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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


Alpha Game Platform Setup and Operation

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


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]
Setup and Operation

Revision

Revision Table

Revision Date Author Description

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

B 4 August 2006 LF Added Progressive Win History. Added information about Bill Limit.
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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


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If no, what is missing? ______________________________________________________________
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Ease-of-Use
Which do you use the most to find information? (Circle one) Table of Contents Index

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


How clear, concise, and easy to follow are the procedures? __________________________________
How could these procedures be easier to follow? __________________________________________
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Organization of This Guide


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iv MK2-ALPHA-0006 [C]
Setup and Operation

Contents

Revision

Chapter 1: Overview
Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 1

Chapter 2: Setup
Power On and Boot Sequence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 - 1
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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

Chapter 5: Diagnostics
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


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


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
Voucher Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 - 33
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

Chapter 8: Out of Service


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

Index

viii MK2-ALPAH-0006 [C]


Setup and Operation

Chapter 1
Overview

Overview
This document includes instructions for using the Alpha game platform (AGP), which is available in a
variety of cabinets including CineVision, M9000, S9000, V8700A, and VT-200. The 4 Alarm Bonus game
is used in this document to illustrate features of the AGP that apply to any installed game.
This document may describe procedures for equipment that may not be applicable to all cabinet
configurations, or that may require additional components. Each regulatory jurisdiction may have
controls, policies, and procedures that must be followed. You are responsible for understanding and
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

abiding by the rules that apply in your environment.

MK2-ALPHA-0006 [C] 1-1


Chapter 1 Setup and Operation

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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


Setup and Operation

Chapter 2
Setup

Power On and Boot Sequence


Switching power on executes a series of boot commands. Depending upon the game, a splash screen may
appear containing a counter and logo similar to the following example:
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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

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

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

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


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:
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.

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


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.

RAM Clear Procedure

NOTE: A RAM Clear zeros the accounting meters. Record all accounting information
before executing a RAM Clear.
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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 Setup and Operation

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

Ram Clear Part No : (part number)


Jurisdiction Name : (jurisdiction)
Jurisdiction ID Part No : (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

Figure 3: RAM Clear Menu

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

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


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


Setup and Operation

Chapter 3
System Menus

System Menus
The Attendant menu and Operator menu are similar, except for the method of access. Access the
Attendant menu by turning a key in the Attendant key switch. Access the Operator menu by pressing the
Test switch while the cabinet door is open. The Attendant menu has a blue background, while the
Operator menu has a purple background.
The Attendant menu is a sub-set of the Operator menu. For security, configuration is not available in the
Attendant menu. The menus provide access to configure the machine, to review game history, to view
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

accounting information, and to perform diagnostics.

Attendant and Operator Menus

Pending Status:
Accounting
(Setup or Operator) Menu Entered

(Status or Error Messages)


Diagnostics

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 Machine Accounting Machine Master

Game Accounting Machine Period


All menu items will not appear on all
Protocol Accounting
machines. Game Master
Bill Accounting
The actual appearance of submenus Game Period
Progressive Accounting
depends upon the game, the
Security Accounting Protocol Meters
Jurisdiction chip installed, and the
options selected. Error Accounting AFT Meters

Clear Period Accounting


Bill Master

Bill Period

Diagnostics Version Information Progressive Master

Jurisdiction Progressive Period

Input/Output

History Memory Diag Juris Limits

Video Diagnostics Juris Bit Codes

Com Port Diag

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


Door I/O Diagnostics
Setup Game Diagnostics
Cabinet I/O
GAT Port
Processor I/O

Game Play History Bill Validator Test


Out of Service
Event History Coin Acceptor Test

Game Event History Hopper Test


Attendant Menu Options
Transaction History
Touch Screen Setup Red Purity
Progressive History
Sound Setup Green Purity

Base Denom Setup Blue Purity


Operator Menu Options
Multi Denom Setup Dot Alignment
Touch Screen Setup
Denom Config Graph Alignment
Sound Setup
Default Denom White Temp
Game Setup

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


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

Return Closes the menu and returns to the game


to Game

Exit Returns to the main menu

Next (or) Indicates that additional pages of information are available. Touch the icon to view
Next Page the next screen.

Previous (or) Informs of available pages of information. Touch the icon to view the previous
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

Previous Page screen.

Save Touching the icon writes the displayed values in memory.

Set Saves any changes entered.

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

(Data display field)

7 8 9 Back

4 5 6 Clear

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


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


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
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:
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

Pending Status:
Accounting
Setup Menu Entered

Diagnostics

History

Setup

Out Of
Service

Return Open Door M


To Game

Figure 6: Main Menu

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


Chapter 3 Setup and Operation

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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


Setup and Operation

Chapter 4
Accounting

Accounting Menu
The Accounting menu provides submenus for viewing machine and game statistics. The submenus are
Machine Accounting, Game Accounting, Protocol Accounting, Bill Accounting, Security Accounting, and
CMT Prize Count. There is a diagnostic submenu: Error Accounting. There is also a Clear Period
Accounting icon to zero the temporary (periodic) meters.
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

Machine Pending Status:


Accounting
Accounting Setup Menu Entered

Game
Diagnostics
Accounting

Protocol
History
Accounting

Bill
Setup
Accounting

Out Of Security
Service Accounting

Error
Accounting

Clear Period
Accounting

CMT
Prize Count

Return Open Door M


To Game

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.

Machine Machine Pending Status:


Accounting
Accounting Master Setup Menu Entered

Game Machine
Diagnostics
Accounting Period

Protocol
History
Accounting

Bill
Setup
Accounting

Out Of Security
Service Accounting

Error
Accounting

Clear Period
Accounting

CMT
Prize Count

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


Return Open Door M
To Game

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 $0.00
Cash Promo Played (Sub Total) $0.00
Non Cash Promo Played (Sub Total $0.00

Coin Out $0.00


Money Won $0.00

Machine Hold % 0.00 %


Machine Yield % 0.00 %

Total In $0.00
Physical Coin In $0.00
Bill In $0.00
Voucher In $0.00
Coupon Promotion In $0.00
Cash Promo Coupon In $0.00
Non Cash Promo Coupon In $0.00
Total Transfer In $0.00
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

Total Out $0.00


Physical Coin Out $0.00
Cash Voucher Out $0.00
Coupon Promotion Out $0.00
Attendant Paid Jackpots $0.00
Jackpot Vouchers Out $0.00
Attendant Paid Cancelled Credits $0.00
Total Transfers Out $0.00 Open Door M

Return to
Next Exit
Game

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

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


Chapter 4 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 Accumulates the value of credits from the bill acceptor from coupons with credits designated
In as cashable.

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


Non Cash Promo Accumulates the value of credits from the bill acceptor from coupons with credits that must
Coupon In 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 Accumulates the value of non cashable vouchers issued by the machine.
Out

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

Jackpot Vouchers Out Unused in Class 3.

Attendant Paid Accumulates the value of credit collect lockups.


