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

42 Chapter 4 and Operation Label Cashable Transfers To Ticket Count Restricted Transfers To Ticket Restricted Transfers To Ticket Count Debit Transfers To Ticket Debit Transfers To Ticket Count Description Number of occurrences of credits designated as cashable transferred to a machine that dispensed a voucher rather than accumulate the credits. Value of credits designated as restricted transferred to a machine that dispensed a voucher rather than accumulate the credits. Number of occurrences of credits designated as restricted transferred to a machine that dispensed a voucher rather than accumulate the credits. Value of credits transferred to a machine from a financial institution to a machine that dispensed a voucher rather than accumulate the credits. Number of occurrences of credits transferred to a machine from a financial institution to a machine that dispensed a voucher rather than accumulate the credits. Bill Bill 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 icon in the submenu. Diagnostics History Out Of Service Machine Game Protocol Bill Security Error Clear Period CMT Prize Count Pending Status: Menu Entered Copyright 26 Bally Gaming, Inc. All Rights Reserved. Figure 23: submenu, Bill 4-22 MK2-ALPHA-6 [C] Bill

43 and Operation Chapter 4 The following is an example of the Bill screen: Bill $ 1 Bills $ 2 Bills $ 5 Bills $ 2 Bills $ 5 Bills $1 Bills Total Bills Period Bills $ 1 Bills $ 2 Bills $ 5 Bills $ 2 Bills $ 5 Bills $1 Bills Total This Period $ $. to Game Exit Figure 24: Bill Copyright 26 Bally Gaming, Inc. All Rights Reserved. Security Security 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 submenu will be available on every cabinet. Security MK2-ALPHA-6 [C] 4-23

44 Chapter 4 and Operation The following is an example of Security screen one: Security Main Door Last Open Last Close Open Count Games Since Last 3/29/26 17:26:33 3/29/26 17:26:33 Bill Stacker Access Last Open Last Close Open Count Games Since Last 3/29/26 17:26:33 3/29/26 17:26:33 Coin Drop Door Last Open Last Close Open Count Games Since Last 3/29/26 17:26:33 3/29/26 17:26:33 Logic Door Last Open Last Close Open Count Games Since Last 3/29/26 17:26:33 3/29/26 17:26:33 Bill Validator Door Last Open Last Close Open Count Games Since Last 3/29/26 17:26:33 3/29/26 17:26:33 Stacker Door Last Open Last Close Open Count Games Since Last 3/29/26 17:26:33 3/29/26 17:26:33 to Game Next Page Exit Figure 25: Security Screen One of Two The following is an example of Security screen two: Last power fail Last Power Fail Last Power On Power off duration Games since last Belly Door Last Open Last Close Open Count Games Since Last Main Hood Door Last Open Last Close Open Count Games Since Last to Game Security 3/29/26 17:26:33 3/29/26 17:26:33 2 days 23:44:53 3/29/26 17:26:33 3/29/26 17:26:33 3/29/26 17:26:33 3/29/26 17:26:33 Previous Page Exit Copyright 26 Bally Gaming, Inc. All Rights Reserved. Figure 26: Security Screen Two of Two 4-24 MK2-ALPHA-6 [C] Security

45 and Operation Chapter 4 Error Error displays the number of exceptions (tilts) for the machine s operational categories. The following is an example of the Error screen: Error Coin In jams Coin in tampers Coin in device errors Coin in system errors Coin lockout malfunctions Bill in jams Bills rejected Mechanical meter disconnects Touch screen errors Bill validator errors Hopper empty Hopper coin out jam Printer jams Printer errors to Game Exit Copyright 26 Bally Gaming, Inc. All Rights Reserved. The exceptions monitored include the following: CMT Prize Count Figure 27: Error 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 Malfunctions Bill In Jams Bill Validator Errors Printer Errors 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 MK2-ALPHA-6 [C] 4-25

46 Chapter 4 and Operation Copyright 26 Bally Gaming, Inc. All Rights Reserved MK2-ALPHA-6 [C] CMT Prize Count

47 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 Information Pending Status: Menu Entered Copyright 26 Bally Gaming, Inc. All Rights Reserved. Diagnostics History Out Of Service Jurisdiction Information Input/Output Diagnostics Memory Diagnostics Video Diagnostics Com Port Diagnostics Game Diagnostics GAT Port Figure 28: Diagnostics Menu NOTE: The available submenus depend upon the games and hardware installed within the cabinet. MK2-ALPHA-6 [C] 5-1

48 Chapter 5 and Operation Version Information The Program Version Info submenu displays the part numbers of programmed media installed in the machine. Media verification signatures are shown for the CompactFlash of the operating system and game. Program Version Info Operating System Version OS Media Signature Game Version Game Media Signature Processor ID Printer Version Bill Validator Data Manufacturer Jurisdiction Part Number Jurisdiction Name Machine ID BIOS Version Dev OS V3.17. CRC. AB1 A1B2C3D4E5F6E7D8C9BA1B2C3D4E5F6E7D8C9B A1B2C3D4E5F6E7D8C9BA1B2C3D4E5F6E7D8C9B Game Version CRC. C3D4 A1B2C3D4E5F6E7D8C9BA1B2C3D4E5F6E7D8C9B A1B2C3D4E5F6E7D8C9BA1B2C3D4E5F6E7D8C9B Simulated Simulated Simulated BV Bally Technologies AVJURUSNVCS-1 Nevada VTO-2 Dev BIOS Version V3.14. DOOR OPEN M to Game Figure 29: Program Version Information Exit Copyright 26 Bally Gaming, Inc. All Rights Reserved. 5-2 MK2-ALPHA-6 [C] Diagnostics

49 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 Information Jurisdiction Limits Pending Status: Menu Entered Diagnostics Jurisdiction Information Jurisdiction Bit Codes History Input/Output Diagnostics Memory Diagnostics Out Of Service Video Diagnostics Com Port Diagnostics Game Diagnostics GAT Port Copyright 26 Bally Gaming, Inc. All Rights Reserved. Figure 3: Jurisdictional Information Diagnostics MK2-ALPHA-6 [C] 5-3

50 Chapter 5 and Operation Jurisdictional Limits The Jurisdictional Limits submenu displays the values of parameters programmed into the machine from the Jurisdictional Chip as shown in the following example: Jurisdictional Limits Jurisdiction Part Number Jurisdiction Name AVJURUSNVCS-1 Nevada Jurisdiction Max Bet Jurisdiction Max Win Jurisdiction Taxable Win Limit Jurisdiction Max Token Value (Tokenized Jurisdiction Max Currency In Jurisdiction Max Physical Coin In Jurisdiction AFT Max Transfer Limit Jurisdiction AFT must Transfer Win Limit Jurisdiction Locale Jurisdiction JCM Country Code $999, $999, $1,2. $999, $3, $1,. $1,. en_usutf8 1 DOOR OPEN M The following table describes the labels: Labels Jurisdiction Part Number Jurisdiction Name Jurisdiction Max Bet Jurisdiction Max Win Jurisdiction Taxable Win Limit to Game Description Figure 31: Jurisdictional Limits Identification number of the jurisdictional EEPROM (Jurisdiction Chip). A name usually depicting the market of operation. A constraint of the maximum wager upon a game. A constraint of the top award. A value equaled or exceeded that requires procedures prescribed by a tax authority. For example, the IRS requires that tax must be withheld from amounts greater than $1,2. Exit Copyright 26 Bally Gaming, Inc. All Rights Reserved. Jurisdiction Max Token Value A limit of the value of one coin. The setting applies to configuration where one coin increments multiple credits (tokenization). 5-4 MK2-ALPHA-6 [C] Diagnostics

