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MK2-ALPHA-0006C Setup

advertisement
Alpha Game Platform Setup
and Operation
MK2-ALPHA-0006 [C]
6601 S. Bermuda Rd, Las Vegas, NV 89119 z1-877- GO BALLY zwww.ballytech.com
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.
ii
MK2-ALPHA-0006 [C]
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Alpha Game Platform Setup and Operation
Setup and Operation
Revision
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
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.
MK2-ALPHA-0006 [C]
iii
Setup and Operation
Reader Comment Form
FAX this form to: 1-702-584-7710
ATTN: Technical Publications Dept.
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Provide Feedback
Usefulness of This Guide
How do you use this guide? (Circle one)
Only as a reference
All the time
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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? ______________________________________________________________
_________________________________________________________________________________
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
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Reader Contact Information (If you would like to be contacted directly)
Name ___________________________________ Company _______________________________
Telephone ____________________ E-mail _____________________________________________
iv
MK2-ALPHA-0006 [C]
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Ease-of-Use
Setup and Operation
Contents
Revision
Chapter 1: Overview
Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 1
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Chapter 2: Setup
Power On and Boot Sequence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 - 1
RAM Clear. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 - 2
NVRAM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 - 3
EEPROM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 - 3
RAM Clear Procedure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 - 3
Configuration after a RAM Clear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 - 4
Chapter 3: System Menus
System Menus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 1
Attendant and Operator Menus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 1
Menu Navigation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 2
Navigating the Screens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 3
Button Icons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 3
Text Messages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 4
Numeric Keypad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 4
Alphanumeric Keypad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 5
Main Menu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 5
MK2-ALPAH-0006 [C]
v
Setup and Operation
Chapter 4: Accounting
Accounting Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 1
Machine Accounting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 2
Machine Master . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 3
Machine Period . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 8
Game Accounting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 9
Game Period . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 12
Protocol Accounting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 - 13
Progressive Accounting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 14
Progressive Master . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 15
Progressive Period. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 15
Protocol Meters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 16
AFT Meters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 19
Bill Accounting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 - 22
Security Accounting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 - 23
Error Accounting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 - 25
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
CMT Prize Count . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 - 25
Chapter 5: Diagnostics
Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 1
Version Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 2
Jurisdictional Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 3
Jurisdictional Limits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 4
Jurisdictional Bit Codes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 5
Input/Output Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 6
Door I/O Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 7
Front Panel Board Inputs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 7
Front Panel Board Outputs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 9
Cabinet I/O Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 10
Cabinet Inputs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 10
Cabinet 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
vi
MK2-ALPAH-0006 [C]
Setup and Operation
Com Port Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 - 16
Game Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 - 18
Top Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 19
Calibrate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 20
Test . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 20
Validate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 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
Bill In History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 7
Cash Out History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 7
Hand Pay History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 8
Voucher History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 8
Voucher In History. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 9
Voucher Out History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 10
CMT 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 - 1
Touch Screen Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 2
Test Touch Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 2
Touch Screen Calibration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 3
Sound Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 4
Game Setup. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 5
Machine Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 5
Machine Info Setup. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 6
Device Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 9
Hard Meter Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 10
MK2-ALPAH-0006 [C]
vii
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Transaction History. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 6
Setup and Operation
Coin Acceptor Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 11
Credit Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 - 12
Denom Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 14
CRC Check . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 15
Cash Out Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 16
Clock Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 - 18
Communication Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 - 21
Serial Ports . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 21
Host Communication. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 22
SDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 22
SAS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 23
Dual Host Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 25
Advanced Funds Transfer Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 27
SDG Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 29
Progressive Type . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 30
Internal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 30
Multi-Area Progressive (MAPS or MAPS X) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 31
Mikohn® . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 32
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Voucher Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 - 33
Chapter 8: Out of Service
Out of Service . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 - 1
Index
viii
MK2-ALPAH-0006 [C]
Setup and Operation
Chapter 1
Overview
Overview
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
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.
MK2-ALPHA-0006 [C]
1-1
Setup and Operation
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Chapter 1
1-2
MK2-ALPHA-0006 [C]
Overview
Setup and Operation
Chapter 2
Setup
Power On and Boot Sequence
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
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:
85%
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.
MK2-ALPAH-0006 [C]
2-1
Chapter 2
Setup and Operation
The following is an example of a 4 Alarm Bonus game screen:
Figure 2: Game screen
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.
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:
2-2
•
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.
MK2-ALPAH-0006 [C]
RAM Clear
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
NOTE:
Setup and Operation
Chapter 2
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.
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
RAM Clear Procedure
NOTE: A RAM Clear zeros the accounting meters. Record all accounting information
before executing a RAM Clear.
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: 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.
RAM Clear
MK2-ALPAH-0006 [C]
2-3
Chapter 2
STEP 4.
Setup and Operation
Switch the system power on. The splash screen will display (see Figure 1) until the following
RAM Clear menu displays:
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 action
Turn the Attendant Key to perform the selected action
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.
2-4
MK2-ALPAH-0006 [C]
Configuration after a RAM Clear
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Figure 3: RAM Clear Menu
Setup and Operation
Chapter 3
System Menus
System Menus
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
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
Accounting
Diagnostics
Pending Status:
(Setup or Operator) Menu Entered
(Status or Error Messages)
History
Setup
Out Of
Service
Return
To Game
Open Door M
Figure 4: System Menu example
MK2-ALPAH-0006 [C]
3-1
Chapter 3
Setup and Operation
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.
Accounting
All menu items will not appear on all
machines.
Machine Accounting
Machine Master
Game Accounting
Machine Period
Protocol Accounting
Game Master
Bill Accounting
The actual appearance of submenus
depends upon the game, the
Jurisdiction chip installed, and the
options selected.
Game Period
Progressive Accounting
Security Accounting
Protocol Meters
Error Accounting
AFT Meters
Clear Period Accounting
Bill Master
Bill Period
Diagnostics
Version Information
Progressive Master
Jurisdiction
Progressive Period
History
Memory Diag
Juris Limits
Video Diagnostics
Juris Bit Codes
Com Port Diag
Door I/O Diagnostics
Setup
Game Diagnostics
GAT Port
Cabinet I/O
Processor I/O
Game Play History
Bill Validator Test
Event History
Coin Acceptor Test
Game Event History
Hopper Test
Out of Service
Attendant Menu Options
Transaction History
Touch Screen Setup
Red Purity
Progressive History
Sound Setup
Operator Menu Options
Touch Screen Setup
Sound Setup
Game Setup
Green Purity
Base Denom Setup
Blue Purity
Multi Denom Setup
Dot Alignment
Denom Config
Graph Alignment
Default Denom
White Temp
Machine Setup
Pay Table
Credit Setup
Limits
Bill Acceptor History
Clock Setup
Upper Jackpot
Cash Out History
Comm Setup
Cash Out Options
Hand Pay History
Voucher Setup
Voucher History
Serial Setup
Bonus History
Voucher Data Setup
EFT History
Figure 5: System menu navigation
3-2
MK2-ALPAH-0006 [C]
Menu Navigation
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Input/Output
Setup and Operation
Chapter 3
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:
Icon
Use
Closes the menu and returns to the game
Return
to Game
Exit
Returns to the main menu
Next (or)
Indicates that additional pages of information are available. Touch the icon to view
the next screen.
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Next Page
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.
Previous (or)
Other icons are presented according to the task or function accessed. The following are examples:
Data was modified.
Should the data be saved?
Yes
No
Clear
Meters
Navigating the Screens
MK2-ALPAH-0006 [C]
3-3
Chapter 3
Setup and Operation
Text Messages
Some machine processes may require additional steps for completion. Guidance may appear on screen as
in the following example:
Turn Keyswitch to exit.
Numeric Keypad
A keypad appears for entering or changing numerical values:
Denomination
7
8
9
Back
4
5
6
Clear
1
2
3
Cancel
0
.
Enter
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.
NOTE: A valid entry is shown in green, while an invalid entry displays in red.
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
3-4
MK2-ALPAH-0006 [C]
Navigating the Screens
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
(Data display field)
Setup and Operation
Chapter 3
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.
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
Main Menu
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
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:
Pending Status:
Setup Menu Entered
Accounting
Diagnostics
History
Setup
Out Of
Service
Return
To Game
Open Door M
Figure 6: Main Menu
Main Menu
MK2-ALPAH-0006 [C]
3-5
Setup and Operation
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Chapter 3
3-6
MK2-ALPAH-0006 [C]
Main Menu
Setup and Operation
Chapter 4
Accounting
Accounting Menu
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
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.
Accounting
Machine
Accounting
Diagnostics
Game
Accounting
History
Protocol
Accounting
Setup
Bill
Accounting
Out Of
Service
Security
Accounting
Pending Status:
Setup Menu Entered
Error
Accounting
Clear Period
Accounting
CMT
Prize Count
Return
To Game
Open Door M
Figure 7: Accounting Menu
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.
MK2-ALPHA-0006 [C]
4-1
Chapter 4
Setup and Operation
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.