Cancelled Credits

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

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


Setup and Operation Chapter 4

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

Machine Master
Total Money to Drop $0.00
Total Transfer In $0.00
Vouchers to Drop $0.00
Bills and Coins to Drop $0.00
Bill Drop $0.00
Coin Drop $0.00

Hopper Extra Coins Out $0.00

Total Games Played 0


Total Games Won 0
Total Games Lost 0

Physical Coin In Count 0


Physical Coin Out Count 0
Voucher In Count 0
Cash Promo Coupon In Count 0
Non Cash Promo Coupon Out Count 0

Voucher Out $0.00


Total Cancelled Credits $0.00

Attendant Paid Total Won $0.00


Paytable Jackpots Hand Paid $0.00
Total Jackpots Won Recredited $0.00
Open Door M

Return to
Previous Next Exit
Game

Figure 10: Machine Master Screen Two of Three


Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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

Label Description

Total Money to Accumulates the value of coins accepted when the hopper is full or absent; the value of all
Drop 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 Accumulates the value of currency accepted by the bill acceptor and coins accepted by the
Drop 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 Accumulates the value of coins dispensed in error.


Out

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


Chapter 4 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 Accumulates the number of coins accepted by the coin acceptor.
Count

Physical Coin Out Accumulates the number of coins dispensed by the hopper.
Count

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

Non Cash Promo Accumulates the number of coupons designated as non cashable accepted by the bill
Coupon In Count acceptor.

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


Non Cash Promo Accumulates the number of coupons designated as non cashable dispensed by the machine.
Coupon Out Count

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

Total Cancelled Accumulates the value of credit collect lockups.


Credits

Attendant Paid Accumulates the value of win lockups.


Total Won

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

Total Jackpots Won Accumulates the value of all win lockups released and added to the Players credit meter.
Recredited

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


Setup and Operation Chapter 4

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

Machine Master
Total Transfer In $0.00
EFT In $0.00
WAT In $0.00
Cashable Electronic Promotion In $0.00
Non Cashable Electronic Promotion In $0.00

Total Transfer Out $0.00


WAT Out $0.00
Cashable Electronic Promotion Out $0.00
Non Cashable Electronic Promotion Out $0.00

Machine Paid External Bonus Payout $0.00


Attendant Paid External Bonus Payout $0.00
Machine Paid Progressive Payout $0.00
Attendant Paid Progressive Payout $0.00

Open Door M

Return to Print
Previous Exit
Game Meters

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
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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

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

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

Cashable Electronic Accumulates the value of electronic transfers from the machine for credits designated as
Promotion Out promotional

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


Chapter 4 Setup and Operation

Label Description

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

Machine Paid Accumulates the value of wins from bonusing that do not cause a win lockup.
External Bonus
Payout

Attendant Paid Accumulates the value of wins from bonusing that cause a win lockup.
External Bonus
Payout

Machine Paid Accumulates the value of progressive wins that do not cause a win lockup.
Progressive Payout

Attendant Paid Accumulates the value of progressive wins that cause a win lockup.
Progressive Payout

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

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

4-8 MK2-ALPHA-0006 [C] Machine Accounting


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.

Machine Game Pending Status:


Accounting
Accounting Master Setup Menu Entered

Game Game
Diagnostics
Accounting Period

Protocol
History
Accounting

Bill
Setup
Accounting

Out Of Security
Service Accounting

Error
Accounting

Clear Period
Accounting

CMT
Prize Count
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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 $0.00
Money Won (Includes Jackpots) $0.00
Coin Out (Excludes Jackpots) $0.00
Jackpots Won (Jackpots) $0.00
Game Hold % 0.00 %
Game Yield % 0.00 %
Total Games Played 0
Total Games Won 0
Total Games Lost 0

PokerDoubleDoubleBonus92a
Open Door M

Return to Previous Next Game Wager


Exit
Game Game ID Game ID Stats Category

Figure 13: Game Master Accounting

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


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 Accumulates the value of all game wins.


Jackpots)

Coin Out (Excludes Accumulates the value of credits won on the game without a win lockup.
Jackpots)

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


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

Return to Next Game


Exit
Game Game ID Meters

Figure 14: Game Statistics


Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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

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

Games Won At Max Accumulates the number of games with a winning combination with the maximum number of
Bet 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 Played) Theo Payback


Coin 1 $0.00 90.00%
Coin 2 $0.00 92.00%
Coin 3 $0.00 92.00%

PokerTripleDoubleBonus98a
Open Door M

Return to Previous Next Game Game


Exit
Game Game ID Game ID Stats Meters

Figure 15: Game MasterWager Category

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

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


Label Description

Weighted A calculation derived from credits wagered per game when the theoretical payback
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 games 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


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:

Machine Progressive Pending Status:


Accounting
Accounting Accounting Setup Menu Entered

Game Protocol
Diagnostics
Accounting Meters

Protocol AFT
History
Accounting Meters

Bill
Setup
Accounting

Out Of Security
Service Accounting

Error
Accounting

Clear Period
Accounting

CMT
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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.

Machine Progressive Progressive Pending Status:


Accounting
Accounting Accounting Master Setup Menu Entered

Game Protocol Progressive


Diagnostics
Accounting Meters Period

Protocol AFT
History
Accounting Meters

Bill
Setup
Accounting

Out Of Security
Service Accounting

Error
Accounting

Clear Period
Accounting

CMT
Prize Count

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


Return
To Game 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 $0.00
Times Hit 0
Last Award Hit $0.00

Level 2
Total Payouts $0.00
Times Hit 0
Last Award Hit $0.00

Level 3
Total Payouts $0.00
Times Hit $0
Last Award Hit $0.00

Level 4
Total Payouts $0.00
Times Hit 0
Last Award Hit $0.00

Level 5
Total Payouts $0.00
Times Hit $0
Last Award Hit $0.00

Open Door M

Return to
Next Exit
Game
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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 Host Comm II
SAS Primary None

Cash Voucher In $0.00


Cash Voucher In Count 0
Cash Promo Vouchers In $0.00
Cash Promo Vouchers In Count 0
Non Cash Promo Vouchers In $0.00
Non Cash Promo Vouchers In Count 0

Cash Vouchers Out $0.00


Cash Vouchers Out Count 0
Cash Promo Vouchers Out $0.00
Cash Promo Vouchers Out Count 0
Non Cash Promo Vouchers Out $0.00
Non Cash Promo Vouchers Out Count 0

Open Door M

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


Return to
Next Exit
Game

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 Number of vouchers for credits designated as promotional.


Count

Non Cash Promo Value of credits restricted to wagers from vouchers.


Vouchers In

Non Cash Promo Number of vouchers for credits restricted to wagers.


Vouchers In Count

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 Number of vouchers dispensed for unrestricted credits.


Count

Cash Promo Vouchers Value of credits designated as promotional and dispensed as vouchers.
Out

Cash Promo Vouchers Number of vouchers dispensed for credits designated as promotional.
Out Count

Non Cash Promo Value of credits restricted to wagers dispensed as vouchers.