51 and Operation Chapter 5 Labels Jurisdiction Max Currency In Jurisdiction Max Physical Coin In Jurisdiction AFT Max Transfer Limit Jurisdiction AFT Must Transfer Win Limit Jurisdiction Locale Jurisdiction JCM Country Code Description A transaction value limit of the bill acceptor between games. A transaction value limit of the coin acceptor between games. A limit of transferred values by an advance fund transfer (AFT) transaction. A limit, when exceeded by a win, initiates an AFT transaction. A descriptor of the country s currency as defined by ISO 639 for language and ISO 3166 for country. A field specifically for the proprietary protocol developed by Japan Cash Machine for their models of bill acceptors. The JCM Country Codes for North America are: US=1, CA=8, and MX=9. Jurisdictional Bit Codes Copyright 26 Bally Gaming, Inc. All Rights Reserved. The Jurisdictional Bit Codes submenu displays the contents of the Jurisdiction Chip in hexadecimal. The following is an example of Jurisdictional Bit Codes: Jurisdiction Part Number Jurisdiction Name MSB (bit FFFFFFFF 117F Jurisdictional Bit Codes 64 7 FFFFFFFF 3 F AVJURUSNVCS-1 Nevada FFFFFFFF 17 3C39 LSB (bit ) DOOR OPEN M to Game Exit Figure 32: Jurisdictional Bit Codes Diagnostics MK2-ALPHA-6 [C] 5-5

52 Chapter 5 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 Information Door I/O Diagnostics Pending Status: Menu Entered Diagnostics Jurisdiction Information Cabinet I/O Diagnostics History Input/Output Diagnostics Processor I/O Diagnostics Memory Diagnostics Bill Validator Test Out Of Service Video Diagnostics Coin Acceptor Test Com Port Diagnostics Hopper Test Game Diagnostics GAT Port Figure 33: Input/Output Diagnostics Copyright 26 Bally Gaming, Inc. All Rights Reserved. 5-6 MK2-ALPHA-6 [C] Input/Output Diagnostics

53 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 =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 Hold 2 Switch Hold 3 Switch Hold 4 Switch Hold 5 Switch Hold 6 Switch Service Switch Start Switch Cash Out Switch Bet Max Switch Bet 1 Switch Play x lines Play x lines Play x lines Play x lines Play x lines Play Both Ways Auto Play Switch Coin-in 1 Switch Coin-in 2 Switch Coin-in 3 Switch Coin-in 4 Switch Coin-in 5 Switch Coin-in 6 Switch Copyright 26 Bally Gaming, Inc. All Rights Reserved. to Game Note: Some inputs shown may not be present on this machine Next Page Figure 34: Front Panel Board Inputs DOOR OPEN M Exit Input/Output Diagnostics MK2-ALPHA-6 [C] 5-7

54 Chapter 5 and Operation The following table describes the switch inputs: Label Hold Switches 1-6 Bet 1 Switch Play x lines Play Both Ways Auto Play Switch Service Switch Start Switch Bet Max Switch Cash Out Switch Coin-in 1 Switch Coin-in 2 Switch Coin-in switches 3-6 Function Each switch assignment corresponds to a function of a game. The actual function and the button legend depends upon the games and the peripherals installed in the cabinet. Service or Change button Spin/Rebet, Deal/Draw, or Start button Bet Max button Cashout or Print Ticket button Upper optical coin sensor Lower optical coin sensor Not implemented Copyright 26 Bally Gaming, Inc. All Rights Reserved. 5-8 MK2-ALPHA-6 [C] Input/Output Diagnostics

55 and Operation Chapter 5 Front Panel Board Outputs The Front Panel Board Outputs submenu presents icons to switch each button lamp on. Touch an icon to light the lamp, or touch Auto Cycle to automatically toggle each lamp once. The following is an example of Front Panel Board Outputs, the second screen of Door I/O Diagnostics: Front Panel Board Outputs Hold 1 Lamp Hold 6 Lamp Bet 1 Lamp Play 5 Lamp Coin Acc Lamp Hold 2 Lamp Service Lamp Play 1 Lamp Play Both Ways Lamp Game Over Lamp Hold 3 Lamp Start Lamp Play 2 Lamp Auto Play Lamp Auto Cycle Hold 4 Lamp Cash Out Lamp Play 3 Lamp Bill Val Lamp Hold 5 Lamp Bet Max Lamp Play 4 Lamp Insert Coin Lamp Note: Some outputs shown may not be present on this machine. OPEN DOOR M Copyright 26 Bally Gaming, Inc. All Rights Reserved. Previous Page Figure 35: Front Panel Board Outputs Exit Input/Output Diagnostics MK2-ALPHA-6 [C] 5-9

56 Chapter 5 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: Hopper Full Cabinet Inputs Note: Some outputs shown may not be present on this machine. Cabinet Outputs Figure 36: Cabinet Inputs 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. Next Page OPEN DOOR M 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. Exit Copyright 26 Bally Gaming, Inc. All Rights Reserved. 5-1 MK2-ALPHA-6 [C] Input/Output Diagnostics

57 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 Previous Page Exit Figure 37: Cabinet Outputs Copyright 26 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, =off) as shown in the following example. Operator Switch Attendant Key Logic Door Coin Drop Door Main Door Bill Val Door Low NV Batt 1 Low NV Batt 2 Processor Inputs Note: Some inputs shown may not be present on this machine. Open DoorM Exit Figure 38: Processor Inputs Input/Output Diagnostics MK2-ALPHA-6 [C] 5-11

58 Chapter 5 and Operation The following table describes the labels: Label Operator Switch Attendant Key Logic Door Coin Drop Door Main Door Bill Val Door Low NV Batt 1 Low NV Batt 2 Description The momentary switch labeled TEST located on the front of the PC Assembly. The locking switch located on the cabinet s exterior. Either of two monitored locks: CompactFlash door lock or the PC Assembly lock. The switch located on the cabinet where it will be actuated by opening the coin drop access door. Any of the switches actuated when any door providing access to the interior of the cabinet opens. The switch actuated by the door securing the cash box. The battery at the location labeled HLDR1 on the processor board. The battery at the location labeled HLDR2 on the processor board. Bill Validator Test The Bill Validator Test provides for verification of the bill acceptor to correctly process currency. Currency presented to the bill acceptor will be accepted, evaluated, then returned to the Operator. The denomination of the last bill displays, along with quantities of bills categorized by denomination. The result displays as shown in the following example: Last bill inserted: $1 Inserted $5 Inserted $1 Inserted $2 Inserted $5 Inserted $1 Inserted Total Bills Inserted Bill Validator Test Copyright 26 Bally Gaming, Inc. All Rights Reserved. Exit Figure 39: Bill Validator Test 5-12 MK2-ALPHA-6 [C] Input/Output Diagnostics

