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MK2-V8MOD-0001 Set Up and Operations

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®
MODULE 2
MK2-V8MOD-0001
SET UP & OPERATIONS
©2000 BALLY GAMING, INC. ALL RIGHTS RESERVED
Bally Gaming & Systems
6601 South Bermuda Road Las Vegas, NV 89119
For Customer Service and Information:
+1-702-896-7772 outside the U.S.
1-877-GO BALLY (877) 462-2559 in the U.S. and Canada
896-7772 in Las Vegas
FAX +1-702-896-7710
or visit our website at http://www.ballygaming.com
Module 2
Set Up & Operations Table of Contents
Components Diagram --------------------------------------------------------------------------------------------------------------Specifications ------------------------------------------------------------------------------------------------------------------------Game Magic® Upright Cabinet --------------------------------------------------------------------------------------------------Footprint--Game Magic® -------------------------------------------------------------------------------------------------------
5
6
6
6
Installing the Machine -------------------------------------------------------------------------------------------------------------Install Check List ----------------------------------------------------------------------------------------------------------------------Review Power and Environmental Requirements -------------------------------------------------------------------------Unpack and Inspect Machine -------------------------------------------------------------------------------------------------Secure the Machine to the Stand --------------------------------------------------------------------------------------------Install Locks -----------------------------------------------------------------------------------------------------------------------
7
7
7
7
7
7
Setup ------------------------------------------------------------------------------------------------------------------------------------- 7
Battery Enable Procedure ------------------------------------------------------------------------------------------------------------ 7
DIP Switches ---------------------------------------------------------------------------------------------------------------------------- 7
SafeRAM™ Clear ---------------------------------------------------------------------------------------------------------------------- 8
Set EEPROM Options ---------------------------------------------------------------------------------------------------------------- 8
Touch Screen Calibration After SafeRAM™ Clear ----------------------------------------------------------------------------- 8
Todenization Settings ----------------------------------------------------------------------------------------------------------------- 8
Denomination Setting After SafeRAM™ Clear ----------------------------------------------------------------------------------- 9
SAS Configuration --------------------------------------------------------------------------------------------------------------------- 9
Game Selections ---------------------------------------------------------------------------------------------------------------------- 10
Set Game Options ------------------------------------------------------------------------------------------------------------------ 10
Audit Key Menu ---------------------------------------------------------------------------------------------------------------------- 10
CONFIG. -------------------------------------------------------------------------------------------------------------------------------- 10
Attract Mode --------------------------------------------------------------------------------------------------------------------- 11
Game Options ------------------------------------------------------------------------------------------------------------------- 12
Card Back Selection ------------------------------------------------------------------------------------------------------- 12
Background Style ---------------------------------------------------------------------------------------------------------- 12
Game Speed ---------------------------------------------------------------------------------------------------------------- 12
Maximum Bet Limit --------------------------------------------------------------------------------------------------------- 12
Paytable Style --------------------------------------------------------------------------------------------------------------- 12
Double-or-Nothing ---------------------------------------------------------------------------------------------------------- 12
Limit Options --------------------------------------------------------------------------------------------------------------------- 13
Credit Meter Limit ----------------------------------------------------------------------------------------------------------- 13
Win Lockup Limit ----------------------------------------------------------------------------------------------------------- 13
Collect Lockup Limit ------------------------------------------------------------------------------------------------------- 13
Hopper Drop Amount ------------------------------------------------------------------------------------------------------ 13
Bill Acceptance Limit ------------------------------------------------------------------------------------------------------ 13
Out of Service -------------------------------------------------------------------------------------------------------------------- 14
Game On/Off --------------------------------------------------------------------------------------------------------------------- 14
Denominations ------------------------------------------------------------------------------------------------------------------- 14
Date/Time ------------------------------------------------------------------------------------------------------------------------- 15
Tower Config. --------------------------------------------------------------------------------------------------------------------- 15
Knckff/handpay ------------------------------------------------------------------------------------------------------------------ 15
SETUP AND OPERATION
©2001 Bally Gaming and Systems
2-3
Set Up & Operations Table of Contents (cont.)
