Alpha Game Platform Setup and Operation

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1 Alpha Game Platform and Operation MK2-ALPHA-6 [C] 661 S. Bermuda Rd, Las Vegas, NV GO BALLY

2 Alpha Game Platform and Operation Copyright 26 Bally Gaming, Inc. All Rights Reserved. The following are trademarks of Bally Gaming, Inc.: Alpha Game Platform,, CineVision, M9, S9, V87A, and VT-2, 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. Copyright 26 Bally Gaming, Inc. All Rights Reserved. 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-6 [C]

3 and Operation Revision Revision Table Revision Date Author Description A 27 April 26 LF Based upon MK2-ALPHA-5 in a new format that replaces screen captures with representations for added clarity and reduced file size. Copyright 26 Bally Gaming, Inc. All Rights Reserved. B 4 August 26 LF Added Progressive Win History. Added information about Bill Limit. C 1 December 26 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 screen figure 13. MK2-ALPHA-6 [C] iii

4 and Operation Reader Comment Form FAX this form to: ATTN: Technical Publications Dept. Report an Error Page Description (Use additional pages as needed) Provide Feedback Usefulness of This Guide How do you use this guide? (Circle one) Only as a reference All the time Not at all Why do you use the guide this way? This guide tells you everything you need to do your job. (Circle one) Yes No If no, what is missing? Ease-of-Use Which do you use the most to find information? (Circle one) Table of Contents Index How clear, concise, and easy to follow are the procedures? How could these procedures be easier to follow? Organization of This Guide Are the topics within each chapter grouped properly? Is the document organized so topics are easy to find? Yes No If no, which topics were not easy to find? Other Comments Reader Contact Information (If you would like to be contacted directly) Name Company Telephone Copyright 26 Bally Gaming, Inc. All Rights Reserved. iv MK2-ALPHA-6 [C]

5 and Operation Contents Revision Chapter 1: Overview Overview Chapter 2: Copyright 26 Bally Gaming, Inc. All Rights Reserved. Power On and Boot Sequence RAM Clear NVRAM EEPROM RAM Clear Procedure Configuration after a RAM Clear Chapter 3: System Menus System Menus Attendant and Operator Menus Menu Navigation Navigating the Screens Button Icons Text Messages Numeric Keypad Alphanumeric Keypad Main Menu MK2-ALPAH-6 [C] v

6 and Operation Chapter 4: Menu Machine Machine Master Machine Period Game Game Period Protocol Progressive Progressive Master Progressive Period Protocol Meters AFT Meters Bill Security Error CMT Prize Count Copyright 26 Bally Gaming, Inc. All Rights Reserved. Chapter 5: Diagnostics Diagnostics Version Information Jurisdictional Information Jurisdictional Limits Jurisdictional Bit Codes Input/Output Diagnostics Door I/O Diagnostics Front Panel Board Inputs Front Panel Board Outputs Cabinet I/O Diagnostics Cabinet Inputs Cabinet Outputs Processor I/O Diagnostics Bill Validator Test Coin Acceptor Test Hopper Test Memory Diagnostics Video Diagnostics vi MK2-ALPAH-6 [C]

7 and Operation Com Port Diagnostics Game Diagnostics Top Box Calibrate Test Validate Reels Bezel Top Reel Lights GAT Port Chapter 6: History History Game Play History Event History Game Event History Transaction History Bill In History Cash Out History Hand Pay History Voucher History Voucher In History Voucher Out History CMT Prize Certificate History Bonus History External Funds Transfer History Progressive Win History Chapter 7: Menu Touch Screen Test Touch Screen Touch Screen Calibration Sound Game Machine Machine Info Device Hard Meter Copyright 26 Bally Gaming, Inc. All Rights Reserved. MK2-ALPAH-6 [C] vii

8 and Operation Coin Acceptor Credit Denom Configuration CRC Check Cash Out Options Clock Communication Serial Ports Host Communication SDS SAS Dual Host Advanced Funds Transfer SDG Progressive Type Internal Multi-Area Progressive (MAPS or MAPS X) Mikohn Voucher Copyright 26 Bally Gaming, Inc. All Rights Reserved. Chapter 8: Out of Service Out of Service Index viii MK2-ALPAH-6 [C]