Accounting
Machine
Accounting
Machine
Master
Diagnostics
Game
Accounting
Machine
Period
History
Protocol
Accounting
Setup
Bill
Accounting
Out Of
Service
Security
Accounting
Pending Status:
Setup Menu Entered
Error
Accounting
Clear Period
Accounting
Return
To Game
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
CMT
Prize Count
Open Door M
Figure 8: Machine Accounting and Submenus
4-2
MK2-ALPHA-0006 [C]
Machine Accounting
Setup and Operation
Chapter 4
Machine Master
NOTE: The meter labels and contents depend upon the jurisdiction and the features
provided by a Host system.
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:
Machine Master
coin In
Cash Promo Played (Sub Total)
Non Cash Promo Played (Sub Total
$0.00
$0.00
$0.00
Coin Out
Money Won
$0.00
$0.00
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Machine Hold %
Machine Yield %
0.00 %
0.00 %
Total In
Physical Coin In
Bill In
Voucher In
Coupon Promotion In
Cash Promo Coupon In
Non Cash Promo Coupon In
Total Transfer In
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
Total Out
Physical Coin Out
Cash Voucher Out
Coupon Promotion Out
Attendant Paid Jackpots
Jackpot Vouchers Out
Attendant Paid Cancelled Credits
Total Transfers Out
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
Return to
Game
Open Door M
Next
Exit
Figure 9: Machine Master Screen One of Three
The following table describes the records recorded in the first Machine Master screen:
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.
Machine Accounting
MK2-ALPHA-0006 [C]
4-3
Setup and Operation
Label
Description
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.
4-4
MK2-ALPHA-0006 [C]
Machine Accounting
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Chapter 4
Setup and Operation
Chapter 4
The following is an example of Machine Master screen two of three:
Machine Master
Total Money to Drop
Total Transfer In
Vouchers to Drop
Bills and Coins to Drop
Bill Drop
Coin Drop
$0.00
$0.00
$0.00
$0.00
$0.00
$0.00
Hopper Extra Coins Out
$0.00
Total Games Played
Total Games Won
Total Games Lost
0
0
0
Physical Coin In Count
Physical Coin Out Count
Voucher In Count
Cash Promo Coupon In Count
Non Cash Promo Coupon Out Count
0
0
0
0
0
Voucher Out
Total Cancelled Credits
$0.00
$0.00
Attendant Paid Total Won
Paytable Jackpots Hand Paid
Total Jackpots Won Recredited
$0.00
$0.00
$0.00
Open Door M
Return to
Game
Previous
Next
Exit
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Figure 10: Machine Master Screen Two of Three
The following table describes the records recorded in the second of three Machine Master screens:
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.
Machine Accounting
MK2-ALPHA-0006 [C]
4-5
Setup and Operation
Label
Description
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.
4-6
MK2-ALPHA-0006 [C]
Machine Accounting
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Chapter 4
Setup and Operation
Chapter 4
The following is an example of the third Machine Master screen:
Machine Master
Total Transfer In
EFT In
WAT In
Cashable Electronic Promotion In
Non Cashable Electronic Promotion In
$0.00
$0.00
$0.00
$0.00
$0.00
Total Transfer Out
WAT Out
Cashable Electronic Promotion Out
Non Cashable Electronic Promotion Out
$0.00
$0.00
$0.00
$0.00
Machine Paid External Bonus Payout
Attendant Paid External Bonus Payout
Machine Paid Progressive Payout
Attendant Paid Progressive Payout
$0.00
$0.00
$0.00
$0.00
Open Door M
Return to
Game
Previous
Print
Meters
Exit
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
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:
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
Machine Accounting
MK2-ALPHA-0006 [C]
4-7
Chapter 4
Setup and Operation
Label
Description
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.
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.
4-8
MK2-ALPHA-0006 [C]
Machine Accounting
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Machine Period
Setup and Operation
Chapter 4
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.
Accounting
Machine
Accounting
Game
Master
Diagnostics
Game
Accounting
Game
Period
History
Protocol
Accounting
Setup
Bill
Accounting
Out Of
Service
Security
Accounting
Pending Status:
Setup Menu Entered
Error
Accounting
Clear Period
Accounting
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
CMT
Prize Count
Return
To Game
Open Door M
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.
Game Accounting
MK2-ALPHA-0006 [C]
4-9
Chapter 4
Setup and Operation
The following is an example of Game Master Accounting:
Game Master Accounting
Coin In (Money Played
Money Won (Includes Jackpots)
Coin Out (Excludes Jackpots)
Jackpots Won (Jackpots)
Game Hold %
Game Yield %
Total Games Played
Total Games Won
Total Games Lost
$0.00
$0.00
$0.00
$0.00
0.00 %
0.00 %
0
0
0
PokerDoubleDoubleBonus92a
Open Door M
Return to
Game
Previous
Game ID
Next
Game ID
Game
Stats
Wager
Category
Exit
The following table describes the records recorded in the Game Master Accounting meters:
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.
4 - 10
MK2-ALPHA-0006 [C]
Game Accounting
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Figure 13: Game Master Accounting
Setup and Operation
Chapter 4
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:
Game Statistics
Games Played
0
Games Played At Max Bet
0
Games Won
0
Games Won At Max Bet
0
Four Alarm Bonus 92a
Open Door M
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Return to
Game
Next
Game ID
Game
Meters
Exit
Figure 14: Game Statistics
The following table describes the items recorded in the Game Statistics submenu:
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.
Game Accounting
MK2-ALPHA-0006 [C]
4 - 11
Chapter 4
Setup and Operation
A Wager Category icon presents a submenu with additional information for each game. The following is
an example of the Wager Category submenu:
Game Master Accounting
Weighted Theoretical Payback
0.00%
Coin In (Money
Coin 1
Coin 2
Coin 3
Played)
$0.00
$0.00
$0.00
Theo Payback
90.00%
92.00%
92.00%
PokerTripleDoubleBonus98a
Open Door M
Return to
Game
Previous
Game ID
Next
Game ID
Game
Stats
Game
Meters
Exit
The following table describes the items recorded in the Game Statistics submenu:
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.
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.
4 - 12
MK2-ALPHA-0006 [C]
Game Accounting
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Figure 15: Game Master—Wager Category
Setup and Operation
Chapter 4
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:
Accounting
Machine
Accounting
Progressive
Accounting
Diagnostics
Game
Accounting
Protocol
Meters
History
Protocol
Accounting
AFT
Meters
Setup
Bill
Accounting
Out Of
Service
Security
Accounting
Pending Status:
Setup Menu Entered
Error
Accounting
Clear Period
Accounting
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
CMT
Prize Count
Return
To Game
Open Door M
Figure 16: Protocol Accounting
Protocol Accounting
MK2-ALPHA-0006 [C]
4 - 13
Chapter 4
Setup and Operation
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.
Accounting
Machine
Accounting
Progressive
Accounting
Progressive
Master
Diagnostics
Game
Accounting
Protocol
Meters
Progressive
Period
History
Protocol
Accounting
AFT
Meters
Setup
Bill
Accounting
Out Of
Service
Security
Accounting
Pending Status:
Setup Menu Entered
Error
Accounting
Clear Period
Accounting
Return
To Game
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
CMT
Prize Count
Open Door M
Figure 17: Progressive Accounting
4 - 14
MK2-ALPHA-0006 [C]
Protocol Accounting
Setup and Operation
Chapter 4
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:
Progressive Master
Level 1
Total Payouts
Times Hit
Last Award Hit
$0.00
0
$0.00
Level 2
Total Payouts
Times Hit
Last Award Hit
$0.00
0
$0.00
Level 3
Total Payouts
Times Hit
Last Award Hit
$0.00
$0
$0.00
Level 4
Total Payouts
Times Hit
Last Award Hit
$0.00
0
$0.00
Level 5
Total Payouts
Times Hit
Last Award Hit
$0.00
$0
$0.00
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Open Door M
Return to
Game
Next
Exit
Figure 18: Progressive Master Screen One
The items recorded in Accounting Master are described in the following table:
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.
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.
Protocol Accounting
MK2-ALPHA-0006 [C]
4 - 15
Chapter 4
Setup and Operation
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:
Protocol Meters
Host Comm I
SAS Primary
Cash Voucher In
Cash Voucher In Count
Cash Promo Vouchers In
Cash Promo Vouchers In Count
Non Cash Promo Vouchers In
Non Cash Promo Vouchers In Count
$0.00
0
$0.00
0
$0.00
0
Cash Vouchers Out
Cash Vouchers Out Count
Cash Promo Vouchers Out
Cash Promo Vouchers Out Count
Non Cash Promo Vouchers Out
Non Cash Promo Vouchers Out Count
$0.00
0
$0.00
0
$0.00
0
Host Comm II
None
Return to
Game
Next
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Open Door M
Exit
Figure 19: Protocol Meters screen one of Two
The following table describes items recorded in the first Protocol Meters screen:
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.
4 - 16
MK2-ALPHA-0006 [C]
Protocol Accounting
Setup and Operation
Chapter 4
Label
Description
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.
The following is an example of Protocol Meters screen two of two:
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Protocol Meters
Host Comm I
SAS Primary
Handpay Cash, Receipt
Handpay Cash, Receipt Count
$0.00
0
Handpay Single Win, Receipt
Handpay Single Win, Receipt Count
$0.00
0
Handpay Cash, No Receipt
Handpay Cash, No Receipt Count
$0.00
0
Handpay Single Win, No Receipt
Handpay Single Win, No Receipt Count
$0.00
0
Total Progressive Wins Awarded
Total External Bonus Wins Awarded
$0.00
$0.00
Host Comm II
None
Open Door M
Return to
Game
Previous
Exit
Figure 20: Protocol Meters Screen Two of Two
Protocol Accounting
MK2-ALPHA-0006 [C]
4 - 17
Chapter 4
Setup and Operation
The items recorded in Protocol Meters screen two are described in the following table:
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.
