

Event History

Event History is a chronological listing of 500 events or exceptions.

4 Alarm Bonus 94a Open Door M

Jackpot Hand Paid WinDenom: $0.25

1 of 2504/13/200610:14:25

Credits:500

Return To Game

Bet: 45Win: 12500

Previous Game

Collected: $125 Exit

NOTE: The events logged vary by jurisdiction.

Setup and Operation Chapter 6

Event History MK2-ALPHA-0006 [B] 6 - 3

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The following is an example of the Event History screen.

Figure 57: Event History

The following table lists the events:

Event History

123456789

1011121314151617181920

04/13/200604/13/200604/13/200604/13/200604/13/200604/13/200604/13/200604/13/200604/13/200604/13/200604/13/200604/13/200604/13/200604/13/200604/13/200604/13/200604/13/200604/13/200604/13/200604/13/2006

13:01:2613:01:2613:01:2613:01:2613:01:2613:01:2613:01:2613:01:2613:01:2613:01:2613:01:2613:01:2613:01:2613:01:2613:01:2613:01:2613:01:2613:01:2613:01:2613:01:26

Denomination not setPower Up RestartReady After RestartMain Door OpenMain Door ClosedMain Door OpenBillVal Door OpenSetup Menu EnteredDenomination SetSetup Menu ExitedSetup Menu EnteredSetup Menu ExitedMain Door ClosedVillVal Door ClosedMain Door OpenedSetup Menu EnteredSetup Menu ExitedMain Door ClosedStart of GameEnd of Game

Denomination = $0.00

Device ID = 19 HexDevice ID = 19 HexDevice ID = 19 HexDevice ID = 19 Hex

Denomination = $0.05

Device ID = 19 HexDevice ID = 19 HexDevice ID = 19 Hex

Device ID = 19 HexCredits = $2.75Credits = $9.00

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Next Page Exit

Event

Attendant Menu Entered BillVal Device Error Cleared Hopper Empty Cleared

Attendant Menu Exited BillVal Tamper Hopper Full

Setup Menu Entered BillVal Tamper Cleared Hopper Full Cleared

Setup Menu Exited BillVal Port Error Hopper Jam

Denomination Not Set BillVal Port Error Cleared Hopper Jam Cleared

Denomination Set BillVal System Error Hopper Runaway

PayTable Not Set BillVal System Error Cleared Hopper Runaway Cleared

PayTable Set Bill Rejection Limit Exceeded Hopper System Error

Date/Time Not Set Bill Rejection Limit Cleared Hopper System Error Cleared

Date/Time Set Coin Acceptor Jam Hopper Tamper

Devices Not Set Coin Acceptor Jam Cleared Hopper Tamper Cleared

Devices Set Coin Acceptor Tamper Hard Meter 1 Disconnected

Chapter 6 Setup and Operation

6 - 4 MK2-ALPHA-0006 [B] Event History

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Validation Not Set Coin Acceptor Tamper Cleared Hard Meter 1 Connected

Validation Set Coin Acceptor Device Error Hard Meter 2 Disconnected

Self Test Entered Coin Acceptor Device Error Cleared Hard Meter 2 Connected

Self Test Exited Coin Acceptor System Error Hard Meter 3 Disconnected

Game History Entered Coin Acceptor System Error Cleared Hard Meter 3 Connected

Game History Exited Cash Bonus Awarded Hard Meter 4 Disconnected

Diagnostics Entered Cash Bonus Received Hard Meter 4 Connected

Diagnostics Exited Voucher In Hard Meter 5 Disconnected

Performing Memory Check Touch Screen Com Error Hard Meter 5 Connected

Memory Check Passed Touch Screen Com Error Cleared Hard Meter 6 Disconnected

Start of Game Touch Screen Device Error Hard Meter 6 Connected

End of Game Touch Screen Device Error Cleared Hard Meter 1 Shorted

Machine Disabled Touch Screen Data Error Hard Meter 1 Short Cleared

Machine Disabled Cleared Touch Screen Data Error Cleared Hard Meter 2 Shorted

Machine Suspended Touch Screen System Error Hard Meter 2 Short Cleared

Machine Resumed Touch Screen System Error Cleared Hard Meter 3 Shorted

Power Up Restart Touch Screen Calibration Error Hard Meter 3 Short Cleared

Ready After Restart Touch Screen Calibration Error Cleared

Hard Meter 4 Shorted

Cash Out Hand Pay Lockup Power Fault while Printing Hard Meter 4 Short Cleared

Cash Out Hand Pay Cleared Power Fault while Printing Cleared Hard Meter 5 Shorted

Pay Win Hand Pay Lockup Printer Com Error Hard Meter 5 Short Cleared

Pay Win Hand Pay Cleared Printer Com Error Cleared Hard Meter 6 Shorted

Pay Win Jackpot Hand Pay Lockup Printer Config Error Hard Meter 6 Short Cleared

Pay Win Jackpot Hand Pay Cleared Printer Config Error Cleared EEPROM Device Error

Event

Setup and Operation Chapter 6

Event History MK2-ALPHA-0006 [B] 6 - 5

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Belly Door Open Printer Open Error EEPROM Device Error Cleared

Belly Door Closed Printer Open Error Cleared EEPROM System Error

Drop Door Open Printer Closed Error EEPROM System Error Cleared

Drop Door Closed Printer Closed Error Cleared NVRAM Battery 1 Low

Hood Door Open Printer Transmit Error NVRAM Battery 1 Ok

Hood Door Closed Printer Transmit Error Cleared NVRAM Battery 2 Low

Logic Door Open Printer Receive Error NVRAM Battery 2 Ok

Logic Door Closed Printer Receive Error Cleared NVRAM Device Error

Main Door Open Printer Timeout Error NVRAM Device Error Cleared

Main Door Closed Printer Timeout Error Cleared NVRAM System Error

Main Door Tamper Printer Off Line NVRAM System Error Cleared

Main Door Tamper Cleared Printer On Line Protocol Com Error

TopBox Main Door Open Printer Out of Paper Protocol Com Error Cleared

TopBox Main Door Closed Printer Paper Loaded Protocol Config Error

TopBox Logic Door Open Printer Paper Low Protocol Config Error Cleared

TopBox Logic Door Closed Printer Paper Low Cleared Protocol Event

BillVal Door Open Printer Paper Jam Protocol Event Cleared

BillVal Door Closed Printer Paper Jam Cleared Progressive Hit Reported

BillVal Acceptor Jam Printer Power Off Progressive Jackpot Received

BillVal Acceptor Jam Cleared Printer Power On Progressive Broadcast Error

BillVal Stacker Jam Printer Device Error Progressive Broadcasting

BillVal Stacker Jam Cleared Printer Device Error Cleared Progressive Link

BillVal Stacker Open Printer System Error Progressive Link Up

BillVal Stacker Closed Printer System Error Cleared Progressive Status Changed

BillVal Stacker Full Extra Coin Out Error Multiplier Bonus Awarded

Event

Chapter 6 Setup and Operation

6 - 6 MK2-ALPHA-0006 [B] Game Event History

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Game Event History

The Game Event History log is a chronological listing of game-related events. The events recorded depend upon the games installed in the cabinet.

Transaction History

Transaction History provides submenus for viewing records for bills accepted, hopper payments, Attendant payments, vouchers accepted and dispensed, bonus credits awarded, and fund transfers.