9 and Operation Chapter 1 Overview Overview Copyright 26 Bally Gaming, Inc. All Rights Reserved. This document includes instructions for using the Alpha game platform (AGP), which is available in a variety of cabinets including CineVision, M9, S9, V87A, and VT-2. The 4 Alarm Bonus game is used in this document to illustrate features of the AGP that apply to any installed game. This document may describe procedures for equipment that may not be applicable to all cabinet configurations, or that may require additional components. Each regulatory jurisdiction may have controls, policies, and procedures that must be followed. You are responsible for understanding and abiding by the rules that apply in your environment. MK2-ALPHA-6 [C] 1-1

10 Chapter 1 and Operation Copyright 26 Bally Gaming, Inc. All Rights Reserved. 1-2 MK2-ALPHA-6 [C] Overview

11 and Operation Chapter 2 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 26 Bally Gaming, Inc. All Rights Reserved. 85% Figure 1:Splash screen When the counter reaches 1% the screen blanks for 3 to 6 seconds, then the splash screen reappears. After approximately one minute, the game screen appears. MK2-ALPAH-6 [C] 2-1

12 Chapter 2 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. 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 door is open, you may see Pending Status Denomination Not Set. If the door is closed, you may see Call Attendant. The errors are self-correcting once configuration parameters have been set and saved. 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. Copyright 26 Bally Gaming, Inc. All Rights Reserved. 2-2 MK2-ALPAH-6 [C] RAM Clear

13 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 Copyright 26 Bally Gaming, Inc. All Rights Reserved. For a RAM Clear, perform the following steps: STEP 1. STEP 2. STEP 3. NOTE: A RAM Clear zeros the accounting meters. Record all accounting information before executing a RAM Clear. Open the main door and ensure the system power is off. 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. 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-6 [C] 2-3

14 Chapter 2 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 : Jurisdiction Name : Jurisdiction ID Part No : (part number) (jurisdiction) (part number) BALLY CLEAR FLASH Clear NVRAM Clear NVRAM and EEPROM Use the Test button to select an action Turn the Attendant Key to perform the selected action Figure 3: RAM Clear Menu STEP 5. STEP 6. STEP 7. STEP 8. Use the test button switch to toggle between Clear NVRAM or Clear NVRAM and EEPROM choices. Turn the Attendant key to execute the selection. The RAM Clear status message will display to indicate that the RAM Clear process is complete. The RAM Clear successfully completes when the system displays NVRAM Clear Successful. or NVRAM Clear Successful. EEPROM Clear Successful. EEPROM Verify Successful. 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. Copyright 26 Bally Gaming, Inc. All Rights Reserved. 2-4 MK2-ALPAH-6 [C] Configuration after a RAM Clear

15 and Operation Chapter 3 System Menus System Menus Copyright 26 Bally Gaming, Inc. All Rights Reserved. The Attendant menu and Operator menu are similar, except for the method of access. Access the Attendant menu by turning a key in the Attendant key switch. Access the Operator menu by pressing the Test switch while the cabinet door is open. The Attendant menu has a blue background, while the Operator menu has a purple background. The Attendant menu is a sub-set of the Operator menu. For security, configuration is not available in the Attendant menu. The menus provide access to configure the machine, to review game history, to view accounting information, and to perform diagnostics. Attendant and Operator Menus Diagnostics History Out Of Service Pending Status: ( or Operator) Menu Entered (Status or Error Messages) Figure 4: System Menu example MK2-ALPAH-6 [C] 3-1