Voucher Out

Non Cash Promo Number of vouchers dispensed for credits restricted to wagers.
Vouchers Out Count

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

Protocol Meters
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

Host Comm I Host Comm II


SAS Primary None

Handpay Cash, Receipt $0.00


Handpay Cash, Receipt Count 0

Handpay Single Win, Receipt $0.00


Handpay Single Win, Receipt Count 0

Handpay Cash, No Receipt $0.00


Handpay Cash, No Receipt Count 0

Handpay Single Win, No Receipt $0.00


Handpay Single Win, No Receipt Count 0

Total Progressive Wins Awarded $0.00


Total External Bonus Wins Awarded $0.00

Open Door M

Return to
Previous Exit
Game

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:

Label Description

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

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

HandPay Single Win, The value of win lockups recorded and documented by the accounting system host.
Receipt

HandPay Single Win, The number of win lockups recorded and documented by the accounting system host.
Receipt Count

HandPay Cash, No The value of win lockups and credit collect lockups recorded by the accounting system
Receipt host.

HandPay Cash, No The number of win lockups and credit collect lockups recorded by the accounting system
Receipt Count host.

HandPay Single Win, No The value of win lockups recorded by the accounting system host.
Receipt

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


HandPay Single Win, No The number of win lockups recorded by the accounting system host.
Receipt Count

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


Awarded

Total External Bonus The value of credits awarded by host-controlled bonusing.


Wins Awarded

4 - 18 MK2-ALPHA-0006 [C] 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 $0.00


Cashable Transfers To Gaming Machine Count 0
Restricted Transfers To Gaming Machine $0.00
Restricted Transfers To Gaming Machine Count 0
Nonrestricted Transfers To Gaming Machine $0.00
Nonrestricted Transfers To Gaming Machine Count 0
Debit Transfers To Gaming Machine $0.00
Debit Transfers To Gaming Machine Count 0

Cashable Transfers To Host $0.00


Cashable Transfers To Host Count 0
Restricted Transfers To Host $0.00
Restricted Transfers To Host Count 0
Nonrestricted Transfers To Host $0.00
Nonrestricted Transfers To Host Count 0

Open Door M

Return to
Next Exit
Game
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

Figure 21: AFT Meters Screen One of Two

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

Label Description

Cashable Transfers To Value of credits designated as cashable transferred to the machine from a wagering
Gaming Machine account host.

Cashable Transfers To Number of occurrences of credits designated as cashable transferred to the machine from
Gaming Machine Count a wagering account host.

Restricted Transfers To Value of credits designated as restricted transferred from a wagering account host to the
Gaming Machine machine.

Restricted Transfers To Number of occurrences of credits designated as restricted transferred from a wagering
Gaming Machine Count account host to the machine.

Nonrestricted Transfers Value of credits designated as nonrestricted transferred to the machine from a wagering
To Gaming Machine account host.

Protocol Accounting MK2-ALPHA-0006 [C] 4 - 19


Chapter 4 Setup and Operation

Label Description

Nonrestricted Transfers Number of occurrences of credits designated as nonrestricted transferred to the machine
To Gaming Machine from a wagering account host.
Count

Debit Transfers To Value of credits transferred to the machine from a financial institution.
Gaming Machine

Debit Transfers To Number of occurrences of credits transferred to the machine from a financial institution.
Gaming Machine Count

Cashable Transfers To Value of credits designated as cashable transferred from the machine to a wagering
Host account.

Cashable Transfers To Number of occurrences of credits designated as cashable transferred from the machine to
Host Count a wagering account.

Restricted Transfers To Value of credits designated as restricted transferred from the machine to a wagering
Host account.

Restricted Transfers To Number of occurrences of credits designated as restricted transferred from the machine to
Host Count a wagering account.

Nonrestricted Transfers Value of credits designated as nonrestricted transferred from the machine to a wagering
To Host account.

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


Nonrestricted Transfers Number of occurrences of credits designated as nonrestricted transferred from the
To Host Count machine to a wagering account.

4 - 20 MK2-ALPHA-0006 [C] Protocol Accounting


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 $0.00


Bonus Cashable Transfers To Gaming Machine Count 0
Bonus Nonrestricted Transfers To Gaming Machine $0.00
Bonus Nonrestricted Transfers To Gaming Machine Count 0

Cashable Transfers To Ticket $0.00


Cashable Transfers To Ticket Count 0
Restricted Transfers To Ticket $0.00
Restricted Transfers To Ticket Count 0
Debit Transfers To Ticket $0.00
Debit Transfers To Ticket Count 0

Open Door M

Return to
Previous Exit
Game

Figure 22: AFT Meters screen two of two

The following table describes items recorded in AFT Meters screen two:
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

Label Description

Bonus Cashable Value of credits designated as bonus cashable transferred to the machine from a wagering
Transfers To Gaming account host.
Machine

Bonus Cashable Number of occurrences of credits designated as bonus cashable transferred to the
Transfers To Gaming machine from a wagering account host.
Machine Count

Bonus Nonrestricted Value of credits designated as bonus nonrestricted transferred to the machine from a
Transfers To Gaming wagering account host.
Machine

Bonus Nonrestricted Number of occurrences of credits designated as bonus nonrestricted transferred to the
Transfers To Gaming machine from a wagering account host
Machine Count

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

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


Chapter 4 Setup and Operation

Label Description

Cashable Transfers To Number of occurrences of credits designated as cashable transferred to a machine that
Ticket Count dispensed a voucher rather than accumulate the credits.

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

Restricted Transfers To Number of occurrences of credits designated as restricted transferred to a machine that
Ticket Count 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 Number of occurrences of credits transferred to a machine from a financial institution to a
Count machine that dispensed a voucher rather than accumulate the credits.

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

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


Machine Pending Status:
Accounting
Accounting Setup Menu Entered

Game
Diagnostics
Accounting

Protocol
History
Accounting

Bill
Setup
Accounting

Out Of Security
Service Accounting

Error
Accounting

Clear Period
Accounting

CMT
Prize Count

Return Open Door M


To Game

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 0
$ 2 Bills 0
$ 5 Bills 0
$ 20 Bills 0
$ 50 Bills 0
$100 Bills 0

Total Bills 0

$
Period Bills $0.00

$ 1 Bills 0
$ 2 Bills 0
$ 5 Bills 0
$ 20 Bills 0
$ 50 Bills 0
$100 Bills 0

Total This Period 0

Open Door M

Return to
Exit
Game

Figure 24: Bill Accounting


Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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 Bill Stacker Access
Last Open 03/29/2006 17:26:33 Last Open 03/29/2006 17:26:33
Last Close 03/29/2006 17:26:33 Last Close 03/29/2006 17:26:33
Open Count 0 Open Count 0
Games Since Last 0 Games Since Last 0

Coin Drop Door Logic Door


Last Open 03/29/2006 17:26:33 Last Open 03/29/2006 17:26:33
Last Close 03/29/2006 17:26:33 Last Close 03/29/2006 17:26:33
Open Count 0 Open Count 0
Games Since Last 0 Games Since Last 0

Bill Validator Door Stacker Door


Last Open 03/29/2006 17:26:33 Last Open 03/29/2006 17:26:33
Last Close 03/29/2006 17:26:33 Last Close 03/29/2006 17:26:33
Open Count 0 Open Count 0
Games Since Last 0 Games Since Last 0

Open Door M

Return to
Next Page Exit
Game

Figure 25: Security Accounting Screen One of Two

The following is an example of Security Accounting screen two:

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


Security Accounting
Last power fail
Last Power Fail 03/29/2006 17:26:33
Last Power On 03/29/2006 17:26:33
Power off duration 20 days 23:44:53
Games since last 0