The following is an example of the Transaction History submenu:

Figure 58: Transaction History

BillVal Stacker Full Cleared Extra Coin Out Error Cleared Call Attendant Active

BillVal Com Error Hopper Device Error Call Attendant Not Active

BillVal Com Error Cleared Hopper Device Error Cleared Meter Display Entered

BillVal Device Error Hopper Empty Meter Display Exited

AccountingGame Play

HistoryBill In

HistoryPending Status:

Setup Menu Entered

Diagnostics Event History

Cash Out History

History Game Event history

Hand Pay History

SetupTransaction

HistoryVoucherHistory

Out OfService

Progressive Win History

BonusHistory

External FundTransfer History

ReturnTo Game

Open Door M

Event

Setup and Operation Chapter 6

Transaction History MK2-ALPHA-0006 [B] 6 - 7

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Bill In History

Each bill acceptor currency transaction is recorded in Bill In History. The information includes the date, time, and the denomination of the bill. The following is an example of the Bill In History:

Figure 59: Bill In History

Cash Out History

Cash Out History provides the time, date, and the amount of credits redeemed as coins dispensed by the hopper. The following is an example of Cash Out History:

Figure 60: Cash Out History

Bill In History

04/13/200604/13/200604/13/200604/13/200604/13/200604/13/200604/13/200604/13/200604/13/200604/13/2006

13:37:3913:37:3913:37:3913:37:3913:37:3913:37:3913:37:3913:37:3913:37:3913:37:39

Cash InCash InCash InCash InCash InCash InCash InCash InCash InCash In

Bill Amount = $1.00Bill Amount = $5.00Bill Amount = $20.00Bill Amount = $10.00Bill Amount = $20.00Bill Amount = $1.00Bill Amount = $1.00Bill Amount = $1.00Bill Amount = $1.00Bill Amount = $100.00

Open Door M

Return To Game

Exit

Cash Out History

04/13/200604/13/200604/13/200604/13/200604/13/200604/13/200604/13/200604/13/200604/13/200604/13/2006

13:37:3913:37:3913:37:3913:37:3913:37:3913:37:3913:37:3913:37:3913:37:3913:37:39

Cash Out CompleteCash Out CompleteCash Out CompleteCash Out CompleteCash Out CompleteCash Out CompleteCash Out CompleteCash Out CompleteCash Out CompleteCash Out Complete

Cash Out Amount = $1.00Cash Out Amount = $5.00Cash Out Amount = $20.00Cash Out Amount = $10.00Cash Out Amount = $20.00Cash Out Amount = $1.00Cash Out Amount = $1.00Cash Out Amount = $1.00Cash Out Amount = $1.00Cash Out Amount = $100.00

Open Door M

Return To Game

Exit

Chapter 6 Setup and Operation

6 - 8 MK2-ALPHA-0006 [B] Transaction History

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Hand Pay History

Hand Pay History provides the transaction number, time, date, and the amount of credits removed from the machine by the Attendant key switch. Each lockup generates two entries: one when the machine enters a lockup condition, and another when the lockup is released.

An Attendant payment can result from a malfunction, or by operational policy that limit amounts dispensed by the machine.

The following is an example of Hand Pay History:

Figure 61: Hand Pay History

Voucher History

Voucher History provides the opportunity to view the vouchers accepted and dispensed. There is also a listing of merchandise certificates awarded by the machine, if the feature is available. The following is an example of Voucher History:

Hand Pay History

205206

04/13/200604/13/2006

13:37:3913:44:21

Cash Out Hand Pay LockupCash Out Hand Pay Cleared

Cash Out Amount = $46.75Cash Out Amount = $46.75

Open Door M

Return To Game Exit

Setup and Operation Chapter 6

Transaction History MK2-ALPHA-0006 [B] 6 - 9

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Figure 62: Voucher History

Voucher In History

Vouchers accepted by the bill acceptor are listed in the Voucher In History submenu. The information for the last 35 vouchers accepted includes the date, time, validation number, and the amount. For security, only the last four digits of the validation number appear. The following is an example of Voucher In History:

Figure 63: Voucher In History

Accounting Game Play History

Bill In History

Voucher In History

Pending Status:Setup Menu Entered

Diagnostics Event History

Cash Out History

Voucher Out History

HistoryGame Event

historyHand Pay

HistoryCMT Prize

Certificate History

Setup Transaction History

VoucherHistory

Out OfService

Progressive Win History

BonusHistory

External FundsTransfer History

ReturnTo Game

Open Door M

Voucher In History

04/13/200604/13/2006

13:37:3913:44:21

Voucher InVoucher In

xxxxxxxxxxxxxx6543xxxxxxxxxxxxxx3365

Amount = $35.75Amount = $250.75

Open Door M

Return To Game Exit

Chapter 6 Setup and Operation

6 - 10 MK2-ALPHA-0006 [B] Transaction History

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Voucher Out History

Vouchers and receipts dispensed by the gaming machine are listed in Voucher Out History. The information for the last 35 vouchers and receipts dispensed includes date, time, event, validation number, and amount. For security, only the last four digits of the validation number display. The following is an example of Voucher Out History:

Figure 64: Voucher Out History

CMT Prize Certificate History

Casino Marketing Technology prize certificates accepted and dispensed are listed in CMT Prize Certificate History. The information includes the time and date, transaction, the last four digits of the validation number, and the amount. The following is an example of CMT Prize Certificate History:

Figure 65: CMT Prize Certificate History

Voucher Out History

04/13/200604/13/200604/13/2006

13:37:3913:44:2114:18:20

Pay Win Receipt PrintedCash out Receipt PrintedCash Out Voucher Printed

xxxxxxxxxxxxxx2392xxxxxxxxxxxxxx7568xxxxxxxxxxxxxx6600

Amount = $5000.00Amount = $250.75Amount = $2.50

Open Door M

Return To Game

Exit

CMT Prize Certificate History

04/13/200604/13/200604/13/2006

13:37:3913:44:2114:18:20

Pay Win Receipt PrintedCash out Receipt PrintedCash Out Voucher Printed

xxxxxxxxxxxxxx2392xxxxxxxxxxxxxx7568xxxxxxxxxxxxxx6600

Amount = $5000.00Amount = $250.75Amount = $2.50

Open Door M

Return To Game

Exit

Setup and Operation Chapter 6

Transaction History MK2-ALPHA-0006 [B] 6 - 11

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Bonus History

If the gaming machine is participating in a network where a Host awards bonuses, each bonus is recorded in Bonus History. The information recorded for the last 25 awards includes date, time, bonus event, and the amount. The following is an example of Bonus History:

Figure 66: Bonus History

External Funds Transfer History

If the gaming machine is capable of receiving funds from a financial institution, each time stamped event is recorded in External Funds Transfer History. Up to 127 Events can be stored in this log. The following is an example of External Funds Transfer History

Figure 67: External Funds Transfer History

Bonus History

04/13/200604/13/200604/13/2006

13:37:3913:44:2114:18:20

Cash Bonus ReceivedCash Bonus ReceivedCash Bonus Received

Amount = $50.00Amount = $50.00Amount = $2.00

Open Door M

Return To Game Exit

External Funds Transfer History

04/13/200604/13/200604/13/2006

13:37:3913:44:2114:18:20

Inhouse Host To Game Cash TransferInhouse Host To Game Cash TransferInhouse Host To Game Cash Transfer

Amount = $50.00Amount = $50.00Amount = $2.00

Open Door M

Return To Game

Exit

Chapter 6 Setup and Operation

6 - 12 MK2-ALPHA-0006 [B] Progressive Win History

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Progressive Win History

If the gaming machine is configured for a progressive award, each time-stamped win is recorded in Progressive Win History. Up to eight progressive levels with up to 20 progressive wins per level are available for review.

Figure 68: Progressive Win History

Progressive Win HistoryProgressive Level: 1

04/13/200604/13/200604/13/2006

13:37:3913:44:2114:18:20

Amount - $50,0126.00Amount - $50,0142.00Amount - $50,1122.00

Open Door M

Return To Game Next Exit

MK2-ALPHA-0006 [C] 7 - 1

Setup and Operation

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Chapter 7

Setup

Setup Menu

There are options that must be set before the machine is operational. For security, most options are available only from the Operator menu, which is accessed through the Test switch.

The submenus found in the Operator menu are Touch Screen Setup, Sound Setup, Game Setup, Machine Setup, Credit Setup, Clock Setup, Comm Setup, Voucher Setup, and Package Installation submenus.