16 Chapter 3 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. Machine Machine Master All menu items will not appear on all machines. The actual appearance of submenus depends upon the game, the Jurisdiction chip installed, and the options selected. Game Protocol Bill Progressive Security Error Machine Period Game Master Game Period Protocol Meters AFT Meters Clear Period Bill Master Bill Period Diagnostics Version Information Progressive Master Jurisdiction Progressive Period Input/Output History Memory Diag Juris Limits Video Diagnostics Juris Bit Codes Out of Service Attendant Menu Options Touch Screen Sound Operator Menu Options Touch Screen Sound Game Machine Credit Clock Comm Com Port Diag Game Diagnostics GAT Port Game Play History Event History Game Event History Transaction History Progressive History Base Denom Multi Denom Denom Config Default Denom Pay Table Limits Upper Jackpot Cash Out Options Door I/O Diagnostics Cabinet I/O Processor I/O Bill Validator Test Coin Acceptor Test Hopper Test Red Purity Green Purity Blue Purity Dot Alignment Graph Alignment White Temp Bill Acceptor History Cash Out History Hand Pay History Copyright 26 Bally Gaming, Inc. All Rights Reserved. Voucher Serial Voucher History Bonus History Voucher Data EFT History Figure 5: System menu navigation 3-2 MK2-ALPAH-6 [C] Menu Navigation

17 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 to Game Exit Next (or) Next Page Use Closes the menu and returns to the game s to the main menu Indicates that additional pages of information are available. Touch the icon to view the next screen. Copyright 26 Bally Gaming, Inc. All Rights Reserved. Previous (or) Previous Page Save Set Informs of available pages of information. Touch the icon to view the previous screen. Touching the icon writes the displayed values in memory. 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 Saves any changes entered. Clear Meters Navigating the Screens MK2-ALPAH-6 [C] 3-3

18 Chapter 3 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) Back Clear Cancel. 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. Other keypad actions: NOTE: A valid entry is shown in green, while an invalid entry displays in red. Back: erases the entry one digit at a time Copyright 26 Bally Gaming, Inc. All Rights Reserved. Clear: erases the entire entry with one touch Cancel: closes the keypad without saving entries 3-4 MK2-ALPAH-6 [C] Navigating the Screens

19 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 = A B C D E F G H I J - K L M N O P Q R S T + U V W X Y Z,. : / \ Backspace SPACE CapsLock Main Menu Copyright 26 Bally Gaming, Inc. All Rights Reserved. The Main menu presents five icons to access submenus for activating functions or viewing information. It also presents status messages and exceptions (tilts). Security-related options are available only from the Operators () menu. The following is an example of the Main menu: Diagnostics History Out Of Service Pending Status: Menu Entered Figure 6: Main Menu Main Menu MK2-ALPAH-6 [C] 3-5

20 Chapter 3 and Operation Copyright 26 Bally Gaming, Inc. All Rights Reserved. 3-6 MK2-ALPAH-6 [C] Main Menu

21 and Operation Chapter 4 Menu The menu provides submenus for viewing machine and game statistics. The submenus are Machine, Game, Protocol, Bill, Security, and CMT Prize Count. There is a diagnostic submenu: Error. There is also a Clear Period icon to zero the temporary (periodic) meters. Copyright 26 Bally Gaming, Inc. All Rights Reserved. Diagnostics History Out Of Service Machine Game Protocol Bill Security Error Clear Period CMT Prize Count Pending Status: Menu Entered Figure 7: 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-6 [C] 4-1

22 Chapter 4 and Operation Machine Machine 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 icon in the submenu. Machine Machine Master Pending Status: Menu Entered Diagnostics Game Machine Period History Protocol Bill Out Of Service Security Error Clear Period CMT Prize Count Figure 8: Machine and Submenus Copyright 26 Bally Gaming, Inc. All Rights Reserved. 4-2 MK2-ALPHA-6 [C] Machine

23 and Operation Chapter 4 Machine Master NOTE: The meter labels and contents depend upon the jurisdiction and the features provided by a Host system. Machine Master displays a listing of non-resettable accounting meters over several screens. The following is an example of the first screen of a total of three screens: Machine Master coin In Cash Promo Played (Sub Total) Non Cash Promo Played (Sub Total Coin Out Money Won Machine Hold % Machine Yield % Total In Physical Coin In Bill In Voucher In Coupon Promotion In Cash Promo Coupon In Non Cash Promo Coupon In Total Transfer In $. $. $. $. $.. %. % $. $. $. $. $. $. $. $. Copyright 26 Bally Gaming, Inc. All Rights Reserved. Total Out Physical Coin Out Cash Voucher Out Coupon Promotion Out Attendant Paid Jackpots Jackpot Vouchers Out Attendant Paid Cancelled Credits Total Transfers Out Figure 9: Machine Master Screen One of Three The following table describes the records recorded in the first Machine Master screen: Label Coin In Cash Promo Played to Game Description Next $. $. $. $. $. $. $. $. Accumulates the value of most wagers. It does not include double-or-nothing wagers. Accumulates the value of wagers designated as cashable promotional as a sub-category of all wagers. Exit Non Cash Promo Played Accumulates the value of wagers designated as non-cashable promotional as a sub-category of all wagers. Machine MK2-ALPHA-6 [C] 4-3