Machine Operations ------------------------------------------------------------------------------------------------------------------ 17
Selecting a Game to Play ----------------------------------------------------------------------------------------------------------- 17
Playing a Game ----------------------------------------------------------------------------------------------------------------------- 17
Releasing a Jackpot Lockup -------------------------------------------------------------------------------------------------------- 17
Accounting ------------------------------------------------------------------------------------------------------------------------------ 17
Electromechanical Meters ---------------------------------------------------------------------------------------------------------- 17
ACCT. ------------------------------------------------------------------------------------------------------------------------------------ 17
Meters ----------------------------------------------------------------------------------------------------------------------------- 18
Screen 1, Bookkeeping and Diagnostic Counters ------------------------------------------------------------------ 18
Screen 2, Game Activity -------------------------------------------------------------------------------------------------- 18
Screen 3, Double or Nothing Activity ---------------------------------------------------------------------------------- 19
Screen 4, Hold Percentage Performance ----------------------------------------------------------------------------- 19
Screen 5, Bill Acceptor Transactions ---------------------------------------------------------------------------------- 19
Win Records --------------------------------------------------------------------------------------------------------------------- 20
Game Recall --------------------------------------------------------------------------------------------------------------------- 21
DIAG. ------------------------------------------------------------------------------------------------------------------------------------ 21
I/O Test ---------------------------------------------------------------------------------------------------------------------------------- 21
Inputs ------------------------------------------------------------------------------------------------------------------------------ 22
Outputs ---------------------------------------------------------------------------------------------------------------------------- 22
Touch Screen --------------------------------------------------------------------------------------------------------------------------- 22
Cal Touch Screen --------------------------------------------------------------------------------------------------------------- 22
Test Touch Screen -------------------------------------------------------------------------------------------------------------- 22
Hopper Test ----------------------------------------------------------------------------------------------------------------------------- 23
Tilt Status: ------------------------------------------------------------------------------------------------------------------------ 23
Hopper Bowl Is: ------------------------------------------------------------------------------------------------------------------ 23
Coin Diverter Is: ------------------------------------------------------------------------------------------------------------------ 23
Coin Test -------------------------------------------------------------------------------------------------------------------------------- 23
Bill Test ---------------------------------------------------------------------------------------------------------------------------------- 23
Sound Test ------------------------------------------------------------------------------------------------------------------------------ 24
Screen Align ---------------------------------------------------------------------------------------------------------------------------- 24
Color Bar -------------------------------------------------------------------------------------------------------------------------------- 24
Game Magic®
©2001 Bally Gaming and Systems
2-4
Module 2
Setup & Operation
Components
Meter Assembly
Pentium MPU
Assembly
CD ROM
Assembly
Coin
Acceptor
Audit (jackpot)
Keyswitch
JCM WBA
Bill Acceptor
Identification Plate
Power Switch & Circuit
Breakers
Speaker
Hopper
Volume
Adjustment
MPU Assembly
(I/O)
SETUP AND OPERATION
System
RESET
©2001 Bally Gaming and Systems
2-5
Game Magic® Upright Cabinet
Specifications
Line Voltage
100/240 VAC 50/60 Hz
Power Supply Output +5, +12, -12, +24, 115VAC Isolation
Machine State
Play
Current @ 120VAC
2.7 Amp
Current @ 220VAC
1.4 Amp
Power
323.5 W
A
Average Heat From Machine: 1100 BTU/Hr.
B
C
Wei ght
25½"
21½"
262 lb
401/8"
101.92 cm 64.77 cm 54.61 cm 118.84 Kg
Footprint--Game Magic®
A
21 5/16"
B
C
17 4/5"
4 5/16"
54.10 cm 45.21 cm 10.95 cm
J
15 49/64"
K
L
16 ½"
18 5/8"
D
E
F
G
H
3 1/16"
3 1/16"
3 1/16"
3"
1 3/4"
7.62 cm
4.45 cm 8.45 cm 8.45 cm
M
N
15 45/64"
3 3/4"
P
5
/16"
40.04 cm 41.91 cm 47.31 cm 39.89 cm 9.53 cm 7.9 mm
8.45 cm
Q
18 5/8"
47.31 cm
Game Magic®
©2001 Bally Gaming and Systems
2-6
Installing the machine
Install Locks
Door, Stand, and other high-security locks should
be ordered by the Operator from a reliable lock supplier.
See Module 3 Assemblies, Parts, & Hardware for lock
specifications.
Remove the large and small nuts from the keyed
lock and insert the lock into the cabinet door opening.
Secure the lock with the large nut. Place the cam stop
on the lock cylinder. Attach the included lock cam to
the back of the lock and verify it moves in the correct
direction. Secure the lock cam with the washer and
nut.
Install Check List
Review environmental and power requirements
Unpack and inspect machine
Secure the machine to the stand
Install locks
Setup
SafeRAM™ Clear
Washer
Set game options
Cam Stop
Nut
Lock
Review Power and Environmental
Requirements
Cam
Line power must provide an earth ground for safe
operation. Do not overload the circuit. Consider no
more than six machines at 110 VAC for each 20 Amp
circuit.
The Game Magic® radiates radio frequency
energy. Although it complies with Subpart J and Part
15 of FCC regulations, use of the machine may interfere
with radio communication.
Ensure ventilation is adequate for the number of
machines in an area.
Force Nut
Lock and Cam Assembly
Setup
Plug the line cord into a grounded power source
but do not turn the machine on.
Battery Enable Procedure
The Lithium battery on the I/O MPU may be
disabled for shipping or storage. It must be enabled
by moving the two-pin jumper at W17 to the ON position.
Unpack and Inspect Machine
Unpack and inspect the machine. If the machine
is damaged, contact your Bally Gaming, Inc.,
Distributor or Customer Service Representative for
Return Merchandise Authorization (RMA) information.
Carefully unpack and remove all loose parts.