Figure 69: Setup Menu

AccountingTouch Screen

SetupPending Status:

Setup Menu Entered

Diagnostics SoundSetup

History GameSetup

SetupMachine

Setup

Out OfService

CreditSetup

ClockSetup

CommSetup

VoucherSetup

PackageInstallation

ReturnTo Game

Open Door M

Chapter 7 Setup and Operation

7 - 2 MK2-ALPHA-0006 [C] Setup Menu

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Touch Screen Setup

The touch screen senses capacitive changes when an area contacts human skin and provides the X-Y coordinates to the MPU. Calibration assures accurate positioning in relation to the icons on the screen.

Touching the Touch Screen Setup icon provides the opportunity to validate the calibration of the screen and presents calibration instructions as shown in the following examples.

Figure 70: Touchscreen Setup

Test Touch Screen

The Test Touch Screen icon enters a submenu to verify calibration accuracy. The machine is enabled to mark each touched area as shown in the following example. Each touch is indicated at the point of contact.

Figure 71: Touch Screen test

~ Touchscreen Calibration ~

Before entering “calibrating” center this windowon the monitor screen

Turn “key-switch” to calibrate.

Open Door M

ReturnTo Game

Test Touch Screen

Exit

~ Touchscreen Test ~

Turn “key-switch” to Exit

Open Door M

Setup and Operation Chapter 7

Setup Menu MK2-ALPHA-0006 [C] 7 - 3

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Touch Screen Calibration

If marks do not appear at the point of contact, touch screen calibration will restore proper operation. If necessary, center the image by using the positioning adjustment controls located on the flat-panel or cathode ray tube (CRT) monitor. Turning the keyswitch presents the software calibration screens. Follow the on-screen instructions to calibrate the touch screen.

Figure 72: Software Calibration Screen One of Three

Figure 73: Software Calibration Screen Two of Three

NOTE: The quantity of marks that can display at one time is limited. Once the capacity is reached, the oldest marks are removed as new marks are displayed.

~ Touchscreen Test ~

Touch at the cross

+

Open Door M

~ Touchscreen Test ~

+Touch at the cross

Open Door M

Chapter 7 Setup and Operation

7 - 4 MK2-ALPHA-0006 [C] Setup Menu

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Figure 74: Software Calibration Screen Three of Three

Sound Setup

Sound Setup presents controls to set the volume and other qualities of audio. The screen displays the current settings, which can be adjusted by moving the slide controls. Drag the channel control bar up to increase volume, down to decrease. Touching between the controls moves both channels equally. The following is an example of Sound Setup:

Figure 75: Volume Adjustment

~ Touchscreen Test ~

Turn “key-switch” to exit

Open Door M

~ Volume Setup ~

Master Wave

Open Door M

Return to Game

Save Exit

Setup and Operation Chapter 7

Setup Menu MK2-ALPHA-0006 [C] 7 - 5

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Game Setup

Game Setup provides an opportunity to enable special game features such as the number of credits for a maximum wager, the number of paylines, and the operation of the buttons on the player panel. However, not all games have configurable features. The following is an example of Game Setup:

Figure 76: Game Setup Example

Machine Setup

Machine Setup provides the Machine Info and Device submenus to enter identification numbers into memory, and to provide protocol configuration for installed equipment such as a coin acceptor, bill acceptor, printer, hopper, and player panel.

~ Game Setup ~

Number of Paylines: 3 5 9 15 20

Max Bet Per Line: 1 2 3 4 5 10 15 20

25 30 40 50

Bet Per Line Button Layout: Bet 1

Bet 1

Bet 1

Bet 1

Bet 1

Once saved, changes will require clearing NVRAM

Open Door M

Return to Game

Save and Exit

Exit

Chapter 7 Setup and Operation

7 - 6 MK2-ALPHA-0006 [C] Setup Menu

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The following is an example of Machine Setup:

Figure 77: Machine Setup

Machine Info Setup

Machine Info Setup provides the opportunity to enter identification numbers for the cabinet. The values entered for Serial Number and Asset Number will remain in memory, and can be retrieved remotely if the cabinet is connected to a network.

AccountingTouch Screen

SetupMachine Info

SetupPending Status:

Setup Menu Entered

Diagnostics SoundSetup

DeviceSetup

History GameSetup

Hard Meter Setup

SetupMachine

SetupCoin Acceptor

Setup

Out OfService

CreditSetup

ClockSetup

CommSetup

VoucherSetup

Package Installation

ReturnTo Game

Open Door M

Setup and Operation Chapter 7

Setup Menu MK2-ALPHA-0006 [C] 7 - 7

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The following is an example of Machine Info Setup:

Figure 78: Machine Info Setup

The serial number of the machine is embossed on the manufacturer’s identification plate affixed to the cabinet. The asset number is a unique identification number, which may be assigned by a system network administrator.

Touching within an active number field presents a keypad for entering a setting, as shown in the following example showing the entry of the serial number:

Figure 79: Entry of Serial Number

Touching the keypad’s Enter icon places the keypad entry into the field as shown in the following example:

~ Machine Info Setup ~

Serial Number: Set Serial

Asset Number: Set Asset

~Machine Serial Number Not Set~~Machine Asset Number Not Set~

Open Door M

ReturnTo Game

Exit

~ Machine Info Setup ~

Serial Num Serial Number Set Serial

123456

Asset Num 7 8 9 Back Set Asset

4 5 6 Clear

1 2 3 Cancel

0 . Enter

~Machine Serial Number Not Set~~Machine Asset Number Not Set~

Open Door M

ReturnTo Game

Exit

Chapter 7 Setup and Operation

7 - 8 MK2-ALPHA-0006 [C] Setup Menu

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Figure 80: Data Entered Into Field

Upon entering a value into the active field, the set icon becomes active. Touching the set icon at the right of the entry saves the entry. Once saved, the entry cannot change without a RAM Clear. When the entry is saved, the field and the set icon are no longer active, as shown in the following example screen showing a serial number entered and saved by touching the Set Serial icon:

Figure 81: Example of Serial Number Entered and Saved

The Asset Number entry is similar to the entry of the serial number.

~ Machine Info Setup ~

Serial Number: 000000123456 Set Serial

Asset Number: Set Asset

~Machine Serial Number Not Set~~Machine Asset Number Not Set~

Open Door M

ReturnTo Game

Exit

~ Machine Info Setup ~

Serial Number: 000000123456 Set Serial

Asset Number: Set Asset

~Machine Serial Number Set~~Machine Asset Number Not Set~

Open Door M

ReturnTo Game

Exit

Setup and Operation Chapter 7

Setup Menu MK2-ALPHA-0006 [C] 7 - 9

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Device Setup

The Device Setup submenu provides the opportunity to identify separate hardware components so they can work with the machine. The components include the printing device, the model of coin acceptor, the presence of a coin hopper, the manufacturer or model of bill acceptor, and the number of button inputs provided on the player panel.

Touching the Device Setup icon presents a screen similar to the following example:

Figure 82: Device Configuration

Touching the active field scrolls the available settings. Each field must have an entry. Touching the Save icon records all the selections to the machine's memory. Once saved, the selections cannot be changed without a RAM clear.

Upon exiting, the settings must be confirmed by touching the Yes icon. The following is an example of the confirmation that appears before exiting:

Figure 83: Confirmation of Change

~ Device Config ~

Voucher Printer No Printer

Coin Acceptor MC-40

Hopper Not Set

Bill Validator JCM Billval

Button Panel Not Set

Touch any highlighted field to change.

Open Door M

ReturnTo Game Save

Exit

Data was modified. Should the data be saved?

Yes No

Chapter 7 Setup and Operation

7 - 10 MK2-ALPHA-0006 [C] Setup Menu

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The labels are described in the following table:

Hard Meter Setup

Hard Meter Setup displays the electro mechanical meter assignments as configured in the Jurisdiction Chip. For markets where the settings are configurable, it provides the opportunity to set the parameters.