24 Chapter 4 and Operation Label Coin Out Money Won Machine Hold % Machine Yield % Total In Physical Coin In Bill In Voucher In Coupon Promotion In Cash Promo Coupon In Description Accumulates the value of some wins. It does not include progressive wins, bonusing, or win lockups (jackpots). 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. A calculation of Money Won divided by Coin In: 1-((Money Won * 1) / Coin In). A calculation of Money Won divided by Coin In: (Money Won * 1) / Coin 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. Accumulates the value of credits from the coin acceptor. Accumulates the value of credits from the bill acceptor from currency. Accumulates the value of credits from the bill acceptor from vouchers. Accumulates the value of credits from the bill acceptor from all coupons Accumulates the value of credits from the bill acceptor from coupons with credits designated as cashable. Non Cash Promo Coupon In Total Transfer In Total Out Physical Coin Out Cash Voucher Out Coupon Promotion Out Attendant Paid Jackpots Jackpot Vouchers Out Unused in Class 3. Accumulates the value of credits from the bill acceptor from coupons with credits that must be wagered, or designated as non-cashable, or non-redeemable. Accumulates the value of all fund transfers to the machine. 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. Accumulates the value of coins dispensed by the coin hopper. Accumulates the value of cashable vouchers dispensed by the machine. Accumulates the value of non cashable vouchers issued by the machine. Accumulates the value of win lockups that are not from a progressive or bonusing win. Copyright 26 Bally Gaming, Inc. All Rights Reserved. Attendant Paid Cancelled Credits Total Transfers Out Accumulates the value of credit collect lockups. Accumulates the value of all fund transfers from the machine. 4-4 MK2-ALPHA-6 [C] Machine

25 and Operation Chapter 4 The following is an example of Machine Master screen two of three: Machine Master Total Money to Drop Total Transfer In Vouchers to Drop Bills and Coins to Drop Bill Drop Coin Drop Hopper Extra Coins Out Total Games Played Total Games Won Total Games Lost Physical Coin In Count Physical Coin Out Count Voucher In Count Cash Promo Coupon In Count Non Cash Promo Coupon Out Count Voucher Out Total Cancelled Credits Attendant Paid Total Won Paytable Jackpots Hand Paid Total Jackpots Won Recredited $. $. $. $. $. $. $. $. $. $. $. $. to Game Previous Next Exit Copyright 26 Bally Gaming, Inc. All Rights Reserved. Figure 1: Machine Master Screen Two of Three The following table describes the records recorded in the second of three Machine Master screens: Label Total Money to Drop Total Transfer In Vouchers to Drop Bills and Coins to Drop Bill Drop Coin Drop Description Accumulates the value of coins accepted when the hopper is full or absent; the value of all items accepted by the bill acceptor; and the value of all electronic fund transfers. Accumulates the value of electronic transfers to the machine. Accumulates the value of non currency items accepted by the bill acceptor. Accumulates the value of currency accepted by the bill acceptor and coins accepted by the coin acceptor when the hopper is full or absent. Accumulates the value of currency accepted by the bill acceptor. Accumulates the value of coins accepted by the coin acceptor when the hopper is full or absent. Hopper Extra Coins Out Accumulates the value of coins dispensed in error. Machine MK2-ALPHA-6 [C] 4-5