59 and Operation Chapter 5 Coin Acceptor Test The Coin Acceptor Test provides verification of the coin acceptor s ability to accept coins, and verification of the operation of the coin diverter solenoid. The test displays the number of coins through the acceptor, and the position of the coin diverter. An icon is provided to change the state of the diverter. The following is an example of the Coin Acceptor Test: Coin Acceptor Test Coins Inserted: Diverter Position: Drop Copyright 26 Bally Gaming, Inc. All Rights Reserved. Hopper Test Divert To Hopper Figure 4: Coin Acceptor 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 1 coins. The accumulated quantities of dispensed coins display, as shown in the following example: Exit Input/Output Diagnostics MK2-ALPHA-6 [C] 5-13

60 Chapter 5 and Operation Hopper Test Coins Dispensed: Total Coins Dispensed Start Test Exit Figure 41: Hopper Test Memory Diagnostics The Memory Diagnostics submenu displays the size of memory installed in the system and the amount of the memory available as shown in the following example: Memory Total Memory Available Memory Diagnostics Info (KBytes) (KBytes) Exit Copyright 26 Bally Gaming, Inc. All Rights Reserved. Figure 42: Memory Diagnostics Info 5-14 MK2-ALPHA-6 [C] Memory Diagnostics

61 and Operation Chapter 5 Video Diagnostics The Video Diagnostics submenu provides additional submenus for evaluation and adjustment of the display. The submenus display single color screens for white, red, green, and blue for purity adjustments using the monitor s adjustment controls. There are also submenus that display dot and graph patterns for proper screen alignment. NOTE: The touch screen diagnostic is located in the menu. Touch screen communication is in Comm Port Diagnostics. The following is an example of Video Diagnostics: Version Information Red Purity Pending Status: Menu Entered Diagnostics Jurisdiction Information Green Purity History Input/Output Diagnostics Blue Purity Memory Diagnostics Dot Alignment Copyright 26 Bally Gaming, Inc. All Rights Reserved. Out Of Service Video Diagnostics Com Port Diagnostics Game Diagnostics GAT Port Graph Alignment White Temp Figure 43: Video Diagnostics NOTE: Examples of the adjustment display screens are not shown. Video Diagnostics MK2-ALPHA-6 [C] 5-15

62 Chapter 5 and Operation Com Port Diagnostics The Com Port Diagnostics provides the ability to view information received and transmitted through the communication ports. Diagnostics History Out Of Service Version Information Jurisdiction Information Input/Output Diagnostics Memory Diagnostics Video Diagnostics Com Port Diagnostics Game Diagnostics GAT Port Pending Status: Menu Entered Figure 44: Com Port Diagnostics The following table lists the communication port assignments: Port Assignment Port Assignment Touch screen 4 Card Reader (Host Comm II in V87A) 1 Host Comm 1 5 RS-485 Protocol 2 Bill Acceptor 6 Progressive Controller (Printer in V87A) 3 Printer (RS-485 Protocol in V87A) 7 Host Comm II Copyright 26 Bally Gaming, Inc. All Rights Reserved MK2-ALPHA-6 [C] Com Port Diagnostics

63 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: tty M: tx:111 rx:1919 RTS/CTS/DTR tty M1: tx;1548 rx:22324 tty M2: tx:111 rx:1919 RTS/CTS/DTR tty M3: tx;1548 rx:22324 tty M4: tx:111 rx:1919 RTS/CTS/DTR tty M5: tx;1548 rx:22324 tty M6: tx:111 rx:1919 RTS/CTS/DTR tty M7: tx;1548 rx:22324 Comm Port Diagnostics Analyzer Exit The following table describes the labels: Figure 45: Com Port Diagnostics Statistics Copyright 26 Bally Gaming, Inc. All Rights Reserved. Label Description tty M M7 Terminal Type (Unix) Ports 7 tx (number) rx (number) RTS/CTS/DTR Number of packets transmitted Number of packets received Communication control line mnemonic: RTS=ready to send, CTS=clear to send, DTR=data terminal ready Com Port Diagnostics MK2-ALPHA-6 [C] 5-17

64 Chapter 5 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: TX RX: TX: Counts Pause Exit The following table describes the labels: Label UART Port RX TX Game Diagnostics NOTE: Description Figure 46: Com Port Diagnostics Analyzer One of eight (-7) communication ports. Data received. The data appears in hexadecimal with a white font. Data transmitted. The data appears in hexadecimal with a black font. The availability of game diagnostics depends upon the game and the hardware installed within the cabinet. Copyright 26 Bally Gaming, Inc. All Rights Reserved. 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 MK2-ALPHA-6 [C] Game Diagnostics

65 and Operation Chapter 5 The following is an example of the Game Diagnostics submenu: Topbox Reels Bezel Top Reel Lights Exit Figure 47: Game Diagnostics Copyright 26 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 Exit Figure 48: Top Box Game Diagnostics MK2-ALPHA-6 [C] 5-19

66 Chapter 5 and Operation Calibrate The Top Box Calibrate diagnostic initiates an automated procedure where the wheel s center stop position is determined, then stored in memory. Test The Test submenu presents icons that will initiate verification procedures for the wheel motor and the wheel lights. The Test Wheel icon begins a routine where the wheel moves to the zero position and rotates one step at a time. The Test Lights icon illuminates the wheel light at position zero, then sequences one position at a time. The following is an example of the Wheel Tests submenu: Wheel Tests Test Wheel Test Lights Validate Figure 49: Wheel Tests 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: Exit Copyright 26 Bally Gaming, Inc. All Rights Reserved. 5-2 MK2-ALPHA-6 [C] Game Diagnostics

67 and Operation Chapter 5 Wheel Validation 1 Next Previous Exit Figure 5: Wheel Validation Copyright 26 Bally Gaming, Inc. All Rights Reserved. Figure 51: Wheel Position Matching Wheel Validation Game Diagnostics MK2-ALPHA-6 [C] 5-21

68 Chapter 5 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 AVRU5REEL BLANK BLANK BLANK Calibrate BAR BAR BAR BAR BAR BAR Bezel BLANK BLANK BLANK Figure 52: Reel Control Unit Device Calibration 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: Exit Copyright 26 Bally Gaming, Inc. All Rights Reserved MK2-ALPHA-6 [C] Game Diagnostics