Hard Meter Increment is the value of each increment for meters of money values. Those meter labels appear in green. Meters that count units display in blue.

The Following is an example of Hard Meters Setup:

Label Description

Voucher Printer If the machine has the ability to dispense vouchers, the printer’s protocol must be enabled. The printer choices are FutureLogic® (Seiko PSA-66T), Ithaca® 750™, or Ithaca 850™. For other brands or models, contact Bally Technical Support for the correct settings.

Coin Acceptor The coin acceptor model listed is the Coin Mechanisms, Inc.,® MC-40™. The IDX® coin acceptor can be used with this setting with Personality Plug PP62. The coin acceptor must have a 100 ms pulse width for coin signals, and use a single pulse per coin. The X-10 System configuration setting must be 8Ch (secured) or 0Ch (unsecured). Credit is set to 64h, 100 ms; and Tilt to 06h, 2 ms.

Hopper The supported coin hopper is manufactured by Bally Technologies.

Bill Validator The bill acceptor protocols available are those used by JCM-American® (JCM) and MEI® (MARS).

Button Panel The available button inputs from the player panel must be set. The available settings are 11-, 14-, or 16-button player panels. If the selections do not match the actual panel installed in the cabinet, use the next higher software setting.

Setup and Operation Chapter 7

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Figure 84: Hard Meters Setup

Coin Acceptor Setup

Coin Acceptor Setup provides the opportunity to configure a multiple-channel coin acceptor, which accepts coins of a variety of denominations. The denominations attributed to each channel must match the settings of the pre-programmed acceptor. The following is an example of settings for a coin acceptor programmed to accept nickels, dimes, quarters, half-dollars, dollar and five-dollar tokens:

Figure 85: Coin Acceptor Setup

Hard Meters Setup

Hard Meter Increment

1.00

Meter Layout

Meter 1 Meter 2 Meter 3 Meter 4 Meter 5 Meter 6

Total Played Escrowed Win Total Drop Total Attendant Pay Games Played Unused

Touch the highlighted field to change.

Open Door M

ReturnTo Game

Set

Exit

Coin Acceptor Setup

Channel 1 $0.05

Channel 2 $0.10

Channel 3 $0.25

Channel 4 $0.50

Channel 5 $1.00

Channel 6 $5.00

Touch any highlighted field to change.

Open Door M

ReturnTo Game

Save

Exit

Chapter 7 Setup and Operation

7 - 12 MK2-ALPHA-0006 [C] Credit Setup

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Credit Setup

Figure 86: Credit Setup

Credit Setup provides the opportunity to establish the cash value of a credit and set limits for all credit transactions. These important settings are determined by the Operator according to jurisdictional requirements.

Each category is accessed by touching the field, which presents a keypad for entry. After entering the new amount, a confirmation message displays. Once the entry is saved, it will require a RAM Clear to change.

The parameters set from the Credit Limits screen include the base denomination, bill limit, credit limit, jackpot limit, multiple denomination enabling, hopper limit, printer limit, and upper jackpot.

The following is an example of the Credit Limits accessed by touching the Credit Setup icon:

Accounting Touch Screen Setup

Pending Status:Setup Menu Entered

DiagnosticsSoundSetup

History GameSetup

Setup Machine Setup

Out OfService

CreditSetup

ClockSetup

CommSetup

VoucherSetup

ReturnTo Game

Open Door M

NOTE: Not all fields will be active. The configurable items depend upon the equipment installed, the game CompactFlash™, and the jurisdiction.

Setup and Operation Chapter 7

Credit Setup MK2-ALPHA-0006 [C] 7 - 13

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Figure 87: Credit Limits

The labels are described in the following table:

~ Credit Limits ~

Base Denom $1.00 Default Denom Not Set

Input Limits Output Limits

Bill Limit $3000.00 Hopper Limit No Hopper

Credit Limit $10000.00 Printer Limit No Printer

Jackpot Limit $1200.00 Upper Jackpot $10000.00

Multi-Denom Not Set

Denom Config Cash Out Options

Touch any highlighted field to change.

Open Door M

ReturnTo Game

Set

Exit

Label Description

Base Denom The value of a coin accepted through the coin acceptor and dispensed by the hopper.

Bill Limit The amount of transactions before the machine will not accept additional items for credits. The bill accepter and coin acceptor are automatically disabled, as are incoming fund transfers. The setting may depend upon the jurisdiction.

Credit Limit The maximum value of credits that may accumulate in the credit meter at any time. Additions that cause credits to exceed the value trigger an automatic payment from the payment device (coin hopper, voucher, AFT, or Attendant).

Jackpot Limit The level for which a single win will cause the machine to display a jackpot win. Any win that equals or exceeds the setting will cause the machine to enter a jackpot condition, requiring attention from an Attendant to release the win lockup.

Multi-Denom The choices for Multi-Denom are Enable or Disable. If the feature is enabled, a variety of wager denominations are available for the Player to choose.

Default Denom If the feature is available in the game, a wager denomination can be set to which the machine will revert after two minutes of inactivity.

Chapter 7 Setup and Operation

7 - 14 MK2-ALPHA-0006 [C] Credit Setup

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Denom Configuration

Setting the Multi-Denom field to Enable provides multiple wager denomination choices for a Player. Enabling the feature also activates the Denom Config icon to open the additional menus needed to configure the feature.

The following is an example of Denom Configuration:

Figure 88: Denom Configuration

Hopper Limit The maximum value that the hopper dispenses in a single transaction. An amount greater than the setting will, instead, cause a credit collect lockup condition requiring attention from an Attendant.

Printer Limit The maximum value for a voucher dispensed by the machine. A voucher will not print for values greater than the setting and, instead, cause a credit collect lockup condition requiring attention from an Attendant.

Upper Jackpot The Upper Jackpot setting provides support for a feature provided by a Host communication protocol that enables a Host system to release a jackpot without intervention by an Attendant. The Upper Jackpot setting is the greatest value of credits that can accumulate in the credit meter after a Host system releases a win lockup. The limit must be set equal to or less than the Credit Limit, and equal to or greater than the Jackpot Limit.

NOTE: Multiple wager denominations are not compatible with progressive jackpots. With multiple wager denominations enabled, progressive jackpot configuration will not be available.

Denom Configuration

$0.01 Not Set Not Set $0.02

$0.05 Not Set Not Set $0.10

$0.20 Not Set Not Set $0.25

$0.50 Not Set Not Set $1.00

$2.00 Not Set Not Set $5.00

$10.00 Not Set Not Set $25.00

$50.00 Not Set

Touch any button to enable a denomination.

Open Door M

ReturnTo Game

Save

CRC Check

Exit

Label Description

Setup and Operation Chapter 7

Credit Setup MK2-ALPHA-0006 [C] 7 - 15

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Touching a denomination icon enables the denomination as a choice for a wagering credit value, and presents a menu of games to associate with the denomination as shown in the following example:

Figure 89: Choosing a Game for a Wager Denomination

Touch the Set icon to associate a game from the menu with a wager denomination. Upon associating all games with wagering denominations, touching the Save icon enters the settings into the system. Once saved, they cannot be changed without a RAM clear.

CRC Check

Touching the CRC Check icon calculates a cyclic redundancy check value for each enabled game. The following is an example of CRCs:

Denom Configuration

$0.01 Not Set Not Set $0.02

$0.05 Four Alarm Bonus 92a 93.00% Not Set $0.10

$0.20 $0.05 Pay Tables $0.25

$0.50 Four Alarm Bonus 92a 92.00% $1.00

$2.00 Four Alarm Bonus 92a 93.00% $5.00

$10.00 Four Alarm Bonus 92a 96.00% $25.00

$50.00 Set Cancel

Touch any button to enable a denomination.