26 Chapter 4 and Operation Label Total Games Played Total Games Won Total Games Lost Physical Coin In Count Physical Coin Out Count Voucher In Count Voucher Out Count Cash Promo Coupon In Count Description Accumulates the number of wager transactions. It includes double-or-nothing games, and games that resolve residual credits. Accumulates the number of winning games. It includes double-or-nothing games and games that resolve residual credits. Accumulates the number of losing games. It includes double-or-nothing games and games that resolve residual credits. Accumulates the number of coins accepted by the coin acceptor. Accumulates the number of coins dispensed by the hopper. Accumulates the number of vouchers accepted by the bill acceptor. Accumulates the number of vouchers dispensed by the machine. Accumulates the number of coupons designated as cashable accepted by the bill acceptor. Non Cash Promo Coupon In Count Non Cash Promo Coupon Out Count Voucher Out Total Cancelled Credits Attendant Paid Total Won Paytable Jackpots Hand Paid Total Jackpots Won Recredited Accumulates the number of coupons designated as non cashable accepted by the bill acceptor. Accumulates the number of coupons designated as non cashable dispensed by the machine. Accumulates the value of vouchers issued by the machine. Accumulates the value of credit collect lockups. Accumulates the value of win lockups. Accumulates the value of win lockups that do not include progressive wins and do not include wins from bonusing. Accumulates the value of all win lockups released and added to the Players credit meter. Copyright 26 Bally Gaming, Inc. All Rights Reserved. 4-6 MK2-ALPHA-6 [C] Machine

27 and Operation Chapter 4 The following is an example of the third Machine Master screen: Machine Master Total Transfer In EFT In WAT In Cashable Electronic Promotion In Non Cashable Electronic Promotion In Total Transfer Out WAT Out Cashable Electronic Promotion Out Non Cashable Electronic Promotion Out Machine Paid External Bonus Payout Attendant Paid External Bonus Payout Machine Paid Progressive Payout Attendant Paid Progressive Payout $. $. $. $. $. $. $. $. $. $. $. $. $. to Game Previous Print Meters Exit Copyright 26 Bally Gaming, Inc. All Rights Reserved. Figure 11: Machine Master screen Three of Three If the machine has a thermal printer installed, a Print Meters icon is available for printing a Master Meter Report. The following table describes the records recorded in the third Machine Master screen: Label EFT In WAT In Cashable Electronic Promotion In Non Cashable Electronic Promotion In Description Accumulates the value of credits electronically transferred to the machine from a financial institution. Accumulates the value of electronic transfers to the machine from a wagering account. Accumulates the value of electronic transfers to the machine for credits designated as promotional. Accumulates the value of electronic transfers to the machine for credits designated as promotional that must be wagered. They are not redeemable for currency. WAT Out Cashable Electronic Promotion Out Accumulates the value of electronic transfers from the machine to a wagering account. Accumulates the value of electronic transfers from the machine for credits designated as promotional Machine MK2-ALPHA-6 [C] 4-7

28 Chapter 4 and Operation Label Non Cashable Electronic Promotion Out Machine Paid External Bonus Payout Attendant Paid External Bonus Payout Machine Paid Progressive Payout Attendant Paid Progressive Payout Description Accumulates the value of electronic transfers from the machine for credits designated as promotional that must be wagered. They are not redeemable for currency. Accumulates the value of wins from bonusing that do not cause a win lockup. Accumulates the value of wins from bonusing that cause a win lockup. Accumulates the value of progressive wins that do not cause a win lockup. Accumulates the value of progressive wins that cause a win lockup. 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 26 Bally Gaming, Inc. All Rights Reserved. 4-8 MK2-ALPHA-6 [C] Machine

29 and Operation Chapter 4 Game Game 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 icon in the submenu. Machine Game Master Pending Status: Menu Entered Diagnostics Game Game Period History Protocol Bill Out Of Service Security Error Clear Period CMT Prize Count Copyright 26 Bally Gaming, Inc. All Rights Reserved. Figure 12: Game Game 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 MK2-ALPHA-6 [C] 4-9