69 and Operation Chapter 5 Bezel Running Bezel Diagnostics Bezel Gadget Version: AVDUOABZL2- Exit Figure 53: Reel Bezel Diagnostics Top Reel Lights Copyright 26 Bally Gaming, Inc. All Rights Reserved. If the feature is installed, the Top Reel Lights diagnostic activates the enhanced presentation illumination that highlights winning combinations on the reels. The diagnostic cycles the reel lights through the available colors. GAT Port The GAT Port submenu provides verification of the game authentication terminal (GAT) operation. The submenu displays the installed versions of the operating system, game, Jurisdiction Chip, and the BIOS. Icons labeled Yes/No are available to enable or disable the communication of each software component. The submenu displays the status of a GAT program as Connected or Not Connected at the communication port labeled COM 8 on the backplane board. Game Diagnostics MK2-ALPHA-6 [C] 5-23

70 Chapter 5 and Operation The following is an example of the GAT Port submenu: GAT Port Software Component Reporting Enabled AVOS ASGPFZY11- AVJURSNVS-1 AVODIAGOR85- YES YES YES YES Connected Exit Figure 54: GAT Port Copyright 26 Bally Gaming, Inc. All Rights Reserved MK2-ALPHA-6 [C] Game Diagnostics

71 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 26 Bally Gaming, Inc. All Rights Reserved. Diagnostics History Out Of Service Game Play History Event History Game Event history Transaction History Progressive Win History Figure 55: History Pending Status: Menu Entered MK2-ALPHA-6 [B] 6-1

72 Chapter 6 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: Event History Jackpot Hand Paid Win Denom: $.25 To Game Bet: 45 Win: 125 Previous Game 4 Alarm Bonus 94a 1 of 25 4/13/26 1:14:25 Figure 56: Last Game of 4 Alarm Bonus Event History is a chronological listing of 5 events or exceptions. NOTE: The events logged vary by jurisdiction. Credits: 5 Collected: $125 Exit Copyright 26 Bally Gaming, Inc. All Rights Reserved. 6-2 MK2-ALPHA-6 [B] Game Play History

73 and Operation Chapter 6 The following is an example of the Event History screen. Event History /13/26 4/13/26 4/13/26 4/13/26 4/13/26 4/13/26 4/13/26 4/13/26 4/13/26 4/13/26 4/13/26 4/13/26 4/13/26 4/13/26 4/13/26 4/13/26 4/13/26 4/13/26 4/13/26 4/13/26 13:1:26 13:1:26 13:1:26 13:1:26 13:1:26 13:1:26 13:1:26 13:1:26 13:1:26 13:1:26 13:1:26 13:1:26 13:1:26 13:1:26 13:1:26 13:1:26 13:1:26 13:1:26 13:1:26 13:1:26 Denomination not set Power Up Restart Ready After Restart Main Door Open Main Door Closed Main Door Open BillVal Door Open Menu Entered Denomination Set Menu Exited Menu Entered Menu Exited Main Door Closed VillVal Door Closed Main Door Opened Menu Entered Menu Exited Main Door Closed Start of Game End of Game Denomination = $. Device ID = 19 Hex Device ID = 19 Hex Device ID = 19 Hex Device ID = 19 Hex Denomination = $.5 Device ID = 19 Hex Device ID = 19 Hex Device ID = 19 Hex Device ID = 19 Hex Credits = $2.75 Credits = $9. To Game Next Page Exit The following table lists the events: Figure 57: Event History Copyright 26 Bally Gaming, Inc. All Rights Reserved. Event Attendant Menu Entered BillVal Device Error Cleared Hopper Empty Cleared Attendant Menu Exited BillVal Tamper Hopper Full Menu Entered BillVal Tamper Cleared Hopper Full Cleared 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-6 [B] 6-3

74 Chapter 6 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 Machine Disabled Touch Screen Data Error Hard Meter 1 Short Cleared Machine Disabled Cleared Touch Screen Data Error Cleared Hard Meter 2 Shorted Machine Suspended Touch Screen System Error Hard Meter 2 Short Cleared Machine Resumed Touch Screen System Error Cleared Hard Meter 3 Shorted Power Up Restart Touch Screen Calibration Error Hard Meter 3 Short Cleared Ready After Restart Touch Screen Calibration Error Cleared Hard Meter 4 Shorted Cash Out Hand Pay Lockup Power Fault while Printing Hard Meter 4 Short Cleared Cash Out Hand Pay Cleared Power Fault while Printing Cleared Hard Meter 5 Shorted Pay Win Hand Pay Lockup Printer Com Error Hard Meter 5 Short Cleared Pay Win Hand Pay Cleared Printer Com Error Cleared Hard Meter 6 Shorted Copyright 26 Bally Gaming, Inc. All Rights Reserved. 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-6 [B] Event History

75 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 26 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-6 [B] 6-5

76 Chapter 6 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: Diagnostics History Out Of Service Game Play History Event History Game Event history Transaction History Progressive Win History Bill In History Cash Out History Hand Pay History Voucher History Bonus History External Fund Transfer History Pending Status: Menu Entered Copyright 26 Bally Gaming, Inc. All Rights Reserved. Figure 58: Transaction History 6-6 MK2-ALPHA-6 [B] Game Event History

77 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 4/13/26 4/13/26 4/13/26 4/13/26 4/13/26 4/13/26 4/13/26 4/13/26 4/13/26 4/13/26 13:37:39 13:37:39 13:37:39 13:37:39 13:37:39 13:37:39 13:37:39 13:37:39 13:37:39 13:37:39 Cash In Cash In Cash In Cash In Cash In Cash In Cash In Cash In Cash In Cash In Bill Amount = $1. Bill Amount = $5. Bill Amount = $2. Bill Amount = $1. Bill Amount = $2. Bill Amount = $1. Bill Amount = $1. Bill Amount = $1. Bill Amount = $1. Bill Amount = $1. Exit Copyright 26 Bally Gaming, Inc. All Rights Reserved. Cash Out History Figure 59: Bill In 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: 4/13/26 4/13/26 4/13/26 4/13/26 4/13/26 4/13/26 4/13/26 4/13/26 4/13/26 4/13/26 13:37:39 13:37:39 13:37:39 13:37:39 13:37:39 13:37:39 13:37:39 13:37:39 13:37:39 13:37:39 Cash Out History Cash Out Complete Cash Out Complete Cash Out Complete Cash Out Complete Cash Out Complete Cash Out Complete Cash Out Complete Cash Out Complete Cash Out Complete Cash Out Complete Cash Out Amount = $1. Cash Out Amount = $5. Cash Out Amount = $2. Cash Out Amount = $1. Cash Out Amount = $2. Cash Out Amount = $1. Cash Out Amount = $1. Cash Out Amount = $1. Cash Out Amount = $1. Cash Out Amount = $1. Exit Figure 6: Cash Out History Transaction History MK2-ALPHA-6 [B] 6-7