Open Door M

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Save

CRC Check

Exit

Chapter 7 Setup and Operation

7 - 16 MK2-ALPHA-0006 [C] Credit Setup

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Figure 90: CRCS

Cash Out Options

Touching the Cash Out Options icon presents a menu of items for entering values for dispensing payment to a Player. The items include Hand Pay Validation, Hand Pay Receipt, Restricted Promotional Credits, Restricted Promotional Voucher Out, Non Restricted Promotional Credits, Preferred Output Device, and Residual Credit Collect Options.

The following is an example of the Cash Out Options menu:

Denom Configuration

$0.01 Not Set Not Set $0.02

$0.05 Four Alarm Bonus 92a 93.00% Not Set $0.10

$0.20 CRCS $0.25

$0.50 games/Four AlarmBonus/FourAlarmBonus 92a : 20ae $1.00

$2.00 Cancel $5.00

$10.00 Not Set Not Set $25.00

$50.00 Not Set

Touch any button to enable a denomination.

Open Door M

ReturnTo Game

Save

CRC Check

Previous

Setup and Operation Chapter 7

Credit Setup MK2-ALPHA-0006 [C] 7 - 17

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The labels are described in the following table:

Cash Out Options

Hand Pay Validation Not Set

Hand Pay Receipt Not Set

Restricted Promotional Credits Not Set

Restricted Promotional Voucher Out Not Set

Non Restricted Promotional Credits Not Set

Preferred Output Device Not Set

Residual Credit Collect Option Play/Handpay/Cancel

Cash Collect First Not Set

Touch any highlighted field to change.Open Door M

ReturnTo Game

Save

Previous

NOTE: The availability of some features depend upon the jurisdiction. Not all settings or features are available in every jurisdiction.

Label Description

Hand Pay Validation Enables an accounting host system feature for controlling payments made by Attendants. The host protocol must also support this feature.

Hand Pay Receipt Enables an accounting host system to generate an additional payment record for amounts paid by an Attendant. If the machine has a printer, the machine can dispense a receipt. The host protocol must also support this feature.

Chapter 7 Setup and Operation

7 - 18 MK2-ALPHA-0006 [C] Clock Setup

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Clock Setup

The Clock Setup submenu provides fields for setting the time and date. There are icons available for synchronizing seconds and changing time zones.

Restricted Promotional Credits/Restricted Promotional Voucher Out

Restricted Promotional Credits enables the accounting features of the machine to accept and control credits that must be wagered or converted to a promotional voucher. If Restricted Promotional Voucher Out is not enabled, all promotional credits must be wagered. If Restricted Promotional Credits is disabled, Restricted Promotional Voucher Out defaults to disabled. The host protocol must also support this feature.

Non Restricted Promotional Credits

Enables the machine’s accounting features to record the disposition of credits placed into the machine from an alternative source. The credits can be wagered or cashed normally. This affects only the accounting meters.

Preferred Output Device The machine can print payment vouchers by an installed thermal printer, it can dispense coins from a hopper, the machine can provide for payment by an Attendant, or payment can be electronically transferred to an account.

If the machine has multiple payment devices installed, the Preferred Output Device setting preferred by the Operator determines the machine’s payment sequence.

Residual Credit Collect Option The disposition of residual credits. The choices are Play, Handpay, Cancel; or a combination of the three choices.

• Play: Credits remaining in the machine that have a combined value less than the value of a coin dispensed by the hopper can be resolved by wagering them on a separate all-or-nothing game. A win equals one coin from the hopper; a loss removes the credits from the machine.

• Handpay: Residual credits can be removed from the machine by an Attendant.

• Cancel: The machine can be returned to a revenue state by the Player, where the residual credits can be wagered normally in an attempt to parlay the remaining credits to a value exactly equal to a coin; or the credits can be abandoned and remain in the machine, available for the next Player.

Cash Collect First If available credits include promotional credits, setting to Enable will dispense payment of all non restricted credits upon a press of the collect button. A coupon may be dispensed for restricted credits upon another press of the button.

Setting to Disabled will dispense a coupon (restricted voucher) upon the first press of the collect button. Another press of the button will dispense payment for unrestricted credits.

Label Description

Setup and Operation Chapter 7

Clock Setup MK2-ALPHA-0006 [C] 7 - 19

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Figure 92: Setup Menu-Clock Setup

Touching the Clock Setup icon presents a menu with active fields for entering the time of day and the date.

Accounting Touch Screen Setup

Pending Status:Setup Menu Entered

Diagnostics SoundSetup

HistoryGameSetup

Setup Machine Setup

Out OfService

CreditSetup

ClockSetup

CommSetup

VoucherSetup

ReturnTo Game

Open Door M

Chapter 7 Setup and Operation

7 - 20 MK2-ALPHA-0006 [C] Clock Setup

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Touching an active field presents a keypad for entering a value as shown in the following example for entering the hour:

Figure 93: Entering the Hour

Touching the Change Time Zone icon presents an extensive listing of time zones, geographical regions, and cities. The listing may depend upon the Jurisdiction Chip.

Figure 94: Time Zone List Example

~ Date / Time ~

6 : 59 : 28 PST STD -28800

03 : 21 : 2006 Tuesday 80

Hour

6

7 8 9 Back

4 5 6 Clear

1 2 3 Cancel

0 . Enter

Touch any Highlighted field to change

Open Door M

ReturnTo Game Set

Change Time Zone

Reset Seconds Exit

~ Time Zone List ~

America

Canada

US

Touch any field to select

OPEN DOOR M

Back Set Next Cancel

Setup and Operation Chapter 7

Communication Setup MK2-ALPHA-0006 [C] 7 - 21

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Communication Setup

The communication setup offers a Serial Ports submenu for setting parameters to communicate with accounting hosts and progressive controllers.

Figure 95: Comm Setup and Serial Ports

Serial Ports

Touching the Serial Ports icon opens the Serial Communications Setup submenu which provides an opportunity to select and enable host protocols and progressive controller protocols.

The following is an example of Serial Communication Setup:

Accounting Touch Screen Setup

SerialPorts

Pending Status:Setup Menu Entered

Diagnostics SoundSetup

History GameSetup

Setup Machine Setup

Out OfService

CreditSetup

ClockSetup

CommSetup

VoucherSetup

ReturnTo Game

Open Door M

Chapter 7 Setup and Operation

7 - 22 MK2-ALPHA-0006 [C] Communication Setup

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Figure 96: Serial Communication Setup

Host Communication

The choices for Host Comm I and Host Comm II are None, SDS, SAS® Primary, and SAS Secondary.

SDS

Selecting SDS configures the Host connection to communicate with a proprietary Slot Data Systems protocol. Touching the configuration field presents a configuration submenu similar to the following example:

Figure 97: SDS Setup

~ Serial Comm Setup ~

Host Comm I SDS CONFIG

Host Comm II SAS Secondary CONFIG

SDG Protocol Disabled CONFIG

Progressive Type None CONFIG

Dual Host Setup

Set Pay Tables Before Setting Host Comms

Open Door M

ReturnTo Game

Set Exit

~ SDS Setup ~

Mode Basic

Touch any highlighted field to Change

Open Door M

ReturnTo Game Set Previous

Setup and Operation Chapter 7

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Touching the Mode field offers the choices of Basic, Extended, Coupon, and Voucher. Each selection is described in the following table:

.

SAS

If SAS Primary or SAS Secondary is selected at the Serial Comm Setup submenu, touching the configuration field opens the SAS Setup submenu similar to the following example:

Term SDS Mode Definitions

Basic The machine supports basic SDS Simple Serial protocol event handling. Simple Serial does not support multiple games within the cabinet, nor does it support multiple wager denominations.

Extended The machine supports SDS Simple Serial protocol event handling plus Extended Simple Serial message support. Extended Simple Serial supports games that allow multiple wager denominations and multiple games within one cabinet. It supports System Cashless and SDS Coupons.

Coupon The machine supports SDS Simple Serial and Extended Simple Serial protocol, plus SDS Coupon Extensions, which is a comprehensive set of features that enable casino operators to issue bar-coded coupons to players as part of their casino marketing.