Verify the power cord is properly routed out of the
cabinet. Remove all packing materials and parts from
the hopper. Locate the included cloth bag of lock cams
and mounting hardware.
Dip Switch Operation
Dual In-line Parallel (DIP) switch packages
DIPSW1 and DIPSW2 operate according to the
following table.
D IP S W 1
Swi tch
Secure the Machine to the Stand
Mark the center of the stand. Drill the required
mounting, drop chute, and power cord holes.
Use a lifting device to place the machine on the
stand. Remove the hopper. Route the power cord
where it will not be pinched, abraded, or otherwise
damaged. Bolt the machine to the stand using all four
provided mounting bolts. Inspect for loose connectors
and verify all circuit boards are firmly seated before
replacing the hopper.
Level
D IP S W 2
D escri pti on
Level
D escri pti on
1
ON
Autoplay
N/A
Reserved
2
ON
Ignore C hecksum
ON
D eluxe Sound
3
ON
Show State Status
N/A
Reserved
4
ON
Host Overri de
ON
Enable 12 Button D eck
5
ON
Pri nter/Hopper Overri de
ON
Bi ll to Tray Opti on
6
ON
Watchdog Overri de
ON
Touchscreen Not Installed
7
ON
EEPROM C lear
ON
Enable Progressi ve C hange
8
ON
SafeRAM™ C lear
ON
Show Error Log
Some selections require specialized firmware
installed in MPU socket P10.
SETUP AND OPERATION
©2001 Bally Gaming and Systems
2-7
Choose the protocol for the data collection system
or Host computer. Actuate the Audit Keyswitch to
display:
Setup (cont.)
SafeRAM™ Clear
EEPROM OPTIONS SETUP
Select option choice with START BUTTON
Lock in option choice with KEY SWITCH
Bill Acceptor Type: (selection)
Host Protocol: (selection
Knockoff Options:
Not Set
Not Available
Available
SafeRAM™ Clear refers to erasing information
stored within battery-backed random access memory
(RAM). A SafeRAM™ Clear is essential before the
first use, when Main program EPROMs are replaced,
or if game memory becomes corrupted.
For a SafeRAM™ Clear,
locate DIPSW1 along the
battery edge of the I/O MPU
board assembly and set
DIPSW1-#8 to ON . Upon
ensuring the MPU Assembly
is firmly seated into the
backplane board, turn the
DIPSW1-8 ON for
machine power ON.
Select the Knockoff operation. Actuate the Audit
Keyswitch to display:
EEPROM OPTIONS SETUP
Bill Acceptor Type: (selection)
Host Protocol: (selection)
Knockoff Options: (selection)
All choices are locked in
Save options and proceed with KEY SWITCH
SafeRAM™ Clear
After about 45 seconds, the following message
appears:
Touch Screen Calibration After SafeRAM™
Clear
Waiting for IOP Reset
IOP On Line
Cold Start Detected
SAFERAM Clear Enabled
After a successful SafeRAM™ Clear, the Game
Magic ® automatically enters the Touch Screen
Calibration area of the DIAG. menu. Follow the onscreen instructions. For further information about Touch
Screen Calibration, see the Diagnostics section of this
module.
Actuate the Audit Keyswitch to display:
WARNING: Clearing SAFERAM
SAFERAM Clear Complete
Please Turn Off DIP Switches
Please Reset Machine
Waiting for Reset
Tokenization Settings
Follow the displayed instructions by turning power
OFF, setting DIPSW1-8 OFF, and turning power ON.
Some program versions may offer a choice for
partial tokenization. When $ Token is selected, the
value of a token is 1.00. The denomination selected in
the following screen then represents the number of
credits given for each token. For example, selecting a
denomination of .25 will count four credits per token.
Selecting a denomination of .05 will count 20 credit
per token.
Upon cashout, the credits will decrease at the
rate per token. If there are fewer credits than the value
of the token, it is possible to have credits remaining on
the machine after a cashout.
Set EEPROM Options
If the EEPROM selections have not been preconfigured, an opportunity is presented to select the
bill acceptor and communication protocol:
EEPROM OPTIONS SETUP
Select option choice with START BUTTON
Lock in option choice with KEY SWITCH
Bill Acceptor Type:
Not Set
JCM WBA
(others)
Select the bill acceptor installed and actuate the
Audit Keyswitch to display:
EEPROM OPTIONS SETUP
Select option choice with START BUTTON
Lock in option choice with KEY SWITCH
Bill Acceptor Type: (selection)
Host Protocol:
Not Set
MISER/SDS
SAS 3.11
SAS 2.84
Note: The availability and appearance
of menu selections depend upon the
Main program Version.
Game Magic®
©2001 Bally Gaming and Systems
2-8
Setup (cont.)
Denomination Settings
Denomination Settings
Tokenization Settings
Denomination Setting After SafeRAM™
Clear
SAS Configuration
If SAS 2.84 or 3.11 was selected in EEPROM
Configuration, the opportunity to select the SAS options
will appear after saving the Denomination Settings.