78 Chapter 6 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 /13/26 4/13/26 13:37:39 13:44:21 Cash Out Hand Pay Lockup Cash Out Hand Pay Cleared Cash Out Amount = $46.75 Cash Out Amount = $46.75 Voucher History Figure 61: Hand Pay 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: Exit Copyright 26 Bally Gaming, Inc. All Rights Reserved. 6-8 MK2-ALPHA-6 [B] Transaction History

79 and Operation Chapter 6 Game Play History Bill In History Voucher In History Pending Status: Menu Entered Diagnostics Event History Cash Out History Voucher Out History History Game Event history Hand Pay History CMT Prize Certificate History Transaction History Voucher History Out Of Service Progressive Win History Bonus History External Funds Transfer History Figure 62: Voucher History Copyright 26 Bally Gaming, Inc. All Rights Reserved. Voucher In History Vouchers accepted by the bill acceptor are listed in the Voucher In History submenu. The information for the last 35 vouchers accepted includes the date, time, validation number, and the amount. For security, only the last four digits of the validation number appear. The following is an example of Voucher In History: 4/13/26 4/13/26 13:37:39 13:44:21 Voucher In Voucher In Voucher In History xxxxxxxxxxxxxx6543 xxxxxxxxxxxxxx3365 Amount = $35.75 Amount = $25.75 Exit Figure 63: Voucher In History Transaction History MK2-ALPHA-6 [B] 6-9

80 Chapter 6 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 4/13/26 4/13/26 4/13/26 13:37:39 13:44:21 14:18:2 Pay Win Receipt Printed Cash out Receipt Printed Cash Out Voucher Printed xxxxxxxxxxxxxx2392 xxxxxxxxxxxxxx7568 xxxxxxxxxxxxxx66 Amount = $5. Amount = $25.75 Amount = $2.5 Exit Figure 64: Voucher Out History 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: 4/13/26 4/13/26 4/13/26 13:37:39 13:44:21 14:18:2 CMT Prize Certificate History Pay Win Receipt Printed Cash out Receipt Printed Cash Out Voucher Printed xxxxxxxxxxxxxx2392 xxxxxxxxxxxxxx7568 xxxxxxxxxxxxxx66 Amount = $5. Amount = $25.75 Amount = $2.5 Copyright 26 Bally Gaming, Inc. All Rights Reserved. Exit Figure 65: CMT Prize Certificate History 6-1 MK2-ALPHA-6 [B] Transaction History

81 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 4/13/26 4/13/26 4/13/26 13:37:39 13:44:21 14:18:2 Cash Bonus Received Cash Bonus Received Cash Bonus Received Amount = $5. Amount = $5. Amount = $2. Exit Figure 66: Bonus History Copyright 26 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 4/13/26 4/13/26 4/13/26 13:37:39 13:44:21 14:18:2 External Funds Transfer History Inhouse Host Cash Transfer Inhouse Host Cash Transfer Inhouse Host Cash Transfer Amount = $5. Amount = $5. Amount = $2. Exit Figure 67: External Funds Transfer History Transaction History MK2-ALPHA-6 [B] 6-11

82 Chapter 6 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 2 progressive wins per level are available for review. Progressive Win History Progressive Level: 1 4/13/26 4/13/26 4/13/26 13:37:39 13:44:21 14:18:2 Amount - $5,126. Amount - $5,142. Amount - $5,1122. Next Exit Figure 68: Progressive Win History Copyright 26 Bally Gaming, Inc. All Rights Reserved MK2-ALPHA-6 [B] Progressive Win History

83 and Operation Chapter 7 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, Sound, Game, Machine, Credit, Clock, Comm, Voucher, and Package Installation submenus. Copyright 26 Bally Gaming, Inc. All Rights Reserved. Diagnostics History Out Of Service Touch Screen Sound Game Machine Credit Clock Comm Voucher Package Installation Pending Status: Menu Entered Figure 69: Menu MK2-ALPHA-6 [C] 7-1

84 Chapter 7 and Operation Touch Screen 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 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. Test Touch Screen Exit Test Touch Screen Figure 7: Touchscreen 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 Copyright 26 Bally Gaming, Inc. All Rights Reserved. Figure 71: Touch Screen test 7-2 MK2-ALPHA-6 [C] Menu

85 and Operation Chapter 7 NOTE: The quantity of marks that can display at one time is limited. Once the capacity is reached, the oldest marks are removed as new marks are displayed. Touch Screen Calibration If marks do not appear at the point of contact, touch screen calibration will restore proper operation. If necessary, center the image by using the positioning adjustment controls located on the flat-panel or cathode ray tube (CRT) monitor. Turning the keyswitch presents the software calibration screens. Follow the on-screen instructions to calibrate the touch screen. ~ Touchscreen Test ~ Copyright 26 Bally Gaming, Inc. All Rights Reserved. Touch at the cross + Figure 72: Software Calibration Screen One of Three ~ Touchscreen Test ~ + Touch at the cross Figure 73: Software Calibration Screen Two of Three Menu MK2-ALPHA-6 [C] 7-3

86 Chapter 7 and Operation ~ Touchscreen Test ~ Turn key-switch to exit Figure 74: Software Calibration Screen Three of Three Sound Sound presents controls to set the volume and other qualities of audio. The screen displays the current settings, which can be adjusted by moving the slide controls. Drag the channel control bar up to increase volume, down to decrease. Touching between the controls moves both channels equally. The following is an example of Sound : Master ~ Volume ~ Wave Copyright 26 Bally Gaming, Inc. All Rights Reserved. to Game Save Exit Figure 75: Volume Adjustment 7-4 MK2-ALPHA-6 [C] Menu

87 and Operation Chapter 7 Game Game 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 : ~ Game ~ Number of Paylines: Max Bet Per Line: Bet Per Line Button Layout: Bet 1 Bet 1 Bet 1 Bet 1 Bet 1 Once saved, changes will require clearing NVRAM to Game Save and Exit Exit Copyright 26 Bally Gaming, Inc. All Rights Reserved. Machine Figure 76: Game Example Machine 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. Menu MK2-ALPHA-6 [C] 7-5

88 Chapter 7 and Operation The following is an example of Machine : Touch Screen Machine Info Pending Status: Menu Entered Diagnostics Sound Device History Game Hard Meter Machine Coin Acceptor Out Of Service Credit Clock Comm Voucher Package Installation Machine Info Figure 77: Machine Machine Info 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. Copyright 26 Bally Gaming, Inc. All Rights Reserved. 7-6 MK2-ALPHA-6 [C] Menu

89 and Operation Chapter 7 The following is an example of Machine Info : ~ Machine Info ~ Serial Number: Set Serial Asset Number: Set Asset ~Machine Serial Number Not Set~ ~Machine Asset Number Not Set~ Exit Copyright 26 Bally Gaming, Inc. All Rights Reserved. Figure 78: Machine Info The serial number of the machine is embossed on the manufacturer s identification plate affixed to the cabinet. The asset number is a unique identification number, which may be assigned by a system network administrator. Touching within an active number field presents a keypad for entering a setting, as shown in the following example showing the entry of the serial number: ~ Machine Info ~ Serial Num Serial Number Set Serial Asset Num Back Set Asset Clear Cancel. Enter ~Machine Serial Number Not Set~ ~Machine Asset Number Not Set~ Figure 79: Entry of Serial Number Touching the keypad s Enter icon places the keypad entry into the field as shown in the following example: Exit Menu MK2-ALPHA-6 [C] 7-7