Voucher The gaming machine supports SDS Simple Serial and Extended Simple Serial protocol, plus SDS Voucher Extensions, which allows for machine voucher printing and redemption.

Chapter 7 Setup and Operation

7 - 24 MK2-ALPHA-0006 [C] Communication Setup

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Touching the Address, Validation, Remote Handpay Reset, and Resend Handpay Pending fields enable them to enter settings.

Address will accept a numeric entry.

Validation offers the choices of None, Standard, System, and Enhanced.

Remote Handpay Reset and Resend Handpay Pending offer the choices of Off, Enabled, or Disabled.

The terms are described in the following table:

~ SAS Setup ~

Address 1

Validation Standard

General Exception enabled

Security Exception enabled

Tilt Exception enabled

Remote Handpay reset OFF

Resend Handpay Pending OFF

Touch any highlighted field to change.

Open Door M

ReturnTo Game Set Exit

NOTE: Except for the Address field, once a setting is saved, it cannot be changed without a RAM clear.

Terms SAS Protocol Definitions

Address The SAS address identifies the game to the host. If using point-to-point communication, this setting is usually 1. If using a multi-point communication (daisy-chained), the setting is assigned by the system administrator

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Dual Host Setup

Some features supported by the machine may require networking with more than one host system. Dual Host Setup provides configuration for multiple systems.

Validation SAS validation method for controlling vouchers. SAS provides three different validation methods:

• Standard Validation – Voucher capabilities supported, with the validation number created by the machine. The voucher will not be accepted by another machine, as the system will be unable to validate it.

• System Validation – Voucher capabilities supported, with the validation number generated by the host.

• Enhanced (Secured) Validation – Voucher capabilities supported, with the validation number generated by the machine and recorded by the host.

General Exception Controls the reporting of General Exceptions. Enabled and locked by default. Includes messages of the general function of the game, doors opened and closed, hopper full, and hardware or software issues.

Security Exception Controls the reporting of security exceptions. Enabled and locked by default. Includes messages that affect game security such as entering administrative mode, modifying setup configurations, or switching power on or off.

Tilt Exception Controls the reporting of tilt exceptions. Enabled and locked by default. Include tilts encountered by the game.

Remote Handpay Reset Controls the host’s ability to release a win lockup or credit collect lockup. When enabled, the host can release the lockup without the assistance of an Attendant. The feature provides a cashier the ability to give cash to the Player, releases the lockup, and validate the jackpot without leaving the change booth.

Resend Handpay Pending Controls the reporting of Handpay Pending exceptions. When enabled, the machine sends a win or collect lockup pending exception every fifteen seconds until the host records the information.

NOTE: The fields in the Dual Host Setup submenu are not available until the selections made in the Serial Communications Setup submenu have been saved by touching the Save icon.

Terms SAS Protocol Definitions

Chapter 7 Setup and Operation

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Touching the Dual Host Setup icon opens a submenu similar to the following example:

Figure 99: Dual Host Setup

Touch the highlighted fields to set AFT, Certificate Out, Legacy Bonusing, Machine Control, Voucher In/Coupon In, or Voucher Out. The terms are described in the following table:

~ Dual Host Setup ~

AFT SAS Primary CONFIG

Certificate Out OFF

Legacy Bonusing SAS Primary

Machine Control SDG

Voucher In/Coupon In SAS Primary

Voucher Out SAS Primary

Set Pay Tables Before Setting Host Comms

Open Door M

ReturnTo Game Save Previous

Term Dual Host Setup Definition

AFT Advanced Funds Transfer, if supported by the Host system, provides for transferring wagering funds between an accounting Host and the machine.

Certificate Out Used with CMT machines. CMT machine settings are OFF or SDG. If the game doesn't support certificates, the only setting will be OFF.

Legacy Bonusing SAS protocol bonusing commands. It is available only on a single channel.

Machine Control Any protocol message that a Host can issue that would change the settings of the gaming machine, its peripherals, or availability of the machine for play. The functions are restricted to a single channel and can be set to Off, Host Comm 1, or Host Comm 2.

Voucher In/Coupon In Selects the Host responsible for voucher control.

Voucher Out Selects the Host responsible for voucher control.

Setup and Operation Chapter 7

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Advanced Funds Transfer Setup

The correct setting for AFT is SAS Primary. Legacy Bonusing, Machine Control, and Voucher In/Coupon In may also be set to SAS Primary if the features are supported.

Once the settings are saved, the AFT configuration field becomes active and presents the following example screen:

Figure 100: Advanced Funds Transfer Setup

From the AFT Configuration submenu, the AFT features can be enabled and limits configured. If limits are enabled for Max Transfer Limit or Pay Win to Host, a keypad is presented to enter the setting.

Once the configurations have been saved, the Register With Host, Cancel Registration, and Acknowledge Host icons become active. The terms are described in the following table:

NOTE: All the options shown may not be available in all games or in all jurisdictions.

Advanced Funds Transfer Setup

Register with Host

Cancel Registration

Acknowledge Host

Allow Bonus Transfers Not Set

Allow Debit Transfers Not Set

Allow Transfers to Game Not Set

Allow Transfers From Game Not Set

Allow Partial Transfer Amounts Not Set

Set Max Transfer Limit Not Set Amount: $999,999.99

Set Pay Win To Host Minimum Amount Not Set Amount $999,999.99

Host CAshout Mode Host Controlled

Print Debit Registration Report

Sample Host To Game Receipt

Sample Game to Host Receipts

Sample Debit Withdrawal Receipt

Touch any highlighted field to change

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ReturnTo Game

Save Previous

Chapter 7 Setup and Operation

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If the machine will be using vouchers, the Sample Host To Game Receipt and Sample Game To Host Receipt icons become active.

If the machine has a printer and it is registered with the AFT Host, the Print Debit Registration Report and the Sample Debit Withdrawal Receipt icons become active.

Term AFT Descriptions

Allow Bonus Transfers Enable: Accepts transfers to the machine from the Host for bonus credits from a Host-controlled bonusing system.

Allow Debit Transfers Enable: Accepts transfers to the machine from a financial institution.

Allow Transfers to game Enable: Accepts transfers to the machine from the Host (a minimum requirement for AFT operation).

Allow Transfers From Game Enable: Accepts transfers to the Host from the machine (a minimum requirement for AFT operation).

Allow Partial Transfer Amounts Enable: A transfer for an amount less than the specified amount can occur if other settings prohibit a transfer at the amount specified.

Disable: The exact amount specified must be transferred or the transfer will be rejected.

Set Max Transfer Limit Enable: Allows the Operator to set the maximum value that can be transferred between the Host and the machine. If enabled, a value must be entered into the Amount field.

Set Pay Win to Host Minimum Amount

Enable: Allows the Operator to set a value that, when exceeded by a win, causes the win to be automatically transferred to the Host instead of accumulating in the machine’s credit meter. If enabled, a value must be entered into the Amount field.

Host Cashout Mode Host Controlled: The Host system controls the Host Cashout Mode, and “Host Controlled” is the default when the machine is registered with the Host. The Host the payment device upon any cashout.

Soft: Upon a cashout, the Player is offered a choice of payment methods that includes transfer to the Host, a voucher from a printer, coins from the hopper, or payment by an Attendant.

Hard: Upon a cashout, the Player is not offered a choice of payment methods. All cashouts are transferred to the Host, if possible. If the transfer is unable to complete, the Player may be offered a Machine Cashout menu to choose payment by hopper, voucher, or an Attendant payment.

Setup and Operation Chapter 7

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SDG Setup

Enabling SDG Protocol and touching the configuration field opens a configuration menu to enter information about the system and to enroll the machine with the system as shown in the following example:

Figure 101: SDG Setup

System Data Mode is the system interface. The choices are RS-485 or Ethernet.

Protocol Address is the address of the machine on the game controller (UGC, BGC, etc..). The address is from 1 to 32.

Touching the Enroll or Un Enroll icons enters or removes the machine from the game network.