Following the calibration of the touch screen, the
Game Magic® initialization procedure requires a value
for coin denomination and a setting for how monetary
information will be displayed.
The denomination can be selected only once. A
SafeRAM™ Clear is required to change the selection.
The selection usually represents the value of one coin,
with each coin representing one credit.
The method of displaying the denomination is also
selected. The choice affects the monetary symbol and
how the values are shown in the bookkeeping meters
according to the following:
Setting
C urrency
D isplay
.25
Blank
Any
None
Values i n i ntegers.
Token
Any
TOKEN
Values i n i ntegers.
D ollar
US $
25¢
Values i n deci mal wi th hundreths
separated wi th a deci mal poi nt.
DM
German
Mark
25PF
Values i n deci mal wi th hundreths
separated wi th a comma.
FF
French
Franc
25c
Values i n deci mal wi th hundreths
separated wi th a comma.
P e so
C hi le,
C olombi a,
Uruguay
25c
Values i n deci mal wi th hundreths
separated wi th a comma.
Krone
Norwegi an
Krone
,25ORE
Values i n deci mal wi th hundreths
separated wi th a comma.
Rand
South
Afri can
Rand
25¢
Values i n deci mal wi th hundreths
separated wi th a comma.
B ookkeeping
SAS Configuration
SETUP AND OPERATION
©2001 Bally Gaming and Systems
2-9
Game Selections
Set Game Options
If a CD ROM Program Version contains more than
one hold percentage for a game, the Operator is
presented with a one-time opportunity to choose the
active game. Up to 10 different games can be selected.
A help screen is presented upon entering Game
Selection.
The machine can be placed into service with all
option settings at default. Further configuration is
possible through the Audit Key Menu.
Audit Key Menu
The Audit Key Menu displays all electronic
accounting, diagnostic, and game configuration
selections. To view the menus, actuate the Audit
Keyswitch.
The navigation screen has four tabs labeled ACCT.,
DIAG ., CONFIG ., and RETURN TO GAME . Momentarily
touching one of the first three tabs will display the top
level menu for that group. ACCT. contains accounting
information, Win Records, and Game Recall. DIAG.
contains calibration for the touch screen and diagnostic
tests. CONFIG. offers selections to customize the
operation of the games or the machine.
For security, not all selections will display while
the Main Door is closed. Also, some of the settings
cannot be changed while credits are available. Except
for operations that use the entire area, such as touch
screen calibration and screen alignment, the top four
tabs are always active. The currently selected top
level tab appears highlighted and in front of the other
two tabs. Selecting RETURN TO GAME terminates the
audit key state as will closing the Main Door, selecting
EXIT, or actuating the Audit Keyswitch.
Game Selections Help
Audit Key Menu with CONFIG. tab active
Game Selections
Game Magic®
©2001 Bally Gaming and Systems
2-10
CONFIG.
Attract Mode
An attract feature is available. If the feature is
ON as shown by LED and switch icons indicating YES,
the Game Magic® begins an attract feature after a period
of inactivity with no credits. A banner (custom message)
can display during the attract mode.
The time before the attract mode begins can be
changed by touching “Attract Start Time.” A pop-up
keypad will appear. Enter the seconds of inactivity
before the attract mode begins.
“Banner Start Time” is the amount of time after
the attract mode starts until a message scrolls across
the display. For example, with the 120 second value
for Attract and Banner Start Time, the machine will
enter the attract mode after two minutes of inactivity
and no credits. After the machine has been in the
attract mode for two minutes, the Operator-entered
banner message scrolls across the bottom of the
display.
To enter a message, select BANNER MESSAGE. A
keyboard will appear. Touch “Delete” to erase the
current text. Enter a new message by selecting the
appropriate letters on the touch screen keyboard. Use
the space bar to add spaces between words. Extra
spaces after the end of the message improve readability.
Select “BS” (backspace) to erase the last letter
entered. “Shift” adds upper case letters and more
characters to the keyboard. Press “Enter” when
finished. Select SAVE to keep the changes.
Attract Mode subscreen with pop-up numeric keypad
Pop-up keyboard for text entries
CONFIG. subscreen: Attract Mode
SETUP AND OPERATION
©2001 Bally Gaming and Systems
2-11
CONFIG. (cont)
Card Back Selection
Game Options
A variety of card designs may be available. Select
one design for each game.
Some games allow configuration of specific game
features. The features may include cardback style,
background style, play speed, maximum bet limit,
paytable style, and double-or-nothing. The menu
offerings are specific to each game.
Selecting Game Options presents a menu of
active games to configure.
Background Style
Some specialty games offer a choice of
background themes.
Game Speed
GAME SPEED refers to how fast cards are dealt,
numbers are chosen, or how long the reels spin. Select
one speed for each game.
Maximum Bet Limit
Some games include the ability to adjust the
wager settings. If the icon is active, the Operator can
set the number of credits the Player can bet on the
game.