90 Chapter 7 and Operation ~ Machine Info ~ Serial Number: Set Serial Asset Number: Set Asset ~Machine Serial Number Not Set~ ~Machine Asset Number Not Set~ Exit Figure 8: 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: ~ Machine Info ~ Serial Number: Set Serial Asset Number: ~Machine Serial Number Set~ ~Machine Asset Number Not Set~ Figure 81: Example of Serial Number Entered and Saved The Asset Number entry is similar to the entry of the serial number. Set Asset Exit Copyright 26 Bally Gaming, Inc. All Rights Reserved. 7-8 MK2-ALPHA-6 [C] Menu

91 and Operation Chapter 7 Device The Device 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 icon presents a screen similar to the following example: ~ Device Config ~ Voucher Printer No Printer Coin Acceptor MC-4 Hopper Not Set Bill Validator JCM Billval Button Panel Not Set Copyright 26 Bally Gaming, Inc. All Rights Reserved. Touch any highlighted field to change. Save 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 Exit Figure 83: Confirmation of Change Menu MK2-ALPHA-6 [C] 7-9

92 Chapter 7 and Operation The labels are described in the following table: Label Voucher Printer Coin Acceptor Hopper Bill Validator Button Panel Description If the machine has the ability to dispense vouchers, the printer s protocol must be enabled. The printer choices are FutureLogic (Seiko PSA-66T), Ithaca 75, or Ithaca 85. For other brands or models, contact Bally Technical Support for the correct settings. The coin acceptor model listed is the Coin Mechanisms, Inc., MC-4. The IDX coin acceptor can be used with this setting with Personality Plug PP62. The coin acceptor must have a 1 ms pulse width for coin signals, and use a single pulse per coin. The X-1 System configuration setting must be 8Ch (secured) or Ch (unsecured). Credit is set to 64h, 1 ms; and Tilt to 6h, 2 ms. The supported coin hopper is manufactured by Bally Technologies. The bill acceptor protocols available are those used by JCM-American (JCM) and MEI (MARS). The available button inputs from the player panel must be set. The available settings are 11-, 14-, or 16-button player panels. If the selections do not match the actual panel installed in the cabinet, use the next higher software setting. Hard Meter Hard Meter 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 : Copyright 26 Bally Gaming, Inc. All Rights Reserved. 7-1 MK2-ALPHA-6 [C] Menu

93 and Operation Chapter 7 Hard Meters Hard Meter Increment Meter Layout 1. 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. Set Exit Figure 84: Hard Meters Copyright 26 Bally Gaming, Inc. All Rights Reserved. Coin Acceptor Coin Acceptor provides the opportunity to configure a multiple-channel coin acceptor, which accepts coins of a variety of denominations. The denominations attributed to each channel must match the settings of the pre-programmed acceptor. The following is an example of settings for a coin acceptor programmed to accept nickels, dimes, quarters, half-dollars, dollar and five-dollar tokens: Coin Acceptor Channel 1 $.5 Channel 2 $.1 Channel 3 $.25 Channel 4 $.5 Channel 5 $1. Channel 6 $5. Touch any highlighted field to change. Save Exit Figure 85: Coin Acceptor Menu MK2-ALPHA-6 [C] 7-11

94 Chapter 7 and Operation Credit Diagnostics History Out Of Service Touch Screen Sound Game Machine Credit Clock Comm Voucher Pending Status: Menu Entered Figure 86: Credit Credit 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 icon: Copyright 26 Bally Gaming, Inc. All Rights Reserved MK2-ALPHA-6 [C] Credit

95 and Operation Chapter 7 ~ Credit Limits ~ Base Denom $1. Default Denom Not Set Input Limits Output Limits Bill Limit $3. Hopper Limit No Hopper Credit Limit $1. Printer Limit No Printer Jackpot Limit $12. Upper Jackpot $1. Multi-Denom Not Set Denom Config Cash Out Options Touch any highlighted field to change. Set Exit Copyright 26 Bally Gaming, Inc. All Rights Reserved. The labels are described in the following table: Label Base Denom Bill Limit Credit Limit Jackpot Limit Multi-Denom Description Figure 87: Credit Limits The value of a coin accepted through the coin acceptor and dispensed by the hopper. 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. 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). 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. 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 MK2-ALPHA-6 [C] 7-13

96 Chapter 7 and Operation Label Hopper Limit Printer Limit Upper Jackpot Description 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. 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. 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. The following is an example of Denom Configuration: Denom Configuration $.1 Not Set Not Set $.2 $.5 Not Set Not Set $.1 $.2 Not Set Not Set $.25 $.5 Not Set Not Set $1. $2. Not Set Not Set $5. $1. Not Set Not Set $25. $5. Not Set Touch any button to enable a denomination. Copyright 26 Bally Gaming, Inc. All Rights Reserved. Save CRC Check Exit Figure 88: Denom Configuration 7-14 MK2-ALPHA-6 [C] Credit

97 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 $.1 Not Set Not Set $.2 $.5 Four Alarm Bonus 92a 93.% Not Set $.1 $.2 $.5 Pay Tables $.25 $.5 Four Alarm Bonus 92a 92.% $1. $2. Four Alarm Bonus 92a 93.% $5. $1. Four Alarm Bonus 92a 96.% $25. $5. Set Cancel Touch any button to enable a denomination. Save CRC Check Exit Copyright 26 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 MK2-ALPHA-6 [C] 7-15

98 Chapter 7 and Operation Denom Configuration $.1 Not Set Not Set $.2 $.5 Four Alarm Bonus 92a 93.% Not Set $.1 $.2 CRCS $.25 $.5 games/four AlarmBonus/FourAlarmBonus 92a : 2ae $1. $2. Cancel $5. $1. Not Set Not Set $25. $5. Not Set Touch any button to enable a denomination. Save CRC Check Previous Figure 9: CRCS 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: Copyright 26 Bally Gaming, Inc. All Rights Reserved MK2-ALPHA-6 [C] Credit

99 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. Save Previous Copyright 26 Bally Gaming, Inc. All Rights Reserved. The labels are described in the following table: Label NOTE: Hand Pay Validation Hand Pay Receipt Figure 91: Cash Out Options menu The availability of some features depend upon the jurisdiction. Not all settings or features are available in every jurisdiction. Description Enables an accounting host system feature for controlling payments made by Attendants. The host protocol must also support this feature. 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 MK2-ALPHA-6 [C] 7-17