4 - 18
MK2-ALPHA-0006 [C]
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Label
Protocol Accounting
Setup and Operation
Chapter 4
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:
AFT Meters
SAS Primary
Cashable Transfers To Gaming Machine
Cashable Transfers To Gaming Machine Count
Restricted Transfers To Gaming Machine
Restricted Transfers To Gaming Machine Count
Nonrestricted Transfers To Gaming Machine
Nonrestricted Transfers To Gaming Machine Count
Debit Transfers To Gaming Machine
Debit Transfers To Gaming Machine Count
$0.00
0
$0.00
0
$0.00
0
$0.00
0
Cashable Transfers To Host
Cashable Transfers To Host Count
Restricted Transfers To Host
Restricted Transfers To Host Count
Nonrestricted Transfers To Host
Nonrestricted Transfers To Host Count
$0.00
0
$0.00
0
$0.00
0
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Open Door M
Return to
Game
Next
Exit
Figure 21: AFT Meters Screen One of Two
The following table describes items recorded in AFT Meters screen one:
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.
Protocol Accounting
MK2-ALPHA-0006 [C]
4 - 19
Setup and Operation
Label
Description
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.
4 - 20
MK2-ALPHA-0006 [C]
Protocol Accounting
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Chapter 4
Setup and Operation
Chapter 4
The following is an example of AFT Meters screen two of two:
AFT Meters
SAS Primary
Bonus Cashable Transfers To Gaming Machine
Bonus Cashable Transfers To Gaming Machine Count
Bonus Nonrestricted Transfers To Gaming Machine
Bonus Nonrestricted Transfers To Gaming Machine Count
$0.00
0
$0.00
0
Cashable Transfers To Ticket
Cashable Transfers To Ticket Count
Restricted Transfers To Ticket
Restricted Transfers To Ticket Count
Debit Transfers To Ticket
Debit Transfers To Ticket Count
$0.00
0
$0.00
0
$0.00
0
Open Door M
Return to
Game
Previous
Exit
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Figure 22: AFT Meters screen two of two
The following table describes items recorded in AFT Meters screen two:
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.
Protocol Accounting
MK2-ALPHA-0006 [C]
4 - 21
Chapter 4
Setup and Operation
Label
Description
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.
Bill Accounting
Accounting
Machine
Accounting
Diagnostics
Game
Accounting
History
Protocol
Accounting
Setup
Bill
Accounting
Out Of
Service
Security
Accounting
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
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.
Pending Status:
Setup Menu Entered
Error
Accounting
Clear Period
Accounting
CMT
Prize Count
Return
To Game
Open Door M
Figure 23: Accounting submenu, Bill Accounting
4 - 22
MK2-ALPHA-0006 [C]
Bill Accounting
Setup and Operation
Chapter 4
The following is an example of the Bill Accounting screen:
Bill Accounting
$ 1 Bills
$ 2 Bills
$ 5 Bills
$ 20 Bills
$ 50 Bills
$100 Bills
0
0
0
0
0
0
Total Bills
0
Period Bills
$
$0.00
$ 1 Bills
$ 2 Bills
$ 5 Bills
$ 20 Bills
$ 50 Bills
$100 Bills
0
0
0
0
0
0
Total This Period
0
Open Door M
Return to
Game
Exit
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
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.
NOTE: Door statistics depend upon cabinet configurations. Not all of the doors shown in
the Security Accounting submenu will be available on every cabinet.
Security Accounting
MK2-ALPHA-0006 [C]
4 - 23
Chapter 4
Setup and Operation
The following is an example of Security Accounting screen one:
Security Accounting
Main Door
Last Open
Last Close
Open Count
Games Since Last
Coin Drop Door
Last Open
Last Close
Open Count
Games Since Last
Bill Validator Door
Last Open
Last Close
Open Count
Games Since Last
0
0
Bill Stacker Access
Last Open
Last Close
Open Count
Games Since Last
0
0
Logic Door
Last Open
Last Close
Open Count
Games Since Last
0
0
Stacker Door
Last Open
Last Close
Open Count
Games Since Last
03/29/2006 17:26:33
03/29/2006 17:26:33
03/29/2006 17:26:33
03/29/2006 17:26:33
03/29/2006 17:26:33
03/29/2006 17:26:33
03/29/2006 17:26:33
03/29/2006 17:26:33
0
0
03/29/2006 17:26:33
03/29/2006 17:26:33
0
0
03/29/2006 17:26:33
03/29/2006 17:26:33
0
0
Open Door M
Return to
Game
Next Page
Exit
Figure 25: Security Accounting Screen One of Two
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
The following is an example of Security Accounting screen two:
Security Accounting
Last power fail
Last Power Fail
Last Power On
Power off duration
Games since last
Belly Door
Last Open
Last Close
Open Count
Games Since Last
Main Hood Door
Last Open
Last Close
Open Count
Games Since Last
03/29/2006 17:26:33
03/29/2006 17:26:33
20 days 23:44:53
0
03/29/2006 17:26:33
03/29/2006 17:26:33
0
0
03/29/2006 17:26:33
03/29/2006 17:26:33
0
0
Open Door M
Return to
Game
Previous
Page
Exit
Figure 26: Security Accounting Screen Two of Two
4 - 24
MK2-ALPHA-0006 [C]
Security Accounting
Setup and Operation
Chapter 4
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:
Error Accounting
Coin In jams
Coin in tampers
Coin in device errors
Coin in system errors
Coin lockout malfunctions
Bill in jams
Bills rejected
Mechanical meter disconnects
Touch screen errors
Bill validator errors
Hopper empty
Hopper coin out jam
Printer jams
Printer errors
0
0
0
0
0
0
0
0
0
0
0
0
0
0
Open Door M
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Return to
Game
Exit
Figure 27: Error Accounting
The exceptions monitored include the following:
•
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
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
MK2-ALPHA-0006 [C]
4 - 25
Setup and Operation
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Chapter 4
4 - 26
MK2-ALPHA-0006 [C]
CMT Prize Count
Setup and Operation
Chapter 5
Diagnostics
Diagnostics
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Diagnostics are available for testing the machine and components for maintenance or troubleshooting.
Within Diagnostics are submenus to access additional information about the machine.
Accounting
Version
Information
Diagnostics
Jurisdiction
Information
History
Input/Output
Diagnostics
Setup
Memory
Diagnostics
Out Of
Service
Video
Diagnostics
Pending Status:
Setup Menu Entered
Com Port
Diagnostics
Game
Diagnostics
GAT
Port
Return
To Game
Open Door M
Figure 28: Diagnostics Menu
NOTE: The available submenus depend upon the games and hardware installed within the
cabinet.
MK2-ALPHA-0006 [C]
5-1
Chapter 5
Setup and Operation
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.
Program Version Info
Operating System Version
OS Media Signature
Dev OS V3.17.00
CRC. A0B1
A1B2C3D4E5F6E7D8C9B0A1B2C3D4E5F6E7D8C9B0
A1B2C3D4E5F6E7D8C9B0A1B2C3D4E5F6E7D8C9B0
Game Version
Game Media Signature
Game Version 3.14.00
CRC. C3D4
A1B2C3D4E5F6E7D8C9B0A1B2C3D4E5F6E7D8C9B0
A1B2C3D4E5F6E7D8C9B0A1B2C3D4E5F6E7D8C9B0
Processor ID
Simulated
Printer Version
Simulated
Bill Validator Data
Simulated BV
Manufacturer
Bally Technologies
AVJURUSNVCS0-01
Jurisdiction Name
Nevada
Machine ID
BIOS Version
VTO-200
Dev BIOS Version V3.14.00
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Jurisdiction Part Number
DOOR OPEN M
Return to
Game
Exit
Figure 29: Program Version Information
5-2
MK2-ALPHA-0006 [C]
Diagnostics
Setup and Operation
Chapter 5
Jurisdictional Information
The Jurisdictional Information menu provides submenus Jurisdiction Limits and Jurisdiction Bit Codes,
as shown in the following example:
Accounting
Version
Information
Jurisdiction
Limits
Diagnostics
Jurisdiction
Information
Jurisdiction
Bit Codes
History
Input/Output
Diagnostics
Setup
Memory
Diagnostics
Out Of
Service
Video
Diagnostics
Pending Status:
Setup Menu Entered
Com Port
Diagnostics
Game
Diagnostics
GAT
Port
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Return
To Game
Open Door M
Figure 30: Jurisdictional Information
Diagnostics
MK2-ALPHA-0006 [C]
5-3
Chapter 5
Setup and Operation
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:
Jurisdictional Limits
Jurisdiction Part Number
Jurisdiction Name
AVJURUSNVCS0-01
Nevada
Jurisdiction Max Bet
$999,999.99
Jurisdiction Max Win
$999,999.99
Jurisdiction Taxable Win Limit
$1,200.00
Jurisdiction Max Token Value (Tokenized
Jurisdiction Max Currency In
$999,999.99
$3,000.00
Jurisdiction Max Physical Coin In
99999999
Jurisdiction AFT Max Transfer Limit
$10,000.00
Jurisdiction AFT must Transfer Win Limit
$10,000.00
Jurisdiction Locale
en_USutf8
Jurisdiction JCM Country Code
1
Return to
Game
Exit
Figure 31: Jurisdictional Limits
The following table describes the labels:
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).