30 Chapter 4 and Operation The following is an example of Game Master : Game Master Coin In (Money Played Money Won (Includes Jackpots) Coin Out (Excludes Jackpots) Jackpots Won (Jackpots) Game Hold % Game Yield % Total Games Played Total Games Won Total Games Lost $. $. $. $.. %. % PokerDoubleDoubleBonus92a to Game Previous Game ID Next Game ID Game Stats Wager Category Exit Figure 13: Game Master The following table describes the records recorded in the Game Master meters: Label Coin In (Money Played) Money Won (Includes Jackpots) Coin Out (Excludes Jackpots) Jackpots Won (Jackpots) Game Hold % Game Yield % Total Games Played Description Accumulates the value of credits wagered on the game. Accumulates the value of all game wins. Accumulates the value of credits won on the game without a win lockup. Accumulates the value of game wins causing a win lockup. A calculation of Money Won divided by Coin In: 1-((Money Won * 1) / Coin In). A calculation of Money Won divided by Coin In: (Money Won * 1) / Coin In. Accumulates the number of games played. Copyright 26 Bally Gaming, Inc. All Rights Reserved. Total Games Won Total Games Lost Accumulates the number of games having a winning combination. Accumulates the number of games with a win of zero. 4-1 MK2-ALPHA-6 [C] Game

31 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 Games Played At Max Bet Games Won Games Won At Max Bet Four Alarm Bonus 92a to Game Next Game ID Game Meters Exit Copyright 26 Bally Gaming, Inc. All Rights Reserved. Figure 14: Game Statistics The following table describes the items recorded in the Game Statistics submenu: Label Games Played Games Played At Max Bet Games Won Games Won At Max Bet Description Accumulates the number of completed wagers. Accumulates the number of games with the maximum number of credits wagered. Accumulates the number of games with a winning combination. Accumulates the number of games with a winning combination with the maximum number of credits wagered. Game MK2-ALPHA-6 [C] 4-11

32 Chapter 4 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 Weighted Theoretical Payback.% Coin 1 Coin 2 Coin 3 Coin In (Money Played) $. $. $. Theo Payback 9.% 92.% 92.% PokerTripleDoubleBonus98a to Game Previous Game ID Next Game ID Game Stats Game Meters Exit Figure 15: Game Master Wager Category The following table describes the items recorded in the Game Statistics submenu: Label Weighted Theoretical Payback Coin 1, Coin 2, ect. Theo Payback Game Period Description A calculation derived from credits wagered per game when the theoretical payback percentage varies according to the number of credits wagered per game. Accumulates wagers in values of individual credits wagered per game. The calculated payback percentage, as published in the game s par sheet, categorized by individual credits wagered per game. 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. Copyright 26 Bally Gaming, Inc. All Rights Reserved MK2-ALPHA-6 [C] Game

33 and Operation Chapter 4 Protocol The Protocol submenu provides access to accounting information about progressive awards, voucher transactions, and fund transfers. The submenus are Progressive, Protocol Meters, and AFT Meters. The following is an example of the Protocol menu: Machine Progressive Pending Status: Menu Entered Diagnostics Game Protocol Meters History Protocol AFT Meters Bill Out Of Service Security Error Clear Period Copyright 26 Bally Gaming, Inc. All Rights Reserved. CMT Prize Count Figure 16: Protocol Protocol MK2-ALPHA-6 [C] 4-13

34 Chapter 4 and Operation Progressive Progressive 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 icon in the submenu. Machine Progressive Progressive Master Pending Status: Menu Entered Diagnostics Game Protocol Meters Progressive Period History Protocol AFT Meters Bill Out Of Service Security Error Clear Period CMT Prize Count Figure 17: Progressive Copyright 26 Bally Gaming, Inc. All Rights Reserved MK2-ALPHA-6 [C] Protocol

35 and Operation Chapter 4 Progressive Master Progressive Master displays statistics for eight progressive levels over two screens. The following is an example of the first screen showing levels one through five: Progressive Master Level 1 Total Payouts Times Hit Last Award Hit Level 2 Total Payouts Times Hit Last Award Hit Level 3 Total Payouts Times Hit Last Award Hit Level 4 Total Payouts Times Hit Last Award Hit Level 5 Total Payouts Times Hit Last Award Hit $. $. $. $. $. $ $. $. $. $. $ $. Copyright 26 Bally Gaming, Inc. All Rights Reserved. Figure 18: Progressive Master Screen One The items recorded in Master are described in the following table: Label Total Payouts Times Hit Last Award Hit Progressive Period to Game Description Accumulates the value of all progressive awards associated with the Level. 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. Next Accumulates the number of wins associated with the Level. Displays the value of the most recent Level win. Exit Protocol MK2-ALPHA-6 [C] 4-15