Belly Door
Last Open 03/29/2006 17:26:33
Last Close 03/29/2006 17:26:33
Open Count 0
Games Since Last 0

Main Hood Door


Last Open 03/29/2006 17:26:33
Last Close 03/29/2006 17:26:33
Open Count 0
Games Since Last 0

Open Door M

Return to Previous
Exit
Game Page

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 machines operational categories. The
following is an example of the Error Accounting screen:

Error Accounting
Coin In jams 0
Coin in tampers 0
Coin in device errors 0
Coin in system errors 0
Coin lockout malfunctions 0
Bill in jams 0
Bills rejected 0
Mechanical meter disconnects 0
Touch screen errors 0
Bill validator errors 0
Hopper empty 0
Hopper coin out jam 0
Printer jams 0
Printer errors 0

Open Door M

Return to
Exit
Game
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

Figure 27: Error Accounting

The exceptions monitored include the following:

Coin in jams Bills Rejected Hopper Empty


Coin in tampers Mechanical Meter Hopper Coin Out Jams
Disconnects
Coin in device errors Touch Screen Errors Printer Jams
Coin Lockout Bill Validator Errors Printer Errors
Malfunctions
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


Chapter 4 Setup and Operation

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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


Setup and Operation

Chapter 5
Diagnostics

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

Version Pending Status:


Accounting
Information Setup Menu Entered
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

Jurisdiction
Diagnostics
Information

Input/Output
History
Diagnostics

Memory
Setup
Diagnostics

Out Of Video
Service Diagnostics

Com Port
Diagnostics

Game
Diagnostics

GAT
Port

Return Open Door M


To Game

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 Dev OS V3.17.00
OS Media Signature CRC. A0B1
A1B2C3D4E5F6E7D8C9B0A1B2C3D4E5F6E7D8C9B0
A1B2C3D4E5F6E7D8C9B0A1B2C3D4E5F6E7D8C9B0

Game Version Game Version 3.14.00


Game Media Signature CRC. C3D4
A1B2C3D4E5F6E7D8C9B0A1B2C3D4E5F6E7D8C9B0
A1B2C3D4E5F6E7D8C9B0A1B2C3D4E5F6E7D8C9B0

Processor ID Simulated

Printer Version Simulated

Bill Validator Data Simulated BV

Manufacturer Bally Technologies

Jurisdiction Part Number AVJURUSNVCS0-01

Jurisdiction Name Nevada

Machine ID VTO-200

BIOS Version Dev BIOS Version V3.14.00

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


DOOR OPEN M

Return to
Exit
Game

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:

Version Jurisdiction Pending Status:


Accounting
Information Limits Setup Menu Entered

Jurisdiction Jurisdiction
Diagnostics
Information Bit Codes

Input/Output
History
Diagnostics

Memory
Setup
Diagnostics

Out Of Video
Service Diagnostics

Com Port
Diagnostics

Game
Diagnostics

GAT
Port

Return Open Door M


Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

To Game

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 AVJURUSNVCS0-01
Jurisdiction Name 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 $999,999.99

Jurisdiction Max Currency In $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

DOOR OPEN M

Return to
Exit

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


Game

Figure 31: Jurisdictional Limits

The following table describes the labels:

Labels Description

Jurisdiction Part Identification number of the jurisdictional EEPROM (Jurisdiction Chip).


Number

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

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

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


Setup and Operation Chapter 5

Labels Description

Jurisdiction Max A transaction value limit of the bill acceptor between games.
Currency In

Jurisdiction Max A transaction value limit of the coin acceptor between games.
Physical Coin In

Jurisdiction AFT Max A limit of transferred values by an advance fund transfer (AFT) transaction.
Transfer Limit

Jurisdiction AFT Must A limit, when exceeded by a win, initiates an AFT transaction.
Transfer Win Limit

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

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

Jurisdictional Bit Codes


The Jurisdictional Bit Codes submenu displays the contents of the Jurisdiction Chip in hexadecimal. The
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

following is an example of Jurisdictional Bit Codes:

Jurisdictional Bit Codes


Jurisdiction Part Number AVJURUSNVCS0-01
Jurisdiction Name 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

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Exit
Game

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:

Version Door I/O Pending Status:


Accounting
Information Diagnostics Setup Menu Entered

Jurisdiction Cabinet I/O


Diagnostics
Information Diagnostics

Input/Output Processor I/O


History
Diagnostics Diagnostics

Memory Bill Validator


Setup
Diagnostics Test

Out Of Video Coin Acceptor


Service Diagnostics Test

Com Port Hopper


Diagnostics Test

Game
Diagnostics

GAT
Port

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


Return Open Door M
To Game

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


Hold 1 Switch 0 Play x lines 0
Hold 2 Switch 0 Play x lines 0
Hold 3 Switch 0 Play x lines 0
Hold 4 Switch 0 Play x lines 0
Hold 5 Switch 0 Play Both Ways 0
Hold 6 Switch 0 Auto Play Switch 0
Service Switch 0 Coin-in 1 Switch 0
Start Switch 0 Coin-in 2 Switch 0
Cash Out Switch 0 Coin-in 3 Switch 0
Bet Max Switch 0 Coin-in 4 Switch 0
Bet 1 Switch 0 Coin-in 5 Switch 0
Play x lines 0 Coin-in 6 Switch 0

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


Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

DOOR OPEN M

Return to Next
Exit
Game Page

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:

Label Function

Hold Switches 1-6 Bet 1 Switch Each switch assignment corresponds to a function of a game. The actual function
Play x lines and the button legend depends upon the games and the peripherals installed in
Play Both Ways the cabinet.
Auto Play Switch

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.

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 Hold 6 Bet 1 Play 5 Coin Acc


Lamp Lamp Lamp Lamp Lamp

Hold 2 Service Play 1 Play Both Game Over


Lamp Lamp Lamp Ways Lamp Lamp

Hold 3 Start Play 2 Auto Play Auto Cycle


Lamp Lamp Lamp Lamp

Hold 4 Cash Out Play 3 Bill Val


Lamp Lamp Lamp Lamp

Hold 5 Bet Max Play 4 Insert Coin


Lamp Lamp Lamp Lamp

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

OPEN DOOR M
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

Return Previous
Exit
To Game Page

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

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

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


OPEN DOOR M

Return Next
Exit
To Game Page

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


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 Previous
Exit
To Game Page

Figure 37: Cabinet Outputs


Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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 0
Attendant Key 0
Logic Door 0
Coin Drop Door 0
Main Door 0
Bill Val Door 0
Low NV Batt 1 0
Low NV Batt 2 0

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

Open DoorM

Return
Exit
To Game

Figure 38: Processor Inputs

Input/Output Diagnostics MK2-ALPHA-0006 [C] 5 - 11


Chapter 5 Setup and Operation

The following table describes the labels:

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 cabinets 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.