100 Chapter 7 and Operation Label Restricted Promotional Credits/Restricted Promotional Voucher Out Non Restricted Promotional Credits Preferred Output Device Description Restricted Promotional Credits enables the accounting features of the machine to accept and control credits that must be wagered or converted to a promotional voucher. If Restricted Promotional Voucher Out is not enabled, all promotional credits must be wagered. If Restricted Promotional Credits is disabled, Restricted Promotional Voucher Out defaults to disabled. The host protocol must also support this feature. Enables the machine s accounting features to record the disposition of credits placed into the machine from an alternative source. The credits can be wagered or cashed normally. This affects only the accounting meters. The machine can print payment vouchers by an installed thermal printer, it can dispense coins from a hopper, the machine can provide for payment by an Attendant, or payment can be electronically transferred to an account. If the machine has multiple payment devices installed, the Preferred Output Device setting preferred by the Operator determines the machine s payment sequence. Residual Credit Collect Option Cash Collect First Clock The disposition of residual credits. The choices are Play, Handpay, Cancel; or a combination of the three choices. Play: Credits remaining in the machine that have a combined value less than the value of a coin dispensed by the hopper can be resolved by wagering them on a separate all-or-nothing game. A win equals one coin from the hopper; a loss removes the credits from the machine. Handpay: Residual credits can be removed from the machine by an Attendant. Cancel: The machine can be returned to a revenue state by the Player, where the residual credits can be wagered normally in an attempt to parlay the remaining credits to a value exactly equal to a coin; or the credits can be abandoned and remain in the machine, available for the next Player. 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. The Clock submenu provides fields for setting the time and date. There are icons available for synchronizing seconds and changing time zones. Copyright 26 Bally Gaming, Inc. All Rights Reserved MK2-ALPHA-6 [C] Clock

101 and Operation Chapter 7 Diagnostics History Out Of Service Touch Screen Sound Game Machine Credit Clock Comm Voucher Pending Status: Menu Entered Copyright 26 Bally Gaming, Inc. All Rights Reserved. Figure 92: Menu-Clock Touching the Clock icon presents a menu with active fields for entering the time of day and the date. Clock MK2-ALPHA-6 [C] 7-19

102 Chapter 7 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 : 21 : 26 Tuesday 8 Hour Back Clear Cancel. Enter Touch any Highlighted field to change Set Change Time Zone Reset Seconds Exit Figure 93: Entering the Hour 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. America Canada US ~ Time Zone List ~ Touch any field to select OPEN DOOR M Copyright 26 Bally Gaming, Inc. All Rights Reserved. Back Set Next Cancel Figure 94: Time Zone List Example 7-2 MK2-ALPHA-6 [C] Clock

103 and Operation Chapter 7 Communication The communication setup offers a Serial Ports submenu for setting parameters to communicate with accounting hosts and progressive controllers. Touch Screen Serial Ports Pending Status: Menu Entered Diagnostics Sound History Game Machine Out Of Service Credit Clock Comm Voucher Copyright 26 Bally Gaming, Inc. All Rights Reserved. Serial Ports Figure 95: Comm and Serial Ports Touching the Serial Ports icon opens the Serial Communications submenu which provides an opportunity to select and enable host protocols and progressive controller protocols. The following is an example of Serial Communication : Communication MK2-ALPHA-6 [C] 7-21

104 Chapter 7 and Operation ~ Serial Comm ~ Host Comm I SDS CONFIG Host Comm II SAS Secondary CONFIG SDG Protocol Disabled CONFIG Progressive Type None CONFIG Dual Host Set Pay Tables Before Setting Host Comms Set Exit Figure 96: Serial Communication Host Communication 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: Mode Basic ~ SDS ~ Touch any highlighted field to Change Copyright 26 Bally Gaming, Inc. All Rights Reserved. Set Previous Figure 97: SDS 7-22 MK2-ALPHA-6 [C] Communication

105 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 Basic Extended Coupon Voucher SDS Mode Definitions 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. 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. 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. The gaming machine supports SDS Simple Serial and Extended Simple Serial protocol, plus SDS Voucher Extensions, which allows for machine voucher printing and redemption. Copyright 26 Bally Gaming, Inc. All Rights Reserved. SAS If SAS Primary or SAS Secondary is selected at the Serial Comm submenu, touching the configuration field opens the SAS submenu similar to the following example: Communication MK2-ALPHA-6 [C] 7-23

106 Chapter 7 and Operation ~ SAS ~ Address 1 Validation General Exception Security Exception Tilt Exception Remote Handpay reset Resend Handpay Pending Standard enabled enabled enabled OFF OFF Touch any highlighted field to change. Set Exit Figure 98: SAS 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. The terms are described in the following table: Terms NOTE: Except for the Address field, once a setting is saved, it cannot be changed without a RAM clear. SAS Protocol Definitions Copyright 26 Bally Gaming, Inc. All Rights Reserved. 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-6 [C] Communication

107 and Operation Chapter 7 Terms Validation General Exception Security Exception Tilt Exception SAS Protocol Definitions 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. 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. 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. Controls the reporting of tilt exceptions. Enabled and locked by default. Include tilts encountered by the game. Copyright 26 Bally Gaming, Inc. All Rights Reserved. Remote Handpay Reset Resend Handpay Pending Dual Host Controls the host s ability to release a win lockup or credit collect lockup. When enabled, the host can release the lockup without the assistance of an Attendant. The feature provides a cashier the ability to give cash to the Player, releases the lockup, and validate the jackpot without leaving the change booth. 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. Some features supported by the machine may require networking with more than one host system. Dual Host provides configuration for multiple systems. NOTE: The fields in the Dual Host submenu are not available until the selections made in the Serial Communications submenu have been saved by touching the Save icon. Communication MK2-ALPHA-6 [C] 7-25

108 Chapter 7 and Operation Touching the Dual Host icon opens a submenu similar to the following example: ~ Dual Host ~ AFT SAS Primary CONFIG Certificate Out Legacy Bonusing Machine Control Voucher In/Coupon In Voucher Out OFF SAS Primary SDG SAS Primary SAS Primary Set Pay Tables Before Setting Host Comms Save Previous Figure 99: Dual Host Touch the highlighted fields to set AFT, Certificate Out, Legacy Bonusing, Machine Control, Voucher In/Coupon In, or Voucher Out. The terms are described in the following table: Term AFT Certificate Out Legacy Bonusing Machine Control Voucher In/Coupon In Dual Host Definition Advanced Funds Transfer, if supported by the Host system, provides for transferring wagering funds between an accounting Host and the machine. Used with CMT machines. CMT machine settings are OFF or SDG. If the game doesn't support certificates, the only setting will be OFF. SAS protocol bonusing commands. It is available only on a single channel. 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. Selects the Host responsible for voucher control. Copyright 26 Bally Gaming, Inc. All Rights Reserved. Voucher Out Selects the Host responsible for voucher control MK2-ALPHA-6 [C] Communication