~ SDG Setup ~

System Data:

Mode Not Set

Port Config: ttyM5: 57600 8:N:1 Serial Number: 000000000001Link Data: Down

Protocol: OffLineUn Enroll Enroll

Address

~Functions Disabled - Protocol Not Online~

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Chapter 7 Setup and Operation

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Progressive Type

The choices for a progressive interface are Internal, Mikohn, or MAPS.

Internal

Enabling the internal progressive controller and touching the configuration field presents a configuration menu similar to the following example:

Figure 102: Internal Progressive Controller Configuration

The labels are described in the following table

~ Internal Setup ~

Denomination $ 0.05

Levels Contribution Minimum Current* Maximum

Lev 1 JP 0 % 1.0000 $ .00 $ 60000.00 $ 999999.99

Lev 2 NONE % 1.0000 $ .00 $ .00 999999.99

Lev 3 NONE % 1.0000 $ .00 $ .00 999999.99

Lev 4 NONE % 1.0000 $ .00 $ .00 999999.99

Lev 5 NONE % 1.0000 $ .00 $ .00 999999.99

Lev 6 NONE % 1.0000 $ .00 $ .00 $ 999999.99

Lev 7 NONE % 1.0000 $ .00 $ .00 999999.99

Lev 8 NONE % 1.0000 $ .00 $ .00 999999.99

*The “Current” value may reflect amounts in escrow or shortages.

Touch any highlighted field to change.

Open Door M

ReturnTo Game Save Override

CurrentPrevious

Label Internal Progressive Controller Descriptions

Levels The levels of the internal progressive controller are one through eight. The jackpot levels of the game can be associated with any one of the eight levels of the controller. The example in Figure 102 shows game jackpot 0 associated with Level 1 of the controller.

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Change the current value of the levels by touching the Override Current icon; however, once the settings are entered and saved, they cannot be changed without a RAM Clear. The Override Current feature is useful when replacing an existing progressive machine within a progressive bank so that the value entered for the machine shows the same value as the machine replaced.

Multi-Area Progressive (MAPS or MAPS X)

With MAPS enabled, Level 1 will be JP0 and Levels 2 through 8 will be NONE.

Selecting MAPS and touching the configuration field opens a screen similar to the following example:

Figure 103: MAPS Configuration

Contribution The contribution is entered as a percentage of each wager. The example in Figure 102 shows a rate of 1%, which will increment the progressive one penny for every dollar wagered.

Minimum The starting value or reset value of the progressive. The example in Figure 102 shows a starting value of $5,000.

Current The current value of the progressive.

Maximum The progressive’s ceiling.

~ MAPS Setup ~

Denomination $ 0.05

~ Progressive Levels ~

Level 1 JP0

Level 2 NONE

Level 3 NONE

Level 4 NONE

Level 5 NONE

Level 6 NONE

Level 7 NONE

Level 8 NONE

Touch any highlighted field to change.

Open Door M

ReturnTo Game Save Previous

Label Internal Progressive Controller Descriptions

Chapter 7 Setup and Operation

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Mikohn®

Selecting Mikohn as a progressive and touching the configuration field opens a menu similar to the following example:

Figure 104: Mikohn Setup

The configuration is for interfacing with gaming equipment manufactured by Progressive Gaming International, but can be used with progressive equipment from other manufacturers using the protocol. The terms are described in the following table:

~ Mikohn Setup ~

Slot ID 1

Denomination $1.00

~ Progressive Levels ~

Level 1 JP0

Level 2 JP1

Level 3 JP2

Level 4 JP3

Level 5 NONE

Level 6 NONE

Level 7 NONE

Level 8 NONE

Touch any highlighted field to change.

Open Door M

ReturnTo Game Save Previous

Term Progressive Controller Description

Slot ID A unique identification number to identify the machine within the progressive system. The slot ID number must match the assignment in the progressive system; a Mikohn slot interface board (SIB) address, for example.

Progressive Denomination The Denomination field is specifically for the progressive controller, and may not necessarily match the base denomination of the machine. A machine configured for multiple wager denominations may participate in a progressive system, but only at this denomination configured for the progressive controller.

Setup and Operation Chapter 7

Voucher Setup MK2-ALPHA-0006 [C] 7 - 33

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Voucher Setup

Touching the Voucher Setup icon presents an icon to enter the Voucher Data Setup submenu as shown in the following example:

Figure 105: Voucher and Voucher Data Setup

Progressive Levels The win levels one through eight of the game can be associated with the numbered jackpots of the controller.

NOTE: Jackpot controllers may begin numbering at zero instead of one. For example, JP0, JP1, JP2, ...

AccountingTouch Screen

SetupVoucher

Data SetupPending Status:

Setup Menu Entered

Diagnostics SoundSetup

HistoryGameSetup

Setup Machine Setup

Out OfService

CreditSetup

ClockSetup

CommSetup

VoucherSetup

ReturnTo Game

Open Door M

Term Progressive Controller Description

Chapter 7 Setup and Operation

7 - 34 MK2-ALPHA-0006 [C] Voucher Setup

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Touching the Voucher Data Setup icon presents a keyboard similar to the following example:

Figure 106: Voucher Data Setup

The keyboard enables entering the location label, Address 1, Address 2, and expiration to print on the voucher.

~ Voucher Data Setup ~

1 2 3 4 5 6 7 8 9 0 =

A B C D E F G H I J -

K L M N O P Q R S T “

U V W X Y Z , . ; / \

Backspace SPACE Caps Lock

Location

Address 1

Address 2

Expiration 0000 Days EXPIRES

Open Door M

ReturnTo Game

Save Exit

Setup and Operation Chapter 7

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Touching the Caps Lock icon adds lowercase characters and additional symbols as shown in the following example:

Figure 107: Keyboard With Expanded Characters

~ Voucher Data Setup ~

! @ # $ % ^ & * ( ) +

a b c d e f g h i j _

k l m n o p q r s t ‘

u v w x y z < > ; ? |

Backspace SPACE Caps Lock

Location

Address 1

Address 2

Expiration 0000 Days EXPIRES

Open Door M

ReturnTo Game Save Exit

NOTE: The accounting system Host may already provide the information entered in this configuration menu and overwrite any setting entered.

Chapter 7 Setup and Operation

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MK2-ALPAH-0006 [C] 8 - 1

Setup and Operation

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Chapter 8

Out of Service

Out of Service

The Out of Service function removes the machine from revenue operation without modifying the hardware, disabling components, or switching the power off. Once activated, a message displays until the machine is returned to service by turning the Audit key.

Figure 108: Out of Service

Accounting Pending Status:(Setup or Operator) Menu Entered

Diagnostics(Status or Error Messages)

History

Setup

Out OfService

ReturnTo Game Open Door M

Chapter 8 Setup and Operation

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Touching the Out of Service icon presents the Out of Service Selection screen as shown in the following example:

Figure 109: Out of Service Selection

Touching the Set icon displays the Out of Service screen as shown in the following example:

Figure 110: Out of Service Display

~ Out of Service Selection ~

ReturnTo Game

Set Exit

~ OUT OF SERVICE ~

MK2-ALPHA-0006 [C] IX - 1

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Setup and Operation

Index

A

Accounting Menu 4-1AFT 7-26AFT Meters 4-19asset number 7-7Attendant Key 5-12Attendant menu 3-1Attendant Paid Cancelled Credits 4-4Attendant Paid External Bonus Payout 4-8Attendant Paid Jackpots 4-4Attendant Paid Progressive Payout 4-8Attendant Paid Total Won 4-6

B

Base Denom 7-13Bezel diagnostic 5-22Bezel Gadget Version 5-22Bill Accounting 4-22Bill Drop 4-5Bill In 4-4Bill Limit 7-13Bill Val Door 5-12Bill Validator 7-10Bill Validator Test 5-12Bills and Coins to Drop 4-5Bonus Cashable Transfers To Gaming Machine 4-21Bonus Cashable Transfers To Gaming Machine