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


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: 0


$1 Inserted 0
$5 Inserted 0
$10 Inserted 0
$20 Inserted 0
$50 Inserted 0
$100 Inserted 0

Total Bills Inserted 0


Open Door M

Return
Exit
To Game

Figure 39: Bill Validator Test

5 - 12 MK2-ALPHA-0006 [C] Input/Output Diagnostics


Setup and Operation Chapter 5

Coin Acceptor Test


The Coin Acceptor Test provides verification of the coin acceptors 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

Open Door M

Return Divert To
Exit
To Game Hopper
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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 Start
Exit
To Game Test

Figure 41: Hopper Test

Memory Diagnostics
The Memory Diagnostics submenu displays the size of memory installed in the system and the amount of

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


the memory available as shown in the following example:

Memory Diagnostics Info


Memory Total 513960 (KBytes)
Memory Available 367652 (KBytes)

Open Door M

Return
Exit
To Game

Figure 42: Memory Diagnostics Info

5 - 14 MK2-ALPHA-0006 [C] 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 monitors 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.

The following is an example of Video Diagnostics:

Version Red Pending Status:


Accounting
Information Purity Setup Menu Entered

Jurisdiction Green
Diagnostics
Information Purity

Input/Output Blue
History
Diagnostics Purity

Memory Dot
Setup
Diagnostics Alignment
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

Out Of Video Graph


Service Diagnostics Alignment

Com Port White


Diagnostics Temp

Game
Diagnostics

GAT
Port

Return Open Door M


To Game

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.

Version Pending Status:


Accounting
Information Setup Menu Entered

Jurisdiction
Diagnostics
Information

Input/Output
History
Diagnostics

Memory
Setup
Diagnostics

Out Of Video
Service Diagnostics

Com Port
Diagnostics

Game
Diagnostics

GAT
Port

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


Return Open Door M
To Game

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


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 Open Door M


Analyzer Exit
To Game

Figure 45: Com Port Diagnostics Statistics

The following table describes the labels:


Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

Label Description

tty M0M7 Terminal Type (Unix) Ports 07

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

Return
Counts Pause Exit
To Game

Figure 46: Com Port Diagnostics Analyzer

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


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


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
Exit
To Game

Figure 47: Game Diagnostics


Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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
Exit
To Game

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 wheels 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

Test
Lights

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


Return
Exit
To Game

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


Setup and Operation Chapter 5

Wheel Validation

1 Next

Previous

Return
Exit
To Game

Figure 50: Wheel Validation


Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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:

Reels RCU Device Calibration


AVRU5REEL150-02

17 07 05

BLANK BLANK BLANK

Calibrate BAR BAR BAR

BAR BAR BAR

BLANK BLANK BLANK

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


Return
Exit
To Game

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


Setup and Operation Chapter 5

Bezel

Running Bezel Diagnostics

Bezel Gadget Version: AVDUOABZL020-00

Open Door M

Return
Exit
To Game

Figure 53: Reel Bezel Diagnostics

Top Reel Lights


If the feature is installed, the Top Reel Lights diagnostic activates the enhanced presentation illumination
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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
Exit
To Game

Figure 54: GAT Port

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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.
The following is an example of the History submenu:
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

Game Play Pending Status:


Accounting
History Setup Menu Entered

Event
Diagnostics
History

Game Event
History
history

Transaction
Setup
History

Out Of Progressive
Service Win History

Return Open Door M


To Game

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

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


4 Alarm Bonus 94a Open Door M

Jackpot Hand Paid Win Credits:


Denom: $0.25 500
1 of 25
Return To Bet: 45 Previous 04/13/2006 Collected:
Win: 12500 10:14:25 $125 Exit
Game Game

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 04/13/2006 13:01:26 Denomination not set Denomination = $0.00
2 04/13/2006 13:01:26 Power Up Restart
3 04/13/2006 13:01:26 Ready After Restart
4 04/13/2006 13:01:26 Main Door Open Device ID = 19 Hex
5 04/13/2006 13:01:26 Main Door Closed Device ID = 19 Hex
6 04/13/2006 13:01:26 Main Door Open Device ID = 19 Hex
7 04/13/2006 13:01:26 BillVal Door Open Device ID = 19 Hex
8 04/13/2006 13:01:26 Setup Menu Entered
9 04/13/2006 13:01:26 Denomination Set Denomination = $0.05
10 04/13/2006 13:01:26 Setup Menu Exited
11 04/13/2006 13:01:26 Setup Menu Entered
12 04/13/2006 13:01:26 Setup Menu Exited
13 04/13/2006 13:01:26 Main Door Closed Device ID = 19 Hex
14 04/13/2006 13:01:26 VillVal Door Closed Device ID = 19 Hex
15 04/13/2006 13:01:26 Main Door Opened Device ID = 19 Hex
16 04/13/2006 13:01:26 Setup Menu Entered
17 04/13/2006 13:01:26 Setup Menu Exited
18 04/13/2006 13:01:26 Main Door Closed Device ID = 19 Hex
19 04/13/2006 13:01:26 Start of Game Credits = $2.75
20 04/13/2006 13:01:26 End of Game Credits = $9.00

Open Door M

Return To Next Page


Exit
Game

Figure 57: Event History

The following table lists the events:


Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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

Event

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

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


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 Hard Meter 4 Shorted
Cleared

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


Setup and Operation Chapter 6

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


Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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.
The following is an example of the Transaction History submenu:

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


Game Play Bill In Pending Status:
Accounting
History History Setup Menu Entered

Event Cash Out


Diagnostics
History History

Game Event Hand Pay


History
history History

Transaction Voucher
Setup
History History

Out Of Progressive Bonus


Service Win History History

External Fund
Transfer History

Return Open Door M


To Game

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 13:37:39 Cash In Bill Amount = $1.00
04/13/2006 13:37:39 Cash In Bill Amount = $5.00
04/13/2006 13:37:39 Cash In Bill Amount = $20.00
04/13/2006 13:37:39 Cash In Bill Amount = $10.00
04/13/2006 13:37:39 Cash In Bill Amount = $20.00
04/13/2006 13:37:39 Cash In Bill Amount = $1.00
04/13/2006 13:37:39 Cash In Bill Amount = $1.00
04/13/2006 13:37:39 Cash In Bill Amount = $1.00
04/13/2006 13:37:39 Cash In Bill Amount = $1.00
04/13/2006 13:37:39 Cash In Bill Amount = $100.00

Open Door M

Return
Exit
To Game

Figure 59: Bill In History


Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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 13:37:39 Cash Out Complete Cash Out Amount = $1.00
04/13/2006 13:37:39 Cash Out Complete Cash Out Amount = $5.00
04/13/2006 13:37:39 Cash Out Complete Cash Out Amount = $20.00
04/13/2006 13:37:39 Cash Out Complete Cash Out Amount = $10.00
04/13/2006 13:37:39 Cash Out Complete Cash Out Amount = $20.00
04/13/2006 13:37:39 Cash Out Complete Cash Out Amount = $1.00
04/13/2006 13:37:39 Cash Out Complete Cash Out Amount = $1.00
04/13/2006 13:37:39 Cash Out Complete Cash Out Amount = $1.00
04/13/2006 13:37:39 Cash Out Complete Cash Out Amount = $1.00
04/13/2006 13:37:39 Cash Out Complete Cash Out Amount = $100.00

Open Door M

Return
Exit
To Game

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


205 04/13/2006 13:37:39 Cash Out Hand Pay Lockup Cash Out Amount = $46.75
206 04/13/2006 13:44:21 Cash Out Hand Pay Cleared Cash Out Amount = $46.75

Open Door M

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


Return
Exit
To Game

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


Setup and Operation Chapter 6

Game Play Bill In Voucher In Pending Status:


Accounting
History History History Setup Menu Entered

Event Cash Out Voucher Out


Diagnostics
History History History

Game Event Hand Pay CMT Prize


History Certificate History
history History

Transaction Voucher
Setup
History History

Out Of Progressive Bonus


Service Win History History

External Funds
Transfer History

Return Open Door M


To Game

Figure 62: Voucher History

Voucher In History
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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 13:37:39 Voucher In xxxxxxxxxxxxxx6543 Amount = $35.75
04/13/2006 13:44:21 Voucher In xxxxxxxxxxxxxx3365 Amount = $250.75

Open Door M

Return
Exit
To Game

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 13:37:39 Pay Win Receipt Printed xxxxxxxxxxxxxx2392 Amount = $5000.00
04/13/2006 13:44:21 Cash out Receipt Printed xxxxxxxxxxxxxx7568 Amount = $250.75
04/13/2006 14:18:20 Cash Out Voucher Printed xxxxxxxxxxxxxx6600 Amount = $2.50

Open Door M

Return
Exit
To Game

Figure 64: Voucher Out History

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


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 13:37:39 Pay Win Receipt Printed xxxxxxxxxxxxxx2392 Amount = $5000.00
04/13/2006 13:44:21 Cash out Receipt Printed xxxxxxxxxxxxxx7568 Amount = $250.75
04/13/2006 14:18:20 Cash Out Voucher Printed xxxxxxxxxxxxxx6600 Amount = $2.50

Open Door M

Return
Exit
To Game

Figure 65: CMT Prize Certificate History

6 - 10 MK2-ALPHA-0006 [B] Transaction 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 13:37:39 Cash Bonus Received Amount = $50.00
04/13/2006 13:44:21 Cash Bonus Received Amount = $50.00
04/13/2006 14:18:20 Cash Bonus Received Amount = $2.00

Open Door M

Return
Exit
To Game

Figure 66: Bonus History


Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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 13:37:39 Inhouse Host To Game Cash Transfer Amount = $50.00
04/13/2006 13:44:21 Inhouse Host To Game Cash Transfer Amount = $50.00
04/13/2006 14:18:20 Inhouse Host To Game Cash Transfer Amount = $2.00

Open Door M

Return
Exit
To Game

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 13:37:39 Amount - $50,0126.00
04/13/2006 13:44:21 Amount - $50,0142.00
04/13/2006 14:18:20 Amount - $50,1122.00

Open Door M

Return
Next Exit
To Game

Figure 68: Progressive Win History

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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.
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.
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

Touch Screen Pending Status:


Accounting
Setup Setup Menu Entered

Sound
Diagnostics
Setup

Game
History
Setup

Machine
Setup
Setup

Out Of Credit
Service Setup

Clock
Setup

Comm
Setup

Voucher
Setup

Package
Installation

Return Open Door M


To Game

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

Return Test
Exit
To Game Touch Screen

Figure 70: Touchscreen Setup

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


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


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 ~

Touch at the cross


Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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
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

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


following is an example of Sound Setup:

~ Volume Setup ~

Master Wave

Open Door M

Return to
Save Exit
Game

Figure 75: Volume Adjustment

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


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 10 15 20

25 30 40 50

Bet Per Line Button Layout: Bet Bet Bet Bet Bet
1 1 1 1 1

Once saved, changes will require clearing NVRAM

Open Door M

Return to Save
and Exit
Game
Exit

Figure 76: Game Setup Example


Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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:

Touch Screen Machine Info Pending Status:


Accounting
Setup Setup Setup Menu Entered

Sound Device
Diagnostics
Setup Setup

Game Hard Meter


History
Setup Setup

Machine Coin Acceptor


Setup
Setup Setup

Out Of Credit
Service Setup

Clock
Setup

Comm
Setup

Voucher
Setup

Package
Installation

Return Open Door M


To Game

Figure 77: Machine Setup

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


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


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
Exit
To Game

Figure 78: Machine Info Setup

The serial number of the machine is embossed on the manufacturers 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:
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

~ Machine Info Setup ~


Serial Num Serial Number Set Serial

123456

Asset Num 7 8 9 Back Set Asset

4 5 6 Clear

1 2 3 Cancel

0 . Enter

~Machine Serial Number Not Set~


~Machine Asset Number Not Set~
Open Door M

Return
Exit
To Game

Figure 79: Entry of Serial Number

Touching the keypads 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 Set Serial

Asset Number: Set Asset

~Machine Serial Number Not Set~


~Machine Asset Number Not Set~
Open Door M

Return
Exit
To Game

Figure 80: Data Entered Into Field

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

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


~ Machine Info Setup ~
Serial Number: 000000123456 Set Serial

Asset Number: Set Asset

~Machine Serial Number Set~


~Machine Asset Number Not Set~
Open Door M

Return
Exit
To Game

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

Touch any highlighted field to change.


Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

Open Door M

Return
Save Exit
To Game

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

The labels are described in the following table:

Label Description

Voucher Printer If the machine has the ability to dispense vouchers, the printers 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.

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


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


Setup and Operation Chapter 7

Hard Meters Setup

Hard Meter Increment


1.00

Meter Layout

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

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

Touch the highlighted field to change.


Open Door M

Return
Set Exit
To Game

Figure 84: Hard Meters Setup

Coin Acceptor Setup


Coin Acceptor Setup provides the opportunity to configure a multiple-channel coin acceptor, which
accepts coins of a variety of denominations. The denominations attributed to each channel must match
the settings of the pre-programmed acceptor. The following is an example of settings for a coin acceptor
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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
Save Exit
To Game

Figure 85: Coin Acceptor Setup

Setup Menu MK2-ALPHA-0006 [C] 7 - 11


Chapter 7 Setup and Operation

Credit Setup

Touch Screen Pending Status:


Accounting
Setup Setup Menu Entered

Sound
Diagnostics
Setup

Game
History
Setup

Machine
Setup
Setup

Out Of Credit
Service Setup

Clock
Setup

Comm
Setup

Voucher
Setup

Return Open Door M


To Game

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


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


Setup and Operation Chapter 7

~ Credit Limits ~
Base Denom $1.00 Default Denom Not Set

Input Limits Output Limits

Bill Limit $3000.00 Hopper Limit No Hopper

Credit Limit $10000.00 Printer Limit No Printer

Jackpot Limit $1200.00 Upper Jackpot $10000.00

Multi-Denom Not Set

Denom Config Cash Out Options

Touch any highlighted field to change.


Open Door M

Return
Set Exit
To Game

Figure 87: Credit Limits

The labels are described in the following table:


Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

Label Description

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

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

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

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

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

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

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
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.

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

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


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
Save CRC Check Exit
To Game

Figure 88: Denom Configuration

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


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

Return
Save CRC Check Exit
To Game
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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 Not Set Not Set $0.02

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

$0.20 CRCS $0.25

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

$2.00 Cancel $5.00

$10.00 Not Set Not Set $25.00

$50.00 Not Set

Touch any button to enable a denomination.