36 Chapter 4 and Operation Protocol Meters The Protocol Meters present two screens for viewing the dollar value and quantity of Attendant payments, and vouchers accepted and dispensed. The following is an example of the Protocol Meters screen one of two: Protocol Meters Host Comm I SAS Primary Host Comm II None Cash Voucher In Cash Voucher In Count Cash Promo Vouchers In Cash Promo Vouchers In Count Non Cash Promo Vouchers In Non Cash Promo Vouchers In Count Cash Vouchers Out Cash Vouchers Out Count Cash Promo Vouchers Out Cash Promo Vouchers Out Count Non Cash Promo Vouchers Out Non Cash Promo Vouchers Out Count $. $. $. $. $. $. Figure 19: Protocol Meters screen one of Two The following table describes items recorded in the first Protocol Meters screen: Label Cash Voucher In Cash Voucher In Count Cash Promo Vouchers In Cash Promo Vouchers In Count Non Cash Promo Vouchers In to Game Description Next Value of credits designated as unrestricted from vouchers. Number of vouchers for credits designated as unrestricted. Value of credits designated as promotional from vouchers. Number of vouchers for credits designated as promotional. Value of credits restricted to wagers from vouchers. Exit Copyright 26 Bally Gaming, Inc. All Rights Reserved. Non Cash Promo Vouchers In Count Number of vouchers for credits restricted to wagers MK2-ALPHA-6 [C] Protocol

37 and Operation Chapter 4 Label Cash Vouchers Out Cash Vouchers Out Count Cash Promo Vouchers Out Cash Promo Vouchers Out Count Non Cash Promo Voucher Out Non Cash Promo Vouchers Out Count Description Value of unrestricted credits dispensed as vouchers. Number of vouchers dispensed for unrestricted credits. Value of credits designated as promotional and dispensed as vouchers. Number of vouchers dispensed for credits designated as promotional. Value of credits restricted to wagers dispensed as vouchers. Number of vouchers dispensed for credits restricted to wagers. The following is an example of Protocol Meters screen two of two: Protocol Meters Copyright 26 Bally Gaming, Inc. All Rights Reserved. Handpay Cash, Receipt Handpay Cash, Receipt Count Handpay Single Win, Receipt Handpay Single Win, Receipt Count Handpay Cash, No Receipt Handpay Cash, No Receipt Count Handpay Single Win, No Receipt Handpay Single Win, No Receipt Count Total Progressive Wins Awarded Total External Bonus Wins Awarded to Game Previous Host Comm I SAS Primary $. $. $. $. $. $. Figure 2: Protocol Meters Screen Two of Two Host Comm II None Exit Protocol MK2-ALPHA-6 [C] 4-17

38 Chapter 4 and Operation The items recorded in Protocol Meters screen two are described in the following table: Label HandPay Cash, Receipt HandPay Cash, Receipt Count HandPay Single Win, Receipt HandPay Single Win, Receipt Count HandPay Cash, No Receipt HandPay Cash, No Receipt Count Description The value of win lockups and credit collect lockups recorded and documented by the accounting system host. The number of win lockups and credit collect lockups recorded and documented by the accounting system host. The value of win lockups recorded and documented by the accounting system host. The number of win lockups recorded and documented by the accounting system host. The value of win lockups and credit collect lockups recorded by the accounting system host. The number of win lockups and credit collect lockups recorded by the accounting system host. HandPay Single Win, No Receipt HandPay Single Win, No Receipt Count Total Progressive Wins Awarded Total External Bonus Wins Awarded The value of win lockups recorded by the accounting system host. The number of win lockups recorded by the accounting system host. The value of credits awarded by a host-controlled progressive. The value of credits awarded by host-controlled bonusing. Copyright 26 Bally Gaming, Inc. All Rights Reserved MK2-ALPHA-6 [C] Protocol