Count 4-21Bonus Nonrestricted Transfers To Gaming Machine 4-21Bonus Nonrestricted Transfers To Gaming Ma-chine Count 4-21Button Panel 7-10

C

Cabinet Outputs 5-10Cash Collect First 7-18Cash Out Options 7-16Cash Promo Coupon In 4-4Cash Promo Coupon In Count 4-6Cash Promo Played 4-3Cash Promo Vouchers In 4-16Cash Promo Vouchers In Count 4-16Cash Promo Vouchers Out 4-17Cash Promo Vouchers Out Count 4-17Cash Voucher In 4-16Cash Voucher In Count 4-16Cash Voucher Out 4-4, 4-17Cash Voucher Out Count 4-17Cashable Electronic Promotion In 4-7Cashable Electronic Promotion Out 4-7Cashable Transfers To Gaming Machine 4-19Cashable Transfers To Gaming Machine Count 4-19Cashable Transfers To Host 4-20Cashable Transfers To Host Count 4-20

Setup and Operation

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Cashable Transfers To Ticket 4-21Cashable Transfers To Ticket Count 4-22Certificate Out 7-26Clear Period Accounting 4-2Clock Setup 7-18CMT Prize Count 4-25Coin Acceptor 7-10Coin Acceptor Test 5-13coin diverter solenoid 5-13Coin Drop 4-5Coin Drop Door 5-12Coin In 4-3Coin In (Money Played) 4-10Coin Out 4-4Coin Out (Excludes Jackpots) 4-10Com Port Diagnostics 5-16Com Port Diagnostics analyzer 5-18Communication Setup 7-21CompactFlash™ 2-2Contribution 7-31Coupon Promotion In 4-4Coupon Promotion Out 4-4Credit Limit 7-13

D

Debit Transfers To Gaming Machine 4-20Debit Transfers To Gaming Machine Count 4-20Debit Transfers To Ticket 4-22Debit Transfers To Ticket Count 4-22Default Denom 7-13Device Setup 7-9Door I/O Diagnostics 5-7dot and graph patterns 5-15Dual Host Setup 7-25

E

EEPROM 2-2EFT In 4-7Enhanced (Secured) Validation 7-25Enroll 7-29Error Accounting 4-25

Event History 6-3

F

feature wheel 5-19Front Panel Board Inputs 5-7Front Panel Board Outputs 5-9

G

Game Accounting 4-9game authentication terminal (GAT) 5-23Game Hold % 4-10Game Setup 7-5Game Yield % 4-10Games Played 4-11, 4-12Games Played At Max Bet 4-11Games Won 4-11, 4-12Games Won At Max Bet 4-11

H

Hand Pay Receipt 7-17Hand Pay Validation 7-17HandPay Cash Receipt 4-18HandPay Cash Receipt Count 4-18HandPay Cash, No Receipt 4-18HandPay Cash, No Receipt Count 4-18HandPay Single Win Receipt 4-18HandPay Single Win Receipt Count 4-18HandPay Single Win, No Receipt 4-18HandPay Single Win, No Receipt Count 4-18Hard Meter Setup 7-10Hopper 7-10Hopper Extra Coins Out 4-5hopper level switch 5-10Hopper Limit 7-14Hopper Test 5-13Host bonuses 6-11Host Comm I 7-22Host Comm II 7-22Host Communication 7-22

Setup and Operation

MK2-ALPHA-0006 [C] IX - 3

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J

Jackpot Limit 7-13Jackpot Vouchers Out 4-4Jackpots Won (Jackpots) 4-10Jurisdiction AFT Max Transfer Limit 5-5Jurisdiction AFT Must Transfer Win Limit 5-5Jurisdiction JCM Country Code 5-5Jurisdiction Locale 5-5Jurisdiction Max Bet 5-4Jurisdiction Max Currency In 5-5Jurisdiction Max Physical Coin In 5-5Jurisdiction Max Token Value 5-4Jurisdiction Max Win 5-4Jurisdiction Name 5-4Jurisdiction Part Number 5-4Jurisdiction Taxable Win Limit 5-4Jurisdictional Bit Codes 5-5Jurisdictional Limits 5-4

L

Last Award Hit 4-15Legacy Bonusing 7-26Logic Door 5-12Low NV Batt 1 5-12Low NV Batt 2 5-12

M

Machine Accounting 4-2Machine Control 7-26Machine Hold % 4-4Machine Info Setup 7-6Machine Master 4-2Machine Paid External Bonus Payout 4-8Machine Paid Progressive Payout 4-8Machine Period 4-2Machine Setup 7-5Machine Yield % 4-4Main Door 5-12Main menu 3-5Memory Diagnostics 5-14

Money Won 4-4Money Won (Includes Jackpots) 4-10Multi-Area Progressive (MAPS®) 7-31Multi-Denom 7-13

N

Non Cash Promo Coupon In 4-4Non Cash Promo Coupon In Count 4-6Non Cash Promo Coupon Out Count 4-6Non Cash Promo Voucher Out 4-17Non Cash Promo Vouchers In 4-16Non Cash Promo Vouchers In Count 4-16Non Cash Promo Vouchers Out Count 4-17Non Cashable Electronic Promotion In 4-7Non Cashable Electronic Promotion Out 4-8Non Restricted Promotional Credits 7-18Non-Cash Promo Played 4-3Nonrestricted Transfers To Gaming Machine 4-19Nonrestricted Transfers To Gaming Machine Count 4-20Nonrestricted Transfers To Host 4-20Nonrestricted Transfers To Host Count 4-20NVRAM 2-2

O

Operator menu 3-1Operator Switch 5-12Operators (Setup) menu 3-5Out of Service 8-1

P

Paytable Jackpots Hand Paid 4-6Physical Coin In 4-4Physical Coin In Count 4-6Physical Coin Out 4-4Physical Coin Out Count 4-6Preferred Output Device 7-18Printer Limit 7-14Processor I/O Diagnostics 5-11

Setup and Operation

IX - 4 MK2-ALPHA-0006 [C]

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Progressive Accounting 4-14Protocol Accounting 4-13Protocol Meters 4-16purity adjustments 5-15

R

RAM Clear 2-2Reels sub menu 5-22Remote Handpay Reset 7-25Resend Handpay Pending 7-25Residual Credit Collect Option 7-18Restricted Promotional Credits 7-18Restricted Promotional Voucher Out 7-18Restricted Transfers To Gaming Machine 4-19Restricted Transfers To Gaming Machine Count 4-19Restricted Transfers To Host 4-20Restricted Transfers To Host Count 4-20Restricted Transfers To Ticket 4-22Restricted Transfers To Ticket Count 4-22

S

SAS® 7-23SDG Setup 7-29SDS® 7-22Security Accounting 4-23Serial Ports 7-21Slot Data Systems 7-22Slot ID 7-32Sound Setup 7-1Standard Validation 7-25System Menus 3-1System Validation 7-25

T

Test Lights 5-20Test Wheel 5-20Times Hit 4-15Top Box 5-19

Top Reel Lights 5-23Total Cancelled Credits 4-6Total External Bonus Wins Awarded 4-18Total Games Lost 4-6, 4-10Total Games Played 4-6, 4-10Total Games Won 4-6, 4-10Total In 4-4Total Jackpot Won Recredited 4-6Total Money to Drop 4-5Total Out 4-4Total Payouts 4-15Total Progressive Wins Awarded 4-18Total Transfer In 4-4Total Transfer Out 4-4Total Transfers In 4-5Touch Screen Calibration 7-3Touch Screen Setup 7-1Transaction History 6-6

U

Un Enroll 7-29Upper Jackpot 7-14

V

Validate sub menu 5-20Version Information 5-2Voucher In 4-4Voucher In Count 4-6Voucher Out 4-6Voucher Out Count 4-6Voucher Printer 7-10Vouchers to Drop 4-5

W

WAT In 4-7WAT Out 4-7