Open Door M

Return
Save CRC Check Previous
To Game

Figure 90: CRCS

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


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


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

Return
Save Previous
To Game

Figure 91: Cash Out Options menu


Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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 Restricted Promotional Credits enables the accounting features of the machine to
Credits/Restricted Promotional accept and control credits that must be wagered or converted to a promotional
Voucher Out 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 Enables the machines accounting features to record the disposition of credits
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 machines payment sequence.

Residual Credit Collect Option The disposition of residual credits. The choices are Play, Handpay, Cancel; or a
combination of the three choices.
Play: Credits remaining in the machine that have a combined value less than the
value of a coin dispensed by the hopper can be resolved by wagering them on a
separate all-or-nothing game. A win equals one coin from the hopper; a loss
removes the credits from the machine.

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


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


Setup and Operation Chapter 7

Touch Screen Pending Status:


Accounting
Setup Setup Menu Entered

Sound
Diagnostics
Setup

Game
History
Setup

Machine
Setup
Setup

Out Of Credit
Service Setup

Clock
Setup

Comm
Setup

Voucher
Setup

Return Open Door M


To Game

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.
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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 : 28 PST STD -28800
03 : 21 : 2006 Tuesday 80

Hour
6
7 8 9 Back

4 5 6 Clear

1 2 3 Cancel

0 . Enter

Touch any Highlighted field to change


Open Door M

Return Change Reset


Set Exit
To Game Time Zone Seconds

Figure 93: Entering the Hour

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


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


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.

Touch Screen Serial Pending Status:


Accounting
Setup Ports Setup Menu Entered

Sound
Diagnostics
Setup

Game
History
Setup

Machine
Setup
Setup

Out Of Credit
Service Setup

Clock
Setup

Comm
Setup

Voucher
Setup
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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
Set Exit
To Game

Figure 96: Serial Communication Setup

Host Communication

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


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
Set Previous
To Game

Figure 97: SDS Setup

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


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:
.

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
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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

Return
Set Exit
To Game

Figure 98: SAS Setup

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


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


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.
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 hosts ability to release a win lockup or credit collect lockup. When
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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: 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.

Communication Setup 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 CONFIG

Certificate Out OFF

Legacy Bonusing SAS Primary

Machine Control SDG

Voucher In/Coupon In SAS Primary

Voucher Out SAS Primary

Set Pay Tables Before Setting Host Comms


Open Door M

Return
Save Previous
To Game

Figure 99: Dual Host Setup

Touch the highlighted fields to set AFT, Certificate Out, Legacy Bonusing, Machine Control, Voucher

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


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


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

Register Cancel Acknowledge


with Host Registration Host
Allow Bonus Transfers Not Set

Allow Debit Transfers Not Set

Allow Transfers to Game Not Set


Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

Allow Transfers From Game Not Set

Allow Partial Transfer Amounts Not Set

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

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

Host CAshout Mode Host Controlled

Print Debit Sample Host To Game Sample Game to Sample Debit


Registration Report Receipt Host Receipts Withdrawal Receipt

Touch any highlighted field to change


Open Door M

Return
Save Previous
To Game

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

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

Set Pay Win to Host Minimum Enable: Allows the Operator to set a value that, when exceeded by a win, causes the

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


Amount win to be automatically transferred to the Host instead of accumulating in the
machines 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


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

Return
Exit
To Game
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

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 ~

Denomination $ 0.05
Levels Contribution Minimum Current* Maximum

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

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

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

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

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

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


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

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

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

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

Touch any highlighted field to change.


Open Door M

Return
Save Override Previous
To Game
Current

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 progressives 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.
Selecting MAPS and touching the configuration field opens a screen similar to the following example:
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

~ 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
Save Previous
To Game

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

~ Progressive Levels ~
Level 1 JP0

Level 2 JP1

Level 3 JP2

Level 4 JP3

Level 5 NONE

Level 6 NONE

Level 7 NONE

Level 8 NONE

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


Touch any highlighted field to change.
Open Door M

Return
Save Previous
To Game

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


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

Touch Screen Voucher Pending Status:


Accounting
Setup Data Setup Setup Menu Entered

Sound
Diagnostics
Setup

Game
History
Setup
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

Machine
Setup
Setup

Out Of Credit
Service Setup

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 , . ; / \
Backspace SPACE Caps Lock

Location

Address 1

Address 2

Expiration 0000 Days  EXPIRES

Open Door M

Return
Save Exit
To Game

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


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


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 < > ; ? |
Backspace SPACE Caps Lock

Location

Address 1

Address 2

Expiration 0000 Days  EXPIRES

Open Door M
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

Return
Save Exit
To Game

Figure 107: Keyboard With Expanded Characters

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

Voucher Setup MK2-ALPHA-0006 [C] 7 - 35


Chapter 7 Setup and Operation

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

7 - 36 MK2-ALPHA-0006 [C] Voucher Setup


Setup and Operation

Chapter 8
Out of Service

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

Pending Status:
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

Accounting
(Setup or Operator) Menu Entered

(Status or Error Messages)


Diagnostics

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
Set Exit
To Game

Figure 109: Out of Service Selection

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

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


~ OUT OF SERVICE ~

Figure 110: Out of Service Display

8-2 MK2-ALPAH-0006 [C] Out of Service


Setup and Operation

Index

A Count 4-21
Bonus Nonrestricted Transfers To Gaming
Accounting Menu 4-1 Machine 4-21
AFT 7-26 Bonus Nonrestricted Transfers To Gaming Ma-
AFT Meters 4-19 chine Count 4-21
asset number 7-7 Button Panel 7-10
Attendant Key 5-12
Attendant menu 3-1
Attendant Paid Cancelled Credits 4-4 C
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

Attendant Paid External Bonus Payout 4-8


Attendant Paid Jackpots 4-4 Cabinet Outputs 5-10
Attendant Paid Progressive Payout 4-8 Cash Collect First 7-18
Attendant Paid Total Won 4-6 Cash Out Options 7-16
Cash Promo Coupon In 4-4
Cash Promo Coupon In Count 4-6
B Cash Promo Played 4-3
Cash Promo Vouchers In 4-16
Base Denom 7-13 Cash Promo Vouchers In Count 4-16
Bezel diagnostic 5-22 Cash Promo Vouchers Out 4-17
Bezel Gadget Version 5-22 Cash Promo Vouchers Out Count 4-17
Bill Accounting 4-22 Cash Voucher In 4-16
Bill Drop 4-5 Cash Voucher In Count 4-16
Bill In 4-4 Cash Voucher Out 4-4, 4-17
Bill Limit 7-13 Cash Voucher Out Count 4-17
Bill Val Door 5-12 Cashable Electronic Promotion In 4-7
Bill Validator 7-10 Cashable Electronic Promotion Out 4-7
Bill Validator Test 5-12 Cashable Transfers To Gaming Machine 4-19
Bills and Coins to Drop 4-5 Cashable Transfers To Gaming Machine
Bonus Cashable Transfers To Gaming Count 4-19
Machine 4-21 Cashable Transfers To Host 4-20
Bonus Cashable Transfers To Gaming Machine Cashable Transfers To Host Count 4-20