Paytable Style
○ ○ ○
○ ○ ○
○
○
○
○ ○ ○
○ ○ ○
○
○
○
○ ○ ○
Some games offer a variety of how the paytable
can be shown. If the feature is available, selecting
Paytable Style offers numbered choices. Style 0 shows
no paytable.
Double or Nothing
The double-or-nothing feature allows the Player
the opportunity to increase the total win of a game by
playing a double-up game after the original game has
completed. It is enabled during EEPROM optioning.
Not all Personalities support the double-or-nothing
feature. If unavailable, it displays as a shaded icon on
the Game Options screen.
Game Options submenu--Menu of installed games
Max Win Limit
MAX WIN LIMIT is a setting for the most credits a
Player can win from one double-or-nothing game. A
win that would exceed the setting will never be offered
to the Player.
Maximum Doubles
The setting for M AXIMUM D OUBLES limits the
sucessive opportunities offered to the Player to double
the win, even if the total win falls below the setting for
MAX WIN LIMIT.
Bet Options--Bet All
For BET ALL, the Player wagers the entire win on
the double-or-nothing hand. A win would double the
original win and may offer another double-or-nothing
game. Another win would increase the win to four times
the original win. A double-or-nothing loss would leave
the Player with no win and end the double-or-nothing
Game Options submenu--Wizard Slots
Game Magic®
©2001 Bally Gaming and Systems
2-12
CONFIG. (cont)
Double or Nothing (cont.)
session.
For example, a win of five is wagered on a doubleor-nothing game and won. The opportunity to wager
the total win of 10 will be offered. Another win would
increase the total win to 20. A loss would leave the
Player with no win, and end the double-or-nothing
session.
Bet Options--Bet Half
For BET HALF, the Player wagers half of the win
on the double-or-nothing hand. A win would increase
the win by half and offer the opportunity to wager half of
the total win. A loss would leave the Player half of his
original win and end the session.
For example, a win of ten is wagered on a doubleor-nothing game and won. The total win becomes 15,
and the opportunity to play another double-or-nothing
game is offered. If the offer is accepted, seven credits
are wagered. A double-or-nothing win would increase
the total win to 22. A loss would leave the total win at
eight, and the session would be over.
Note: Double or Nothing is not offered
in all program versions.
Limit Options
LIMIT OPTIONS allow configuration of maximum
accumulated credits, maximum credits paid by the
machine, amount of money to be accepted by the bill
acceptor in between games, and the limit for Knockoff
operation.
Credit Meter Limit
CREDIT METER LIMIT is the maximum number of
credits allowed on credit meter. A win that would
increase the credits over CREDIT METER LIMIT will be
paid from the hopper if it does not exceed HANDPAY
LOCKUP LIMIT.
Touching the toggle switch icon causes it to toggle
between Enable and Disable. If enabled, pressing
CREDIT METER LIMIT activates a pop-up keypad for
entering a number. A value of “0” has the same effect
as setting the switch to Disable.
If CREDIT METER LIMIT is set greater than HANDPAY
LOCKUP LIMIT, accumulated credits may exceed WIN
LOCKUP LIMIT. If the player then chooses to cashout,
the machine enters a jackpot lockup condition.
Win Lockup Limit
WIN LOCKUP LIMIT is the amount of win for a jackpot
lockup. The process of enabling and setting this amount
is similar to setting the CREDIT METER LIMIT. A limit of
“0” has the same effect as setting the switch to Disable.
Collect Lockup Limit
COLLECT LOCKUP LIMIT is the number of credits that
will cause a jackpot lockup upon any collect.
Hopper Drop Amount
HOPPER DROP AMOUNT is the money paid from the
hopper upon a jackpot lockup caused by a collect while
the credit meter exceeds COLLECT LOCKUP LIMIT. The
process of enabling and setting this amount is similar
to setting CREDIT METER LIMIT.
Acceptance Limit
ACCEPTANCE LIMIT is the maximum amount of
money the bill acceptor will accept between each game.
Playing a game restarts the counter, allowing the bill
acceptor to resume operation. This setting may not
be adjustable in every market.
Limit Options submenu
SETUP AND OPERATION
©2001 Bally Gaming and Systems
2-13
CONFIG. (cont.)
Out of Service
A machine can be removed from service without
switching the power OFF. While out of service, the
machine will display “Out of Service” until returned to
service.
Game On/Off menu of games
Denominations
The coin denomination is set once after a
SafeRAM™ Clear. The current selection can be viewed
by selecting DENOMINATIONS. A
the current setting.
Out of Service menu
graphic indicates
Game On/Off
A game can be removed from operation without
affecting bookkeeping records or the other installed
games. Select the desired game’s icon. The icon
becomes shaded to indicate the game is disabled. It
will be removed from choices of games offered to the
Player. Touch the shaded icon again to reenable the
game. SAVE keeps the changes. CANCEL discards them.
Note: At least one game must left ON.
Denomination Settings (view only)
Game Magic®
©2001 Bally Gaming and Systems
2-14
CONFIG. (cont.)