39 and Operation Chapter 4 AFT Meters AFT Meters displays two screens of statistics for fund transfers between the machine and a system host controlling a wagering account or a link to a financial institution. The following is an example of AFT Meters screen one: AFT Meters SAS Primary Cashable Transfers To Gaming Machine Cashable Transfers To Gaming Machine Count Restricted Transfers To Gaming Machine Restricted Transfers To Gaming Machine Count Nonrestricted Transfers To Gaming Machine Nonrestricted Transfers To Gaming Machine Count Debit Transfers To Gaming Machine Debit Transfers To Gaming Machine Count Cashable Transfers To Host Cashable Transfers To Host Count Restricted Transfers To Host Restricted Transfers To Host Count Nonrestricted Transfers To Host Nonrestricted Transfers To Host Count $. $. $. $. $. $. $. Copyright 26 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 Cashable Transfers To Gaming Machine Cashable Transfers To Gaming Machine Count Restricted Transfers To Gaming Machine Restricted Transfers To Gaming Machine Count to Game Description Value of credits designated as cashable transferred to the machine from a wagering account host. Next Number of occurrences of credits designated as cashable transferred to the machine from a wagering account host. Value of credits designated as restricted transferred from a wagering account host to the machine. Number of occurrences of credits designated as restricted transferred from a wagering account host to the machine. Exit Nonrestricted Transfers To Gaming Machine Value of credits designated as nonrestricted transferred to the machine from a wagering account host. Protocol MK2-ALPHA-6 [C] 4-19

40 Chapter 4 and Operation Label Nonrestricted Transfers To Gaming Machine Count Debit Transfers To Gaming Machine Debit Transfers To Gaming Machine Count Cashable Transfers To Host Cashable Transfers To Host Count Restricted Transfers To Host Restricted Transfers To Host Count Description Number of occurrences of credits designated as nonrestricted transferred to the machine from a wagering account host. Value of credits transferred to the machine from a financial institution. Number of occurrences of credits transferred to the machine from a financial institution. Value of credits designated as cashable transferred from the machine to a wagering account. Number of occurrences of credits designated as cashable transferred from the machine to a wagering account. Value of credits designated as restricted transferred from the machine to a wagering account. Number of occurrences of credits designated as restricted transferred from the machine to a wagering account. Nonrestricted Transfers To Host Nonrestricted Transfers To Host Count Value of credits designated as nonrestricted transferred from the machine to a wagering account. Number of occurrences of credits designated as nonrestricted transferred from the machine to a wagering account. Copyright 26 Bally Gaming, Inc. All Rights Reserved. 4-2 MK2-ALPHA-6 [C] Protocol

41 and Operation Chapter 4 The following is an example of AFT Meters screen two of two: AFT Meters SAS Primary Bonus Cashable Transfers To Gaming Machine Bonus Cashable Transfers To Gaming Machine Count Bonus Nonrestricted Transfers To Gaming Machine Bonus Nonrestricted Transfers To Gaming Machine Count Cashable Transfers To Ticket Cashable Transfers To Ticket Count Restricted Transfers To Ticket Restricted Transfers To Ticket Count Debit Transfers To Ticket Debit Transfers To Ticket Count $. $. $. $. $. to Game Previous Exit Copyright 26 Bally Gaming, Inc. All Rights Reserved. Figure 22: AFT Meters screen two of two The following table describes items recorded in AFT Meters screen two: Label Bonus Cashable Transfers To Gaming Machine Bonus Cashable Transfers To Gaming Machine Count Bonus Nonrestricted Transfers To Gaming Machine Bonus Nonrestricted Transfers To Gaming Machine Count Description Value of credits designated as bonus cashable transferred to the machine from a wagering account host. Number of occurrences of credits designated as bonus cashable transferred to the machine from a wagering account host. Value of credits designated as bonus nonrestricted transferred to the machine from a wagering account host. Number of occurrences of credits designated as bonus nonrestricted transferred to the machine from a wagering account host Cashable Transfers To Ticket Value of credits designated as cashable transferred to a machine that dispensed a voucher rather than accumulate the credits. Protocol MK2-ALPHA-6 [C] 4-21

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