® 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.) ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ 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. ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ ○ DIAG. menu ○ ○ ○ ○ ○ ○ I/O TEST ○ 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