Date/Time
Game recall and other records include a time
and date stamp. The correct settings ensure accurate
reconciliation when reviewing the records.
Changes are made by touching a value. A popup keypad appears to enter the new number. Enter the
time in 24-hour format. Enter the date in the displayed
template. Date format varies with program versions.
Use SAVE to keep new settings. CANCEL will discard
changes and keep the previous values.
Tower Configuration menu
Knckff/handpay
Selecting K NCKOFF / HANDPAY enters a dualpurpose submenu where a key-on credit feature can
be turned ON or OFF, and Even Handpay can be
configured.
Knockoff Feature
Time and Date menu with pop-up keypad
Tower Config.
The Game Magic® supports two-, three-, and
four-tier towers. Use the numbered buttons at the
bottom of the screen to select the desired tower light
operation. Touch SAVE to apply the change or CANCEL
to exit without changing the current setting.
If the feature is active in EEPROM configuration,
enabling Knockoff allows the Operator to add credits
by actuating the Knockoff Keyswitch while holding the
Change/Service button; or remove them with a turn of
the keyswitch.
The number of credits added with each turn of
the keyswitch depends upon the denomination setting
of the machine. Refer to the following table.
D e n o m in a tio n a n d C re d its Ad d e d p e r Tu rn
D e n o m in a tio n
C re d its
Ad d e d
.01
10
5
90
.05
20
10
100
.10
30
20
200
.20
40
25
300
.25
50
50
400
D e n o m in a tio n
C re d its
Ad d e d
.50
60
100
500
1
70
250
750
2
80
500
1000
SETUP AND OPERATION
©2001 Bally Gaming and Systems
2-15
Knckff/handpay (cont)
Knckff/Handpay submenu
Even Handpay
If enabled, Even Hanpay allows a partial payment
from the hopper of a jackpot lockup to an even amount.
The partial payment can be configured to even
thousands (Option 3), hundreds (Option 2), or tens
Option 1). Even Handpay allows the Attendant to pay
a jackpot lockup with bills without additional small
change.
For example, a jackpot lockup of 12,924 with the
Hopper Drop Amount set to 500 will result in:
S e ttin g H o p p e r P a y Atte n d a n t P a y
0
500
12,424
1
504
12,420
2
524
12,400
3
924
12,000
Note: The hopper will always pay the
amount set for Hopper Drop Amount,
then add the coins necessary for the
Even Handpay setting.
Game Magic®
©2001 Bally Gaming and Systems
2-16
Machine Operations
Accounting
Selecting a Game to Play
The Game Magic® records accounting information
in electro-mechanical counters (hard meters) and
electronic counters (soft meters).
The Game Magic® multi-game format allows the
Player to choose from a selection of games. Selecting
the game’s icon presents the play screen for the game.
Help (instruction) screens and paytables are
available. EXIT will leave HELP or PAYTABLE and return to
the game. Selecting MENU returns to the Game Selection
menu.
Playing a Game
The Player must wager at least one credit to play
a game. Credits are awarded from wins, purchased by
inserting coins or bills into the machine, or through credit
transfers. The available credits display next to CREDIT.
When credits are available, icons appear on the screen
and corresponding deck buttons illuminate, indicating
they are active. Credits are wagered by selecting the
appropriate deck button or screen icon.
Upon completion of the game, winning
combinations increment CREDIT and WIN PAID
according to the game’s paytable. Once the game is
over and any winnings are accounted for, the Player
may play the same game again, select a different game
if available, or cash out all remaining credits. A REBET
icon is offered to repeat the last wager and auto-start a
new game. If a different game is selected, the credits
are carried over to the new game.
To collect, or “cash-out,” the Player selects the
CASH/CREDIT button. Coins are paid from the hopper or
from an Attendant, as dictated by the settings of LIMIT
OPTIONS.
Electro-mechanical Meters
Electro-mechanical meters are located inside the
machine above the monitor. They are numbered one
through five. The information recorded is in credits or
integers and determined by Market Code. These
meters can not be set to zero by the Operator. Usually,
information recorded by electro-mechanical meters is
Total In, Total Out, Drop, Attendant Paid, and Games.
See Module 3, Assemblies, Parts, and Hardware for
possible configurations. The following table describes
one configuration.
H a rd Me te rs
Me te r #
Label
D e s c rip tio n
1
Total In
C redi ts wagered.
2
Total Out
3
4
5
D rop
C redi ts won wi thout a jackpot lockup.
C redi ts from each coi n sent to the drop bucket and credi ts
from the bi ll acceptor.
Attendant C redi ts pai d to a Player by an Attendant upon a jackpot
P ai d
lockup.
Games
C ounts once at the conclusi on of each game.
ACCT.
Organized under ACCT. are M ETERS , W IN
RECORDS, and GAME RECALL.
Releasing a Jackpot Lockup
When a win exceeds the value set for WIN LOCKUP
LIMIT, the machine indicates a jackpot lockup condition
by illuminating the appropriate tower lights, playing a
jackpot melody, displaying a message across the
screen, and suspending further play. The jackpot
condition must be released by an attendant actuating
the Audit Keyswitch.