5-4
MK2-ALPHA-0006 [C]
Diagnostics
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
DOOR OPEN M
Setup and Operation
Chapter 5
Labels
Description
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.
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
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:
Jurisdictional Bit Codes
Jurisdiction Part Number
Jurisdiction Name
AVJURUSNVCS0-01
Nevada
MSB (bit 0123
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000007
00000000
00000000
00000000
00000000
00000000
FFFFFFFF
FFFFFFFF
FFFFFFFF
00000604
00000003
00000017
0001017F
00000007
0000000F
00003C39
LSB (bit 0)
DOOR OPEN M
Return to
Game
Exit
Figure 32: Jurisdictional Bit Codes
Diagnostics
MK2-ALPHA-0006 [C]
5-5
Chapter 5
Setup and Operation
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:
Accounting
Version
Information
Door I/O
Diagnostics
Diagnostics
Jurisdiction
Information
Cabinet I/O
Diagnostics
History
Input/Output
Diagnostics
Processor I/O
Diagnostics
Setup
Memory
Diagnostics
Bill Validator
Test
Out Of
Service
Video
Diagnostics
Coin Acceptor
Test
Com Port
Diagnostics
Hopper
Test
Pending Status:
Setup Menu Entered
Game
Diagnostics
Return
To Game
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
GAT
Port
Open Door M
Figure 33: Input/Output Diagnostics
5-6
MK2-ALPHA-0006 [C]
Input/Output Diagnostics
Setup and Operation
Chapter 5
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:
Front Panel Board Inputs
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Hold 1 Switch
Hold 2 Switch
Hold 3 Switch
Hold 4 Switch
Hold 5 Switch
Hold 6 Switch
Service Switch
Start Switch
Cash Out Switch
Bet Max Switch
Bet 1 Switch
Play x lines
0
0
0
0
0
0
0
0
0
0
0
0
Play x lines
Play x lines
Play x lines
Play x lines
Play Both Ways
Auto Play Switch
Coin-in 1 Switch
Coin-in 2 Switch
Coin-in 3 Switch
Coin-in 4 Switch
Coin-in 5 Switch
Coin-in 6 Switch
0
0
0
0
0
0
0
0
0
0
0
0
Note: Some inputs shown may not be present on this machine
DOOR OPEN M
Return to
Game
Next
Page
Exit
Figure 34: Front Panel Board Inputs
Input/Output Diagnostics
MK2-ALPHA-0006 [C]
5-7
Chapter 5
Setup and Operation
The following table describes the switch inputs:
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
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Label
5-8
MK2-ALPHA-0006 [C]
Input/Output Diagnostics
Setup and Operation
Chapter 5
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:
Front Panel Board Outputs
Hold 1
Lamp
Hold 6
Lamp
Bet 1
Lamp
Play 5
Lamp
Coin Acc
Lamp
Hold 2
Lamp
Service
Lamp
Play 1
Lamp
Play Both
Ways Lamp
Game Over
Lamp
Hold 3
Lamp
Start
Lamp
Play 2
Lamp
Auto Play
Lamp
Auto Cycle
Hold 4
Lamp
Cash Out
Lamp
Play 3
Lamp
Bill Val
Lamp
Hold 5
Lamp
Bet Max
Lamp
Play 4
Lamp
Insert Coin
Lamp
Note: Some outputs shown may not be present on this machine.
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
OPEN DOOR M
Return
To Game
Previous
Page
Exit
Figure 35: Front Panel Board Outputs
Input/Output Diagnostics
MK2-ALPHA-0006 [C]
5-9
Chapter 5
Setup and Operation
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:
Cabinet Inputs
Hopper Full
0
OPEN DOOR M
Return
To Game
Next
Page
Exit
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.
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.
5 - 10
MK2-ALPHA-0006 [C]
Input/Output Diagnostics
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Note: Some outputs shown may not be present on this machine.
Setup and Operation
Chapter 5
The following is an example of Cabinet Outputs:
Cabinet Outputs
Candle 1
Lamp
Candle 2
Lamp
Auto Cycle
Note: Some outputs shown may not be present on this machine.
OPEN DOOR M
Return
To Game
Previous
Page
Exit
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
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.
Processor Inputs
Operator Switch
Attendant Key
Logic Door
Coin Drop Door
Main Door
Bill Val Door
Low NV Batt 1
Low NV Batt 2
0
0
0
0
0
0
0
0
Note: Some inputs shown may not be present on this machine.
Open DoorM
Return
To Game
Exit
Figure 38: Processor Inputs
Input/Output Diagnostics
MK2-ALPHA-0006 [C]
5 - 11
Chapter 5
Setup and Operation
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
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:
Bill Validator Test
Last bill inserted:
$1 Inserted
$5 Inserted
$10 Inserted
$20 Inserted
$50 Inserted
$100 Inserted
0
0
0
0
0
0
0
Total Bills Inserted
0
Open Door M
Return
To Game
Exit
Figure 39: Bill Validator Test
5 - 12
MK2-ALPHA-0006 [C]
Input/Output Diagnostics
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
The following table describes the labels:
Setup and Operation
Chapter 5
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:
Coin Acceptor Test
Coins Inserted:
0
Diverter Position: Drop
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Open Door M
Return
To Game
Divert To
Hopper
Exit
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:
Input/Output Diagnostics
MK2-ALPHA-0006 [C]
5 - 13
Chapter 5
Setup and Operation
Hopper Test
Coins Dispensed:
0
Total Coins Dispensed
0
Open Door M
Return
To Game
Start
Test
Exit
Figure 41: Hopper Test
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:
Memory Diagnostics Info
Memory Total
513960 (KBytes)
Memory Available
367652 (KBytes)
Open Door M
Return
To Game
Exit
Figure 42: Memory Diagnostics Info
5 - 14
MK2-ALPHA-0006 [C]
Memory Diagnostics
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Memory Diagnostics
Setup and Operation
Chapter 5
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.
NOTE: The touch screen diagnostic is located in the Setup menu. Touch screen
communication is in Comm Port Diagnostics.
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
The following is an example of Video Diagnostics:
Accounting
Version
Information
Red
Purity
Diagnostics
Jurisdiction
Information
Green
Purity
History
Input/Output
Diagnostics
Blue
Purity
Setup
Memory
Diagnostics
Dot
Alignment
Out Of
Service
Video
Diagnostics
Graph
Alignment
Com Port
Diagnostics
White
Temp
Pending Status:
Setup Menu Entered
Game
Diagnostics
GAT
Port
Return
To Game
Open Door M
Figure 43: Video Diagnostics
NOTE: Examples of the adjustment display screens are not shown.
Video Diagnostics
MK2-ALPHA-0006 [C]
5 - 15
Chapter 5
Setup and Operation
Com Port Diagnostics
The Com Port Diagnostics provides the ability to view information received and transmitted through the
communication ports.
Accounting
Version
Information
Diagnostics
Jurisdiction
Information
History
Input/Output
Diagnostics
Setup
Memory
Diagnostics
Out Of
Service
Video
Diagnostics
Pending Status:
Setup Menu Entered
Com Port
Diagnostics
Game
Diagnostics
Return
To Game
Open Door M
Figure 44: Com Port Diagnostics
The following table lists the communication port assignments:
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
5 - 16
MK2-ALPHA-0006 [C]
Com Port Diagnostics
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
GAT
Port
Setup and Operation
Chapter 5
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:
Comm Port Diagnostics
tty M0: tx:1101 rx:1919 RTS/CTS/DTR
tty M1: tx;1548 rx:22324
tty M2: tx:1101 rx:1919 RTS/CTS/DTR
tty M3: tx;1548 rx:22324
tty M4: tx:1101 rx:1919 RTS/CTS/DTR
tty M5: tx;1548 rx:22324
tty M6: tx:1101 rx:1919 RTS/CTS/DTR
tty M7: tx;1548 rx:22324
Return
To Game
Open Door M
Analyzer
Exit
Figure 45: Com Port Diagnostics Statistics
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
The following table describes the labels:
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
Com Port Diagnostics
MK2-ALPHA-0006 [C]
5 - 17
Chapter 5
Setup and Operation
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:
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 89
TX
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
Counts
Pause
Exit
Figure 46: Com Port Diagnostics Analyzer
The following table describes the labels:
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.
Game Diagnostics
NOTE:
The availability of game diagnostics depends upon the game and the hardware installed within the
cabinet.
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.