MK2-ALPHA-0006 [C] IX - 1
Setup and Operation

Cashable Transfers To Ticket 4-21 Event History 6-3


Cashable Transfers To Ticket Count 4-22
Certificate Out 7-26
Clear Period Accounting 4-2 F
Clock Setup 7-18
CMT Prize Count 4-25 feature wheel 5-19
Coin Acceptor 7-10 Front Panel Board Inputs 5-7
Coin Acceptor Test 5-13 Front Panel Board Outputs 5-9
coin diverter solenoid 5-13
Coin Drop 4-5
Coin Drop Door 5-12 G
Coin In 4-3
Coin In (Money Played) 4-10 Game Accounting 4-9
Coin Out 4-4 game authentication terminal (GAT) 5-23
Coin Out (Excludes Jackpots) 4-10 Game Hold % 4-10
Com Port Diagnostics 5-16 Game Setup 7-5
Com Port Diagnostics analyzer 5-18 Game Yield % 4-10
Communication Setup 7-21 Games Played 4-11, 4-12
CompactFlash 2-2 Games Played At Max Bet 4-11
Contribution 7-31 Games Won 4-11, 4-12
Coupon Promotion In 4-4 Games Won At Max Bet 4-11
Coupon Promotion Out 4-4
Credit Limit 7-13

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


H

D Hand Pay Receipt 7-17


Hand Pay Validation 7-17
Debit Transfers To Gaming Machine 4-20 HandPay Cash Receipt 4-18
Debit Transfers To Gaming Machine Count 4-20 HandPay Cash Receipt Count 4-18
Debit Transfers To Ticket 4-22 HandPay Cash, No Receipt 4-18
Debit Transfers To Ticket Count 4-22 HandPay Cash, No Receipt Count 4-18
Default Denom 7-13 HandPay Single Win Receipt 4-18
Device Setup 7-9 HandPay Single Win Receipt Count 4-18
Door I/O Diagnostics 5-7 HandPay Single Win, No Receipt 4-18
dot and graph patterns 5-15 HandPay Single Win, No Receipt Count 4-18
Dual Host Setup 7-25 Hard Meter Setup 7-10
Hopper 7-10
Hopper Extra Coins Out 4-5
E hopper level switch 5-10
Hopper Limit 7-14
EEPROM 2-2 Hopper Test 5-13
EFT In 4-7 Host bonuses 6-11
Enhanced (Secured) Validation 7-25 Host Comm I 7-22
Enroll 7-29 Host Comm II 7-22
Error Accounting 4-25 Host Communication 7-22

IX - 2 MK2-ALPHA-0006 [C]
Setup and Operation

J Money Won 4-4


Money Won (Includes Jackpots) 4-10
Jackpot Limit 7-13 Multi-Area Progressive (MAPS) 7-31
Jackpot Vouchers Out 4-4 Multi-Denom 7-13
Jackpots Won (Jackpots) 4-10
Jurisdiction AFT Max Transfer Limit 5-5
Jurisdiction AFT Must Transfer Win Limit 5-5 N
Jurisdiction JCM Country Code 5-5
Jurisdiction Locale 5-5 Non Cash Promo Coupon In 4-4
Jurisdiction Max Bet 5-4 Non Cash Promo Coupon In Count 4-6
Jurisdiction Max Currency In 5-5 Non Cash Promo Coupon Out Count 4-6
Jurisdiction Max Physical Coin In 5-5 Non Cash Promo Voucher Out 4-17
Jurisdiction Max Token Value 5-4 Non Cash Promo Vouchers In 4-16
Jurisdiction Max Win 5-4 Non Cash Promo Vouchers In Count 4-16
Jurisdiction Name 5-4 Non Cash Promo Vouchers Out Count 4-17
Jurisdiction Part Number 5-4 Non Cashable Electronic Promotion In 4-7
Jurisdiction Taxable Win Limit 5-4 Non Cashable Electronic Promotion Out 4-8
Jurisdictional Bit Codes 5-5 Non Restricted Promotional Credits 7-18
Jurisdictional Limits 5-4 Non-Cash Promo Played 4-3
Nonrestricted Transfers To Gaming Machine 4-19
Nonrestricted Transfers To Gaming Machine
L Count 4-20
Nonrestricted Transfers To Host 4-20
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.

Last Award Hit 4-15 Nonrestricted Transfers To Host Count 4-20


Legacy Bonusing 7-26 NVRAM 2-2
Logic Door 5-12
Low NV Batt 1 5-12
Low NV Batt 2 5-12 O

Operator menu 3-1


M Operator Switch 5-12
Operators (Setup) menu 3-5
Machine Accounting 4-2 Out of Service 8-1
Machine Control 7-26
Machine Hold % 4-4
Machine Info Setup 7-6 P
Machine Master 4-2
Machine Paid External Bonus Payout 4-8 Paytable Jackpots Hand Paid 4-6
Machine Paid Progressive Payout 4-8 Physical Coin In 4-4
Machine Period 4-2 Physical Coin In Count 4-6
Machine Setup 7-5 Physical Coin Out 4-4
Machine Yield % 4-4 Physical Coin Out Count 4-6
Main Door 5-12 Preferred Output Device 7-18
Main menu 3-5 Printer Limit 7-14
Memory Diagnostics 5-14 Processor I/O Diagnostics 5-11

MK2-ALPHA-0006 [C] IX - 3
Setup and Operation

Progressive Accounting 4-14 Top Reel Lights 5-23


Protocol Accounting 4-13 Total Cancelled Credits 4-6
Protocol Meters 4-16 Total External Bonus Wins Awarded 4-18
purity adjustments 5-15 Total Games Lost 4-6, 4-10
Total Games Played 4-6, 4-10
Total Games Won 4-6, 4-10
R Total In 4-4
Total Jackpot Won Recredited 4-6
RAM Clear 2-2 Total Money to Drop 4-5
Reels sub menu 5-22 Total Out 4-4
Remote Handpay Reset 7-25 Total Payouts 4-15
Resend Handpay Pending 7-25 Total Progressive Wins Awarded 4-18
Residual Credit Collect Option 7-18 Total Transfer In 4-4
Restricted Promotional Credits 7-18 Total Transfer Out 4-4
Restricted Promotional Voucher Out 7-18 Total Transfers In 4-5
Restricted Transfers To Gaming Machine 4-19 Touch Screen Calibration 7-3
Restricted Transfers To Gaming Machine Touch Screen Setup 7-1
Count 4-19 Transaction History 6-6
Restricted Transfers To Host 4-20
Restricted Transfers To Host Count 4-20
Restricted Transfers To Ticket 4-22 U
Restricted Transfers To Ticket Count 4-22
Un Enroll 7-29

Copyright 2006 Bally Gaming, Inc. All Rights Reserved.


Upper Jackpot 7-14
S

SAS 7-23 V
SDG Setup 7-29
SDS 7-22 Validate sub menu 5-20
Security Accounting 4-23 Version Information 5-2
Serial Ports 7-21 Voucher In 4-4
Slot Data Systems 7-22 Voucher In Count 4-6
Slot ID 7-32 Voucher Out 4-6
Sound Setup 7-1 Voucher Out Count 4-6
Standard Validation 7-25 Voucher Printer 7-10
System Menus 3-1 Vouchers to Drop 4-5
System Validation 7-25

W
T
WAT In 4-7
Test Lights 5-20 WAT Out 4-7
Test Wheel 5-20
Times Hit 4-15
Top Box 5-19

IX - 4 MK2-ALPHA-0006 [C]

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