ACCT. submenu
SETUP AND OPERATION
©2001 Bally Gaming and Systems
2-17
ACCT. (cont.)
Meters
There are five screens available under Meters.
Use NEXT and BACK to navigate through the screens.
Screen one is a listing of bookkeeping and diagnostic
counters. Screen two summarizes activity on each
game. Screen three is a record of double-down activity
for each game. Screen four is a calculated statistical
summary where the activity of each game is compared
to the overall activity of the machine. Screen five is a
summary of bill acceptor.
Screen one, Bookkeeping and Diagnostic Counters
The counters displayed in screen one of Meters
is listed in the following table.
V 8 0 0 0 S o ft Me te rs
Me te r
D e s c rip tio n
C urrent C redi ts
C redi ts avai lable to the Player when the machi ne
returns to revenue operati on.
Games Played Si nce
Reset
Number of games completed si nce the last
System Reset.
Games Played Si nce
D oor C losed
Number of games completed si nce closi ng the
Mai n D oor.
Total In
Amount wagered on all games i n machi ne.
Total Out
Amount of wi nni ngs wi thout a jackpot lockup.
Total D rop
C ombi ned C oi n D rop and Bi ll D rop.
Attendant Pai d
Amount of credi ts pai d by an attendant.
Handpay Jackpot
Amount of Attendant Pai d meter from a wi n
greater than the setti ng of WIN LOCKUP LIMIT.
C ancelled C redi ts
The amount of Attendant Pai d resulti ng from
credi ts purchased by the Player.
Net Atten Pai d
The value of credi ts won by a Player and pai d by
an Attendant.
C oi n Acceptor
Amount accepted by the coi n acceptor.
Hopper Out
Amount di spensed by the hopper.
Hopper Overpay
Amount of extra coi ns di spensed by the hopper.
Bi ll D rop
Amount of currency accepted.
C oi n To D rop
C OIN AC C EPTOR that occurs whi le the hopper
i s full.
C oupon C ash
Non-government currency accepted by bi ll
acceptor as cash.
C oupon Non C ash
Non-government currency that must be wagered
on games wi thi n the machi ne.
Other C redi t
Electroni c Transfers (EFT, EC T).
D oor Accesses Mai n,
D rop, Bi ll, Stack,
Servi ce, IOP Tray, C D
ROM
Number of ti mes each door has been opened
and ti me and date stamp for the most recent
access for each door.
Machi ne Resets Warm
Number of System Resets from causes other
than power OFF.
C old
Number of System Resets from power OFF.
Screen one of Meters
Screen two, Game Activity
The performance of each individual game is
displayed in screen two.
Screen two of Meters
Game Magic®
©2001 Bally Gaming and Systems
2-18
ACCT. (cont.)
Meters (cont.)
Screen Three, Double or Nothing Activity
The statistics for Double or Nothing are displayed
in screen three.
Screen four of Meters
Screen Five, Bill Acceptor Transactions
Screen three of Meters
Screen Four, Hold Percentage Performance
Each Personality has a calculated Hold
Percentage. Screen four lists each SMI and its actual
performance. Also shown is the combined percentage
for the machine. The information included is described
in the following table.
The bill acceptor transaction screen displays three
categories of bill acceptor records: Last 5 Bills/Coupons,
Bills/Coupons in Stacker, and Total Bills Coupons.
The last five bill acceptor transactions by
denomination, time, and date are available for review.
The current content of the stacker, sorted by
denomination, is available; as well as a total item count
(Bill Count & Coupon Count). These records are zeroed
when the stacker is removed.
A life-to-date record of all bill acceptor activity is
available. These records will roll over, but cannot be
altered. A SafeRAM™ Clear sets these values to 0.
H o ld P e rc e n ta g e P e rfo rm a n c e
SMI NUMBER
Speci fi c Model Informati on (SMI) Number i denti fi es the game for
reference i n the Product Reference Gui de. Thi s number should
match SMI documentati on i nclude wi th the machi ne.
OTHER INFO
Informati on labels stored i n the EPROM about the game. For
example, the C RC for most games, or a "T" for a tournament game.
GAME D ESCRIPTION
The text label for the game as i t appears i n i ts i con on the game
selecti on screen.
GAME PCT.
Nomi nal and Basi c percentage i nformati on i s stored i n the
Personali ty C D fi le. Whi ch of the two percentages di splayed
depends upon market-speci fi c software.
Nomi nal percentage i ncludes bonuses for maxi mum-wager top
awards. Basi c percentage i s the percentage of a si ngle credi t
wager.
MONEY PLAYED
Value of wagers for the game.
ACTUAL PCT.
The game's contri buti on to the total percentage for the machi ne. It
i s calculated by di vi di ng the wi n by MONEY PLAYED.
SETUP AND OPERATION
©2001 Bally Gaming and Systems
2-19
ACCT. (cont.)
Meters (cont.)