5 - 18
MK2-ALPHA-0006 [C]
Game Diagnostics
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Return
To Game
Setup and Operation
Chapter 5
The following is an example of the Game Diagnostics submenu:
Topbox
Reels
Bezel
Top Reel
Lights
Open Door M
Return
To Game
Exit
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
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:
Topbox
Calibrate
Test
Validate
Open Door M
Return
To Game
Exit
Figure 48: Top Box
Game Diagnostics
MK2-ALPHA-0006 [C]
5 - 19
Chapter 5
Setup and Operation
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:
Wheel Tests
Test
Wheel
Return
To Game
Exit
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:
5 - 20
MK2-ALPHA-0006 [C]
Game Diagnostics
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Test
Lights
Setup and Operation
Chapter 5
Wheel Validation
1
0
Next
Previous
0
Return
To Game
Exit
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Figure 50: Wheel Validation
Figure 51: Wheel Position Matching Wheel Validation
Game Diagnostics
MK2-ALPHA-0006 [C]
5 - 21
Chapter 5
Setup and Operation
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:
RCU Device Calibration
Reels
AVRU5REEL150-02
17
07
05
Calibrate
BLANK
BLANK
BLANK
BAR
BAR
BAR
BAR
BAR
BAR
BLANK
BLANK
BLANK
Return
To Game
Exit
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:
5 - 22
MK2-ALPHA-0006 [C]
Game Diagnostics
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
2
Setup and Operation
Chapter 5
Bezel
Running Bezel Diagnostics
Bezel Gadget Version: AVDUOABZL020-00
Open Door M
Return
To Game
Exit
Figure 53: Reel Bezel Diagnostics
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
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.
Game Diagnostics
MK2-ALPHA-0006 [C]
5 - 23
Chapter 5
Setup and Operation
The following is an example of the GAT Port submenu:
GAT Port
Software Component
Reporting Enabled
AVOS00000316-03.000
YES
ASGPFZY01001-00
YES
AVJURSNV0S0-01
YES
AVODIAGOR805-00
YES
Connected
Open Door M
Return
To Game
Exit
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Figure 54: GAT Port
5 - 24
MK2-ALPHA-0006 [C]
Game Diagnostics
Setup and Operation
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.
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
The following is an example of the History submenu:
Accounting
Game Play
History
Diagnostics
Event
History
History
Game Event
history
Setup
Transaction
History
Out Of
Service
Progressive
Win History
Pending Status:
Setup Menu Entered
Return
To Game
Open Door M
Figure 55: History
MK2-ALPHA-0006 [B]
6-1
Chapter 6
Setup and Operation
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.
4 Alarm Bonus 94a
Open Door M
Jackpot Hand Paid Win
Denom: $0.25
Return To
Game
Bet: 45
Win: 12500
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
The following is an example of the last game recall of a 4 Alarm Bonus:
Credits:
500
Previous
Game
1 of 25
04/13/2006
10:14:25
Collected:
$125
Exit
Figure 56: Last Game of 4 Alarm Bonus™
Event History
Event History is a chronological listing of 500 events or exceptions.
NOTE: The events logged vary by jurisdiction.
6-2
MK2-ALPHA-0006 [B]
Game Play History
Setup and Operation
Chapter 6
The following is an example of the Event History screen.
Event History
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
04/13/2006
04/13/2006
04/13/2006
04/13/2006
04/13/2006
04/13/2006
04/13/2006
04/13/2006
04/13/2006
04/13/2006
04/13/2006
04/13/2006
04/13/2006
04/13/2006
04/13/2006
04/13/2006
04/13/2006
04/13/2006
04/13/2006
04/13/2006
13:01:26
13:01:26
13:01:26
13:01:26
13:01:26
13:01:26
13:01:26
13:01:26
13:01:26
13:01:26
13:01:26
13:01:26
13:01:26
13:01:26
13:01:26
13:01:26
13:01:26
13:01:26
13:01:26
13:01:26
Denomination not set
Power Up Restart
Ready After Restart
Main Door Open
Main Door Closed
Main Door Open
BillVal Door Open
Setup Menu Entered
Denomination Set
Setup Menu Exited
Setup Menu Entered
Setup Menu Exited
Main Door Closed
VillVal Door Closed
Main Door Opened
Setup Menu Entered
Setup Menu Exited
Main Door Closed
Start of Game
End of Game
Denomination = $0.00
Device ID = 19 Hex
Device ID = 19 Hex
Device ID = 19 Hex
Device ID = 19 Hex
Denomination = $0.05
Device ID = 19 Hex
Device ID = 19 Hex
Device ID = 19 Hex
Device ID = 19 Hex
Credits = $2.75
Credits = $9.00
Open Door M
Return To
Game
Next Page
Exit
Figure 57: Event History
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
The following table lists the events:
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
Event History
MK2-ALPHA-0006 [B]
6-3
Chapter 6
Setup and Operation
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
6-4
MK2-ALPHA-0006 [B]
Event History
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Event
Setup and Operation
Chapter 6
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Event
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 History
MK2-ALPHA-0006 [B]
6-5
Chapter 6
Setup and Operation
Event
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
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.
Accounting
Game Play
History
Bill In
History
Diagnostics
Event
History
Cash Out
History
History
Game Event
history
Hand Pay
History
Setup
Transaction
History
Voucher
History
Out Of
Service
Progressive
Win History
Bonus
History
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
The following is an example of the Transaction History submenu:
Pending Status:
Setup Menu Entered
External Fund
Transfer History
Return
To Game
Open Door M
Figure 58: Transaction History
6-6
MK2-ALPHA-0006 [B]
Game Event History
Setup and Operation
Chapter 6
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:
Bill In History
04/13/2006
04/13/2006
04/13/2006
04/13/2006
04/13/2006
04/13/2006
04/13/2006
04/13/2006
04/13/2006
04/13/2006
13:37:39
13:37:39
13:37:39
13:37:39
13:37:39
13:37:39
13:37:39
13:37:39
13:37:39
13:37:39
Cash In
Cash In
Cash In
Cash In
Cash In
Cash In
Cash In
Cash In
Cash In
Cash In
Bill Amount = $1.00
Bill Amount = $5.00
Bill Amount = $20.00
Bill Amount = $10.00
Bill Amount = $20.00
Bill Amount = $1.00
Bill Amount = $1.00
Bill Amount = $1.00
Bill Amount = $1.00
Bill Amount = $100.00
Open Door M
Return
To Game
Exit
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
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:
Cash Out History
04/13/2006
04/13/2006
04/13/2006
04/13/2006
04/13/2006
04/13/2006
04/13/2006
04/13/2006
04/13/2006
04/13/2006
13:37:39
13:37:39
13:37:39
13:37:39
13:37:39
13:37:39
13:37:39
13:37:39
13:37:39
13:37:39
Cash Out Complete
Cash Out Complete
Cash Out Complete
Cash Out Complete
Cash Out Complete
Cash Out Complete
Cash Out Complete
Cash Out Complete
Cash Out Complete
Cash Out Complete
Cash Out Amount = $1.00
Cash Out Amount = $5.00
Cash Out Amount = $20.00
Cash Out Amount = $10.00
Cash Out Amount = $20.00
Cash Out Amount = $1.00
Cash Out Amount = $1.00
Cash Out Amount = $1.00
Cash Out Amount = $1.00
Cash Out Amount = $100.00
Open Door M
Return
To Game
Exit
Figure 60: Cash Out History
Transaction History
MK2-ALPHA-0006 [B]
6-7
Chapter 6
Setup and Operation
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:
Hand Pay History
04/13/2006
04/13/2006
13:37:39
13:44:21
Cash Out Hand Pay Lockup
Cash Out Hand Pay Cleared
Cash Out Amount = $46.75
Cash Out Amount = $46.75
Open Door M
Return
To Game
Exit
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:
6-8
MK2-ALPHA-0006 [B]
Transaction History
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
205
206
Setup and Operation
Chapter 6
Accounting
Game Play
History
Bill In
History
Voucher In
History
Diagnostics
Event
History
Cash Out
History
Voucher Out
History
History
Game Event
history
Hand Pay
History
CMT Prize
Certificate History
Setup
Transaction
History
Voucher
History
Out Of
Service
Progressive
Win History
Bonus
History
Pending Status:
Setup Menu Entered
External Funds
Transfer History
Return
To Game
Open Door M
Figure 62: Voucher History
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
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:
Voucher In History
04/13/2006
04/13/2006
13:37:39
13:44:21
Voucher In
Voucher In
xxxxxxxxxxxxxx6543
xxxxxxxxxxxxxx3365
Amount = $35.75
Amount = $250.75
Open Door M
Return
To Game
Exit
Figure 63: Voucher In History
Transaction History
MK2-ALPHA-0006 [B]
6-9
Chapter 6
Setup and Operation
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:
Voucher Out History
04/13/2006
04/13/2006
04/13/2006
13:37:39
13:44:21
14:18:20
Pay Win Receipt Printed
Cash out Receipt Printed
Cash Out Voucher Printed
xxxxxxxxxxxxxx2392
xxxxxxxxxxxxxx7568
xxxxxxxxxxxxxx6600
Amount = $5000.00
Amount = $250.75
Amount = $2.50
Open Door M
Return
To Game
Exit
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:
CMT Prize Certificate History
04/13/2006
04/13/2006
04/13/2006
13:37:39
13:44:21
14:18:20
Pay Win Receipt Printed
Cash out Receipt Printed
Cash Out Voucher Printed
xxxxxxxxxxxxxx2392
xxxxxxxxxxxxxx7568
xxxxxxxxxxxxxx6600
Amount = $5000.00
Amount = $250.75
Amount = $2.50
Open Door M
Return
To Game
Exit
Figure 65: CMT Prize Certificate History
6 - 10
MK2-ALPHA-0006 [B]
Transaction History
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Figure 64: Voucher Out History
Setup and Operation
Chapter 6
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:
Bonus History
04/13/2006
04/13/2006
04/13/2006
13:37:39
13:44:21
14:18:20
Cash Bonus Received
Cash Bonus Received
Cash Bonus Received
Amount = $50.00
Amount = $50.00
Amount = $2.00
Open Door M
Return
To Game
Exit
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
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
External Funds Transfer History
04/13/2006
04/13/2006
04/13/2006
13:37:39
13:44:21
14:18:20
Inhouse Host To Game Cash Transfer
Inhouse Host To Game Cash Transfer
Inhouse Host To Game Cash Transfer
Amount = $50.00
Amount = $50.00
Amount = $2.00
Open Door M
Return
To Game
Exit
Figure 67: External Funds Transfer History
Transaction History
MK2-ALPHA-0006 [B]
6 - 11
Chapter 6
Setup and Operation
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.