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Screen Five, Bill Acceptor Transactions (cont.)
Screen five of Meters
Win Records
Every combination for every game is tallied in
WIN RECORDS. Icons for each game are presented
on the Win Records display page. When the game
icon is selected, a listing of possible results, along
with the number of occurrences, is shown.
Win Records submenu for Double Poker
Game Magic®
©2001 Bally Gaming and Systems
2-20
DIAG.
ACCT. (cont.)
Game Recall
Selecting GAME RECALL presents icons for
each installed game and ALL GAMES.
Selecting a game icon will show the last five
games regardless of when they were played. ALL GAMES
can display at least fifty games, including collects.
A navigation console at the bottom displays the
game name, date and time it was played, and the event
order. NEXT recalls an older game. PREV recalls the
more recent game. EXIT returns to the Game Recall
screen.
The Game Magic® provides user-controlled
diagnostic functions for calibration and troubleshooting.
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DIAG. menu
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I/O TEST
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Activating I/O TEST presents a choice of either
INPUTS or OUTPUTS.
I/O Test submenu
Game Recall submenu for Double Poker
SETUP AND OPERATION
©2001 Bally Gaming and Systems
2-21
DIAG. (cont.)
I/O TEST (cont.)
Inputs
INPUTS will display a listing of switch inputs and
an LED graphic to indicate the switch activity.
Pressing the HOLD 1 button, for example, will “light”
the LED next to the Hold 1 label in the listing.
Output submenu of I/O TEST
TOUCH SCREEN
There is a submenu under TOUCH SCREEN: CAL
TOUCH SCREEN and TEST TOUCH SCREEN.
CAL TOUCH SCREEN
Inputs submenu of I/O TEST
Outputs
Touching the switch icon output table will operate
the listed output. Activating HOLD 4 switch icon in
the listing, for example, will light the position four
HOLD/CANCEL button lamp.
Meter Switches one through five are momentary
to prevent overloading the output circuit.
The touch screen monitor senses capacitive
changes when an area comes into contact with human
skin. It reports the X-Y coordinates to the game.
Calibrating the touch screen assures accurate
positioning in relation to the icons presented on the
screen during normal operation of the Game Magic®.
This procedure is forced after a SafeRAM™ Clear.
TEST TOUCH SCREEN
Calibration of the touch screen can be verified by
selecting Test. Once the test is activated, the machine
will display a plus (+) where it is touched.
Game Magic®
©2001 Bally Gaming and Systems
2-22
DIAG. (cont.)
Hopper Test
HOPPER TEST confirms proper functioning of the
hopper drive circuitry and the related devices. Upon
selection of HOPPER TEST, the tilt status of the hopper is
shown along with the full or not full status of the hopper
bowl, and the state of the coin diverter.
Coin Test
Entering COIN TEST enables the Coin Mechanisms
CC-16 coin acceptor to accept coins. Accepted coins
are counted as they momentarily “light” the LED icon.
A malfunction is indicated and tallied by the appropriate
counter. The counters are zeroed when the test is
terminated. This page also shows the status of the
coin diverter.
TILT STATUS:
Three errors (tilts) relate exclusively to the hopper:
Hopper Overpay, Hopper Coin Jam, and Hopper Empty.
If present, the error is reported in Tilt Status.
HOPPER BOWL IS:
The level of coins in the hopper bowl is sensed
by an adjustable probe. FULL is reported when coins
reach the probe level.
COIN DIVERTER IS:
A Coin Diverter OFF directs Inserted coins to the
hopper. When the hopper is FULL, Coin Diverter is ON,
and coins fall to a container inside the stand.
When the toggle switch icon is at START, the
hopper will attempt to dispense ten coins and stop.
The progress is shown as Coins Out:
Coin Test submenu of DIAG.
Bill Test
Entering BILL TEST enables the bill acceptor to
accept, evaluate, then return bills. When a bill or coupon
is presented to the acceptor, the value is reported or
the note is rejected. Then the note is returned. The
progress is displayed by the LED icons throughout the
process.
The toggle switch for Bill Acceptor enable or
disable the acceptor. The Poll Status switch is inactive.
The presence of the Cash Box is also indicated in this
screen.
Hopper Test submenu of DIAG.
SETUP AND OPERATION
©2001 Bally Gaming and Systems
2-23
DIAG. (cont.)
Bill Test (cont.)
Screen Align
The screen align diagnostic presents a grid pattern
where monitor size, position, and pin cushion control
adjustments can be made. The touch screen must be
recalibrated if any monitor position adjustments have
been made. Touch MENU to return to the diagnostics
menu.
Color Bar
Activitating Color Bar presents a color test pattern
where monitor contrast, brightness, and color control
adjustments can be verified. Touch anywhere on the
color bars to return to the diagnostics menu.
Bill Test submenu of DIAG.
Sound Test
The sound test diagnostic allows control of
frequency and volume of a test sound by two slide
controls.
Sound Test submenu of DIAG.
Game Magic®
©2001 Bally Gaming and Systems
2-24
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