Progressive Win History
Progressive Level: 1
04/13/2006
04/13/2006
04/13/2006
13:37:39
13:44:21
14:18:20
Amount - $50,0126.00
Amount - $50,0142.00
Amount - $50,1122.00
Open Door M
Return
To Game
Next
Exit
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Figure 68: Progressive Win History
6 - 12
MK2-ALPHA-0006 [B]
Progressive Win History
Setup and Operation
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.
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
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.
Accounting
Touch Screen
Setup
Diagnostics
Sound
Setup
History
Game
Setup
Setup
Machine
Setup
Out Of
Service
Credit
Setup
Pending Status:
Setup Menu Entered
Clock
Setup
Comm
Setup
Voucher
Setup
Package
Installation
Return
To Game
Open Door M
Figure 69: Setup Menu
MK2-ALPHA-0006 [C]
7-1
Chapter 7
Setup and Operation
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.
~ Touchscreen Calibration ~
Before entering “calibrating” center this window
on the monitor screen
Turn “key-switch” to calibrate.
Open Door M
Test
Touch Screen
Exit
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.
~ Touchscreen Test ~
Turn “key-switch” to Exit
Open Door M
Figure 71: Touch Screen test
7-2
MK2-ALPHA-0006 [C]
Setup Menu
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Return
To Game
Setup and Operation
Chapter 7
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.
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.
~ Touchscreen Test ~
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Touch at the cross
Open Door M
+
Figure 72: Software Calibration Screen One of Three
~ Touchscreen Test ~
+
Touch at the cross
Open Door M
Figure 73: Software Calibration Screen Two of Three
Setup Menu
MK2-ALPHA-0006 [C]
7-3
Chapter 7
Setup and Operation
~ Touchscreen Test ~
Turn “key-switch” to exit
Open Door M
Figure 74: Software Calibration Screen Three of Three
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:
~ Volume Setup ~
Master
Wave
Open Door M
Return to
Game
Save
Exit
Figure 75: Volume Adjustment
7-4
MK2-ALPHA-0006 [C]
Setup Menu
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Sound Setup
Setup and Operation
Chapter 7
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:
~ Game Setup ~
Number of Paylines:
3
5
9
15
20
Max Bet Per Line:
1
2
3
4
5
25
30
40
50
Bet Per Line Button Layout:
Bet
1
Bet
1
Bet
1
10
15
Bet
1
20
Bet
1
Once saved, changes will require clearing NVRAM
Open Door M
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Return to
Game
Save
and
Exit
Exit
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.
Setup Menu
MK2-ALPHA-0006 [C]
7-5
Chapter 7
Setup and Operation
The following is an example of Machine Setup:
Accounting
Touch Screen
Setup
Machine Info
Setup
Diagnostics
Sound
Setup
Device
Setup
History
Game
Setup
Hard Meter
Setup
Setup
Machine
Setup
Coin Acceptor
Setup
Out Of
Service
Credit
Setup
Pending Status:
Setup Menu Entered
Clock
Setup
Comm
Setup
Voucher
Setup
Package
Installation
Open Door M
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.
7-6
MK2-ALPHA-0006 [C]
Setup Menu
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Return
To Game
Setup and Operation
Chapter 7
The following is an example of Machine Info Setup:
~ Machine Info Setup ~
Serial Number:
Set Serial
Asset Number:
Set Asset
~Machine Serial Number Not Set~
~Machine Asset Number Not Set~
Open Door M
Return
To Game
Exit
Figure 78: Machine Info Setup
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
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:
~ Machine Info Setup ~
Serial Num
Serial Number
Set Serial
123456
Asset Num 7
8
9
Back
4
5
6
Clear
1
2
3
Cancel
0
.
Enter
Set Asset
~Machine Serial Number Not Set~
~Machine Asset Number Not Set~
Open Door M
Return
To Game
Exit
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:
Setup Menu
MK2-ALPHA-0006 [C]
7-7
Chapter 7
Setup and Operation
~ Machine Info Setup ~
Serial Number:
000000123456
Asset Number:
Set Serial
Set Asset
~Machine Serial Number Not Set~
~Machine Asset Number Not Set~
Open Door M
Return
To Game
Exit
Figure 80: Data Entered Into Field
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
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:
~ Machine Info Setup ~
Serial Number:
000000123456
Asset Number:
Set Serial
Set Asset
~Machine Serial Number Set~
~Machine Asset Number Not Set~
Open Door M
Return
To Game
Exit
Figure 81: Example of Serial Number Entered and Saved
The Asset Number entry is similar to the entry of the serial number.
7-8
MK2-ALPHA-0006 [C]
Setup Menu
Setup and Operation
Chapter 7
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:
~ Device Config ~
Voucher Printer
No Printer
Coin Acceptor
MC-40
Hopper
Not Set
Bill Validator
JCM Billval
Button Panel
Not Set
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Touch any highlighted field to change.
Open Door M
Return
To Game
Save
Exit
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:
Data was modified.
Should the data be saved?
Yes
No
Figure 83: Confirmation of Change
Setup Menu
MK2-ALPHA-0006 [C]
7-9
Chapter 7
Setup and Operation
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.
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:
7 - 10
MK2-ALPHA-0006 [C]
Setup Menu
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
The labels are described in the following table:
Setup and Operation
Chapter 7
Hard Meters Setup
Hard Meter Increment
1.00
Meter Layout
Meter 1
Total Played
Meter 2
Escrowed Win
Meter 3
Meter 4
Meter 5
Meter 6
Total Drop
Total Attendant Pay
Games Played
Unused
Touch the highlighted field to change.
Open Door M
Return
To Game
Set
Exit
Figure 84: Hard Meters Setup
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
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:
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
Return
To Game
Save
Exit
Figure 85: Coin Acceptor Setup
Setup Menu
MK2-ALPHA-0006 [C]
7 - 11
Chapter 7
Setup and Operation
Credit Setup
Accounting
Touch Screen
Setup
Diagnostics
Sound
Setup
History
Game
Setup
Setup
Machine
Setup
Out Of
Service
Credit
Setup
Pending Status:
Setup Menu Entered
Clock
Setup
Comm
Setup
Voucher
Setup
Open Door M
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.
NOTE: Not all fields will be active. The configurable items depend upon the equipment installed,
the game CompactFlash™, and the jurisdiction.
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:
7 - 12
MK2-ALPHA-0006 [C]
Credit Setup
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Return
To Game
Setup and Operation
Chapter 7
~ Credit Limits ~
Base Denom
$1.00
Input Limits
Not Set
Output Limits
Bill Limit
Credit Limit
$3000.00
Hopper Limit
No Hopper
$10000.00
Printer Limit
No Printer
$1200.00
Upper Jackpot
$10000.00
Jackpot Limit
Multi-Denom
Default Denom
Not Set
Denom Config
Cash Out Options
Touch any highlighted field to change.
Open Door M
Return
To Game
Set
Exit
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Figure 87: Credit Limits
The labels are described in the following table:
Label
Base Denom
Description
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.
Credit Setup
MK2-ALPHA-0006 [C]
7 - 13
Chapter 7
Setup and Operation
Label
Description
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.
Denom Configuration
NOTE: Multiple wager denominations are not compatible with progressive jackpots. With
multiple wager denominations enabled, progressive jackpot configuration will not be
available.
The following is an example of Denom Configuration:
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
Return
To Game
Save
CRC Check
Exit
Figure 88: Denom Configuration
7 - 14
MK2-ALPHA-0006 [C]
Credit Setup
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
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.
Setup and Operation
Chapter 7
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:
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
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Return
To Game
Save
CRC Check
Exit
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:
Credit Setup
MK2-ALPHA-0006 [C]
7 - 15
Chapter 7
Setup and Operation
Denom Configuration
$0.01
$0.05
Not Set
Four Alarm Bonus 92a 93.00%
$0.20
$0.50
Not Set
$0.02
Not Set
$0.10
CRCS
$0.25
games/Four AlarmBonus/FourAlarmBonus 92a : 20ae
$2.00
Cancel
$10.00
Not Set
$50.00
Not Set
$1.00
$5.00
Not Set
$25.00
Touch any button to enable a denomination.
Open Door M
Return
To Game
Save
CRC Check
Previous
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:
7 - 16
MK2-ALPHA-0006 [C]
Credit Setup
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Figure 90: CRCS
Setup and Operation
Chapter 7
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
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Return
To Game
Save
Previous
Figure 91: Cash Out Options menu
NOTE: The availability of some features depend upon the jurisdiction. Not all settings or features
are available in every jurisdiction.
The labels are described in the following table:
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.
Credit Setup
MK2-ALPHA-0006 [C]
7 - 17
Chapter 7
Setup and Operation
Label
Description
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.
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.
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.
7 - 18
MK2-ALPHA-0006 [C]
Clock Setup
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Residual Credit Collect Option
Setup and Operation
Chapter 7
Accounting
Touch Screen
Setup
Diagnostics
Sound
Setup
History
Game
Setup
Setup
Machine
Setup
Out Of
Service
Credit
Setup
Pending Status:
Setup Menu Entered
Clock
Setup
Comm
Setup
Voucher
Setup
Return
To Game
Open Door M
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
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.
Clock Setup
MK2-ALPHA-0006 [C]
7 - 19
Chapter 7
Setup and Operation
Touching an active field presents a keypad for entering a value as shown in the following example for
entering the hour:
~ Date / Time ~
6
:
59 :
03 :
21 :
PST STD -28800
28
Tuesday
2006
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
Return
To Game
Set
Change
Time Zone
Reset
Seconds
Exit
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.
~ Time Zone List ~
America
Canada
US
Touch any field to select
OPEN DOOR M
Back
Set
Next
Cancel
Figure 94: Time Zone List Example
7 - 20
MK2-ALPHA-0006 [C]
Clock Setup
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Figure 93: Entering the Hour
Setup and Operation
Chapter 7
Communication Setup
The communication setup offers a Serial Ports submenu for setting parameters to communicate with
accounting hosts and progressive controllers.
Accounting
Touch Screen
Setup
Diagnostics
Sound
Setup
History
Game
Setup
Setup
Machine
Setup
Out Of
Service
Credit
Setup
Serial
Ports
Pending Status:
Setup Menu Entered
Clock
Setup
Comm
Setup
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Voucher
Setup
Return
To Game
Open Door M
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:
Communication Setup
MK2-ALPHA-0006 [C]
7 - 21
Chapter 7
Setup and Operation
~ 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
Return
To Game
Set
Exit
Figure 96: Serial Communication Setup
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:
~ SDS Setup ~
Mode
Basic
Touch any highlighted field to Change
Open Door M
Return
To Game
Set
Previous
Figure 97: SDS Setup
7 - 22
MK2-ALPHA-0006 [C]
Communication Setup
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Host Communication
Setup and Operation
Chapter 7
Touching the Mode field offers the choices of Basic, Extended, Coupon, and Voucher. Each selection is
described in the following table:
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
.
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.
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:
Communication Setup
MK2-ALPHA-0006 [C]
7 - 23
Chapter 7
Setup and Operation
~ 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
Set
Exit
Figure 98: SAS Setup
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.
NOTE: Except for the Address field, once a setting is saved, it cannot be changed without a RAM
clear.
The terms are described in the following table:
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
7 - 24
MK2-ALPHA-0006 [C]
Communication Setup
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Return
To Game
Setup and Operation
Chapter 7
Terms
SAS Protocol Definitions
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.
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
• 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.
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.
NOTE:
Communication Setup
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.
MK2-ALPHA-0006 [C]
7 - 25
Chapter 7
Setup and Operation
Touching the Dual Host Setup icon opens a submenu similar to the following example:
~ Dual Host Setup ~
AFT
SAS Primary
Certificate Out
OFF
Legacy Bonusing
SAS Primary
Machine Control
SDG
Voucher In/Coupon In
SAS Primary
Voucher Out
SAS Primary
CONFIG
Set Pay Tables Before Setting Host Comms
Open Door M
Return
To Game
Save
Previous
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:
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.
7 - 26
MK2-ALPHA-0006 [C]
Communication Setup
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Figure 99: Dual Host Setup
Setup and Operation
Chapter 7
NOTE: All the options shown may not be available in all games or in all jurisdictions.
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:
Advanced Funds Transfer Setup
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
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
Not Set
Amount
$999,999.99
Set Pay Win To Host Minimum Amount
Host CAshout Mode
Print Debit
Registration Report
Host Controlled
Sample Host To Game
Receipt
Sample Game to
Host Receipts
Sample Debit
Withdrawal Receipt
Touch any highlighted field to change
Open Door M
Return
To Game
Save
Previous
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:
Communication Setup
MK2-ALPHA-0006 [C]
7 - 27
Chapter 7
Setup and Operation
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.
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.
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.
7 - 28
MK2-ALPHA-0006 [C]
Communication Setup
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Disable: The exact amount specified must be transferred or the transfer will be
rejected.
Setup and Operation
Chapter 7
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:
~ SDG Setup ~
System Data:
Mode
Not Set
Port Config: ttyM5: 57600 8:N:1
Serial Number: 000000000001
Link Data: Down
Protocol: OffLine
Un Enroll
Enroll
Address
~Functions Disabled - Protocol Not Online~
Open Door M
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Return
To Game
Exit
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.
Communication Setup
MK2-ALPHA-0006 [C]
7 - 29
Chapter 7
Setup and Operation
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:
~ Internal Setup ~
Levels
$ 0.05
Contribution
Minimum
Current*
Maximum
Lev 1
JP 0
% 1.0000
$
.00
$ 60000.00
$
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
Lev 7
NONE
% 1.0000
$
.00
$
.00
999999.99
Lev 8
NONE
% 1.0000
$
.00
$
.00
999999.99
$
999999.99
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Denomination
999999.99
*The “Current” value may reflect amounts in escrow or shortages.
Touch any highlighted field to change.
Open Door M
Return
To Game
Save
Override
Current
Previous
Figure 102: Internal Progressive Controller Configuration
The labels are described in the following table
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.
7 - 30
MK2-ALPHA-0006 [C]
Communication Setup
Setup and Operation
Chapter 7
Label
Internal Progressive Controller Descriptions
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.
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.
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Selecting MAPS and touching the configuration field opens a screen similar to the following example:
~ 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
Return
To Game
Save
Previous
Figure 103: MAPS Configuration
Communication Setup
MK2-ALPHA-0006 [C]
7 - 31
Chapter 7
Setup and Operation
Mikohn®
Selecting Mikohn as a progressive and touching the configuration field opens a menu similar to the
following example:
~ Mikohn Setup ~
Slot ID
1
Denomination
$1.00
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
Return
To Game
Save
Previous
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:
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.
7 - 32
MK2-ALPHA-0006 [C]
Communication Setup
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
~ Progressive Levels ~
Setup and Operation
Chapter 7
Term
Progressive Controller Description
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, ...
Voucher Setup
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Touching the Voucher Setup icon presents an icon to enter the Voucher Data Setup submenu as shown in
the following example:
Accounting
Touch Screen
Setup
Diagnostics
Sound
Setup
History
Game
Setup
Setup
Machine
Setup
Out Of
Service
Credit
Setup
Voucher
Data Setup
Pending Status:
Setup Menu Entered
Clock
Setup
Comm
Setup
Voucher
Setup
Return
To Game
Open Door M
Figure 105: Voucher and Voucher Data Setup
Voucher Setup
MK2-ALPHA-0006 [C]
7 - 33
Chapter 7
Setup and Operation
Touching the Voucher Data Setup icon presents a keyboard similar to the following example:
~ 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
,
.
;
/
\
SPACE
Backspace
Caps Lock
Location
Address 1
Address 2
Expiration
0000
Days
EXPIRES
Open Door M
Save
Exit
Figure 106: Voucher Data Setup
The keyboard enables entering the location label, Address 1, Address 2, and expiration to print on the
voucher.
7 - 34
MK2-ALPHA-0006 [C]
Voucher Setup
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Return
To Game
Setup and Operation
Chapter 7
Touching the Caps Lock icon adds lowercase characters and additional symbols as shown in the following
example:
~ 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
<
>
;
?
|
SPACE
Backspace
Caps Lock
Location
Address 1
Address 2
Expiration
0000
Days
EXPIRES
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Open Door M
Return
To Game
Save
Exit
Figure 107: Keyboard With Expanded Characters
NOTE:
Voucher Setup
The accounting system Host may already provide the information entered in this
configuration menu and overwrite any setting entered.
MK2-ALPHA-0006 [C]
7 - 35
Setup and Operation
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Chapter 7
7 - 36
MK2-ALPHA-0006 [C]
Voucher Setup
Setup and Operation
Chapter 8
Out of Service
Out of Service
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
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.
Accounting
Diagnostics
Pending Status:
(Setup or Operator) Menu Entered
(Status or Error Messages)
History
Setup
Out Of
Service
Return
To Game
Open Door M
Figure 108: Out of Service
MK2-ALPAH-0006 [C]
8-1
Chapter 8
Setup and Operation
Touching the Out of Service icon presents the Out of Service Selection screen as shown in the following
example:
~ Out of Service Selection ~
Return
To Game
Set
Exit
Figure 109: Out of Service Selection
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Touching the Set icon displays the Out of Service screen as shown in the following example:
~ OUT OF SERVICE ~
Figure 110: Out of Service Display
8-2
MK2-ALPAH-0006 [C]
Out of Service
Setup and Operation
Index
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
A
Accounting Menu 4-1
AFT 7-26
AFT Meters 4-19
asset number 7-7
Attendant Key 5-12
Attendant menu 3-1
Attendant Paid Cancelled Credits 4-4
Attendant Paid External Bonus Payout 4-8
Attendant Paid Jackpots 4-4
Attendant Paid Progressive Payout 4-8
Attendant Paid Total Won 4-6
B
Base Denom 7-13
Bezel diagnostic 5-22
Bezel Gadget Version 5-22
Bill Accounting 4-22
Bill Drop 4-5
Bill In 4-4
Bill Limit 7-13
Bill Val Door 5-12
Bill Validator 7-10
Bill Validator Test 5-12
Bills and Coins to Drop 4-5
Bonus Cashable Transfers To Gaming
Machine 4-21
Bonus Cashable Transfers To Gaming Machine
Count 4-21
Bonus Nonrestricted Transfers To Gaming
Machine 4-21
Bonus Nonrestricted Transfers To Gaming Machine Count 4-21
Button Panel 7-10
C
Cabinet Outputs 5-10
Cash Collect First 7-18
Cash Out Options 7-16
Cash Promo Coupon In 4-4
Cash Promo Coupon In Count 4-6
Cash Promo Played 4-3
Cash Promo Vouchers In 4-16
Cash Promo Vouchers In Count 4-16
Cash Promo Vouchers Out 4-17
Cash Promo Vouchers Out Count 4-17
Cash Voucher In 4-16
Cash Voucher In Count 4-16
Cash Voucher Out 4-4, 4-17
Cash Voucher Out Count 4-17
Cashable Electronic Promotion In 4-7
Cashable Electronic Promotion Out 4-7
Cashable Transfers To Gaming Machine 4-19
Cashable Transfers To Gaming Machine
Count 4-19
Cashable Transfers To Host 4-20
Cashable Transfers To Host Count 4-20
MK2-ALPHA-0006 [C]
IX - 1
Setup and Operation
Event History 6-3
F
feature wheel 5-19
Front Panel Board Inputs 5-7
Front Panel Board Outputs 5-9
G
Game Accounting 4-9
game authentication terminal (GAT) 5-23
Game Hold % 4-10
Game Setup 7-5
Game Yield % 4-10
Games Played 4-11, 4-12
Games Played At Max Bet 4-11
Games Won 4-11, 4-12
Games Won At Max Bet 4-11
H
D
Debit Transfers To Gaming Machine 4-20
Debit Transfers To Gaming Machine Count 4-20
Debit Transfers To Ticket 4-22
Debit Transfers To Ticket Count 4-22
Default Denom 7-13
Device Setup 7-9
Door I/O Diagnostics 5-7
dot and graph patterns 5-15
Dual Host Setup 7-25
E
EEPROM 2-2
EFT In 4-7
Enhanced (Secured) Validation 7-25
Enroll 7-29
Error Accounting 4-25
IX - 2
MK2-ALPHA-0006 [C]
Hand Pay Receipt 7-17
Hand Pay Validation 7-17
HandPay Cash Receipt 4-18
HandPay Cash Receipt Count 4-18
HandPay Cash, No Receipt 4-18
HandPay Cash, No Receipt Count 4-18
HandPay Single Win Receipt 4-18
HandPay Single Win Receipt Count 4-18
HandPay Single Win, No Receipt 4-18
HandPay Single Win, No Receipt Count 4-18
Hard Meter Setup 7-10
Hopper 7-10
Hopper Extra Coins Out 4-5
hopper level switch 5-10
Hopper Limit 7-14
Hopper Test 5-13
Host bonuses 6-11
Host Comm I 7-22
Host Comm II 7-22
Host Communication 7-22
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Cashable Transfers To Ticket 4-21
Cashable Transfers To Ticket Count 4-22
Certificate Out 7-26
Clear Period Accounting 4-2
Clock Setup 7-18
CMT Prize Count 4-25
Coin Acceptor 7-10
Coin Acceptor Test 5-13
coin diverter solenoid 5-13
Coin Drop 4-5
Coin Drop Door 5-12
Coin In 4-3
Coin In (Money Played) 4-10
Coin Out 4-4
Coin Out (Excludes Jackpots) 4-10
Com Port Diagnostics 5-16
Com Port Diagnostics analyzer 5-18
Communication Setup 7-21
CompactFlash™ 2-2
Contribution 7-31
Coupon Promotion In 4-4
Coupon Promotion Out 4-4
Credit Limit 7-13
Setup and Operation
J
Jackpot Limit 7-13
Jackpot Vouchers Out 4-4
Jackpots Won (Jackpots) 4-10
Jurisdiction AFT Max Transfer Limit 5-5
Jurisdiction AFT Must Transfer Win Limit 5-5
Jurisdiction JCM Country Code 5-5
Jurisdiction Locale 5-5
Jurisdiction Max Bet 5-4
Jurisdiction Max Currency In 5-5
Jurisdiction Max Physical Coin In 5-5
Jurisdiction Max Token Value 5-4
Jurisdiction Max Win 5-4
Jurisdiction Name 5-4
Jurisdiction Part Number 5-4
Jurisdiction Taxable Win Limit 5-4
Jurisdictional Bit Codes 5-5
Jurisdictional Limits 5-4
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
L
Last Award Hit 4-15
Legacy Bonusing 7-26
Logic Door 5-12
Low NV Batt 1 5-12
Low NV Batt 2 5-12
M
Machine Accounting 4-2
Machine Control 7-26
Machine Hold % 4-4
Machine Info Setup 7-6
Machine Master 4-2
Machine Paid External Bonus Payout 4-8
Machine Paid Progressive Payout 4-8
Machine Period 4-2
Machine Setup 7-5
Machine Yield % 4-4
Main Door 5-12
Main menu 3-5
Memory Diagnostics 5-14
Money Won 4-4
Money Won (Includes Jackpots) 4-10
Multi-Area Progressive (MAPS®) 7-31
Multi-Denom 7-13
N
Non Cash Promo Coupon In 4-4
Non Cash Promo Coupon In Count 4-6
Non Cash Promo Coupon Out Count 4-6
Non Cash Promo Voucher Out 4-17
Non Cash Promo Vouchers In 4-16
Non Cash Promo Vouchers In Count 4-16
Non Cash Promo Vouchers Out Count 4-17
Non Cashable Electronic Promotion In 4-7
Non Cashable Electronic Promotion Out 4-8
Non Restricted Promotional Credits 7-18
Non-Cash Promo Played 4-3
Nonrestricted Transfers To Gaming Machine 4-19
Nonrestricted Transfers To Gaming Machine
Count 4-20
Nonrestricted Transfers To Host 4-20
Nonrestricted Transfers To Host Count 4-20
NVRAM 2-2
O
Operator menu 3-1
Operator Switch 5-12
Operators (Setup) menu 3-5
Out of Service 8-1
P
Paytable Jackpots Hand Paid 4-6
Physical Coin In 4-4
Physical Coin In Count 4-6
Physical Coin Out 4-4
Physical Coin Out Count 4-6
Preferred Output Device 7-18
Printer Limit 7-14
Processor I/O Diagnostics 5-11
MK2-ALPHA-0006 [C]
IX - 3
Setup and Operation
R
RAM Clear 2-2
Reels sub menu 5-22
Remote Handpay Reset 7-25
Resend Handpay Pending 7-25
Residual Credit Collect Option 7-18
Restricted Promotional Credits 7-18
Restricted Promotional Voucher Out 7-18
Restricted Transfers To Gaming Machine 4-19
Restricted Transfers To Gaming Machine
Count 4-19
Restricted Transfers To Host 4-20
Restricted Transfers To Host Count 4-20
Restricted Transfers To Ticket 4-22
Restricted Transfers To Ticket Count 4-22
Top Reel Lights 5-23
Total Cancelled Credits 4-6
Total External Bonus Wins Awarded 4-18
Total Games Lost 4-6, 4-10
Total Games Played 4-6, 4-10
Total Games Won 4-6, 4-10
Total In 4-4
Total Jackpot Won Recredited 4-6
Total Money to Drop 4-5
Total Out 4-4
Total Payouts 4-15
Total Progressive Wins Awarded 4-18
Total Transfer In 4-4
Total Transfer Out 4-4
Total Transfers In 4-5
Touch Screen Calibration 7-3
Touch Screen Setup 7-1
Transaction History 6-6
U
Un Enroll 7-29
Upper Jackpot 7-14
S
SAS® 7-23
SDG Setup 7-29
SDS® 7-22
Security Accounting 4-23
Serial Ports 7-21
Slot Data Systems 7-22
Slot ID 7-32
Sound Setup 7-1
Standard Validation 7-25
System Menus 3-1
System Validation 7-25
V
Validate sub menu 5-20
Version Information 5-2
Voucher In 4-4
Voucher In Count 4-6
Voucher Out 4-6
Voucher Out Count 4-6
Voucher Printer 7-10
Vouchers to Drop 4-5
W
T
Test Lights 5-20
Test Wheel 5-20
Times Hit 4-15
Top Box 5-19
IX - 4
MK2-ALPHA-0006 [C]
WAT In 4-7
WAT Out 4-7
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Progressive Accounting 4-14
Protocol Accounting 4-13
Protocol Meters 4-16
purity adjustments 5-15
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