109 and Operation Chapter 7 NOTE: All the options shown may not be available in all games or in all jurisdictions. Advanced Funds Transfer 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 Register with Host Cancel Registration Acknowledge Host Allow Bonus Transfers Not Set Allow Debit Transfers Not Set Allow Transfers to Game Not Set Copyright 26 Bally Gaming, Inc. All Rights Reserved. Allow Transfers From Game Allow Partial Transfer Amounts Not Set Not Set Set Max Transfer Limit Not Set Amount: $999, Set Pay Win To Host Minimum Amount Not Set Amount $999, Host CAshout Mode Print Debit Registration Report Host Controlled Sample Host Receipt Sample Game to Host Receipts Touch any highlighted field to change Save Figure 1: Advanced Funds Transfer Sample Debit Withdrawal Receipt Previous 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 MK2-ALPHA-6 [C] 7-27

110 Chapter 7 and Operation Term Allow Bonus Transfers Allow Debit Transfers Allow Transfers to game Allow Transfers From Game Allow Partial Transfer Amounts Set Max Transfer Limit AFT Descriptions Enable: Accepts transfers to the machine from the Host for bonus credits from a Host-controlled bonusing system. Enable: Accepts transfers to the machine from a financial institution. Enable: Accepts transfers to the machine from the Host (a minimum requirement for AFT operation). Enable: Accepts transfers to the Host from the machine (a minimum requirement for AFT operation). 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. Enable: Allows the Operator to set the maximum value that can be transferred between the Host and the machine. If enabled, a value must be entered into the Amount field. Set Pay Win to Host Minimum Amount Host Cashout Mode Enable: Allows the Operator to set a value that, when exceeded by a win, causes the win to be automatically transferred to the Host instead of accumulating in the machine s credit meter. If enabled, a value must be entered into the Amount field. Host 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 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. Copyright 26 Bally Gaming, Inc. All Rights Reserved MK2-ALPHA-6 [C] Communication

111 and Operation Chapter 7 SDG 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: System Data: ~ SDG ~ Mode Not Set Port Config: ttym5: 576 8:N:1 Serial Number: 1 Link Data: Down Protocol: OffLine Address Un Enroll Enroll ~Functions Disabled - Protocol Not Online~ Exit Copyright 26 Bally Gaming, Inc. All Rights Reserved. Figure 11: SDG 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 MK2-ALPHA-6 [C] 7-29

112 Chapter 7 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 ~ Denomination $.5 Levels Contribution Minimum Current* Maximum Lev 1 JP % 1. $. $ 6. $ Lev 2 NONE % 1. $. $ Lev 3 NONE % 1. $. $ Lev 4 NONE % 1. $. $ Lev 5 NONE % 1. $. $ The labels are described in the following table Label Levels Lev 6 NONE % 1. $. $. $ Lev 7 NONE % 1. $. $ Lev 8 NONE % 1. $. $ *The Current value may reflect amounts in escrow or shortages. Touch any highlighted field to change. Save Override Current Previous Figure 12: Internal Progressive Controller Configuration Internal Progressive Controller Descriptions 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 12 shows game jackpot associated with Level 1 of the controller. Copyright 26 Bally Gaming, Inc. All Rights Reserved. 7-3 MK2-ALPHA-6 [C] Communication

113 and Operation Chapter 7 Label Contribution Internal Progressive Controller Descriptions The contribution is entered as a percentage of each wager. The example in Figure 12 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 12 shows a starting value of $5,. Current Maximum The current value of the progressive. The progressive s ceiling. Change the current value of the levels by touching the Override Current icon; however, once the settings are entered and saved, they cannot be changed without a RAM Clear. The Override Current feature is useful when replacing an existing progressive machine within a progressive bank so that the value entered for the machine shows the same value as the machine replaced. Multi-Area Progressive (MAPS or MAPS X) With MAPS enabled, Level 1 will be JP and Levels 2 through 8 will be NONE. Selecting MAPS and touching the configuration field opens a screen similar to the following example: Copyright 26 Bally Gaming, Inc. All Rights Reserved. ~ MAPS ~ Denomination $.5 ~ Progressive Levels ~ Level 1 JP 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. Save Previous Figure 13: MAPS Configuration Communication MK2-ALPHA-6 [C] 7-31

114 Chapter 7 and Operation Mikohn Selecting Mikohn as a progressive and touching the configuration field opens a menu similar to the following example: ~ Mikohn ~ Slot ID 1 Denomination $1. ~ Progressive Levels ~ Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 JP JP1 JP2 JP3 NONE NONE NONE NONE Figure 14: Mikohn 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 Slot ID Progressive Denomination Touch any highlighted field to change. Save Progressive Controller Description Previous 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. 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. Copyright 26 Bally Gaming, Inc. All Rights Reserved MK2-ALPHA-6 [C] Communication

115 and Operation Chapter 7 Term Progressive Levels Progressive Controller Description 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, JP, JP1, JP2,... Voucher Touching the Voucher icon presents an icon to enter the Voucher Data submenu as shown in the following example: Touch Screen Voucher Data Pending Status: Menu Entered Diagnostics Sound Copyright 26 Bally Gaming, Inc. All Rights Reserved. History Out Of Service Game Machine Credit Clock Comm Voucher Figure 15: Voucher and Voucher Data Voucher MK2-ALPHA-6 [C] 7-33

116 Chapter 7 and Operation Touching the Voucher Data icon presents a keyboard similar to the following example: ~ Voucher Data ~ = 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 Days EXPIRES Save Figure 16: Voucher Data The keyboard enables entering the location label, Address 1, Address 2, and expiration to print on the voucher. E xit Copyright 26 Bally Gaming, Inc. All Rights Reserved MK2-ALPHA-6 [C] Voucher

117 and Operation Chapter 7 Touching the Caps Lock icon adds lowercase characters and additional symbols as shown in the following example: ~ Voucher Data # $ % ^ & * ( ) + 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 Days EXPIRES Copyright 26 Bally Gaming, Inc. All Rights Reserved. Save Figure 17: Keyboard With Expanded Characters NOTE: The accounting system Host may already provide the information entered in this configuration menu and overwrite any setting entered. E xit Voucher MK2-ALPHA-6 [C] 7-35

118 Chapter 7 and Operation Copyright 26 Bally Gaming, Inc. All Rights Reserved MK2-ALPHA-6 [C] Voucher

119 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. Copyright 26 Bally Gaming, Inc. All Rights Reserved. Diagnostics History Out Of Service Figure 18: Out of Service Pending Status: ( or Operator) Menu Entered (Status or Error Messages) MK2-ALPAH-6 [C] 8-1

120 Chapter 8 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 ~ Set Exit Figure 19: Out of Service Selection Touching the Set icon displays the Out of Service screen as shown in the following example: ~ OUT OF SERVICE ~ Copyright 26 Bally Gaming, Inc. All Rights Reserved. Figure 11: Out of Service Display 8-2 MK2-ALPAH-6 [C] Out of Service

121 and Operation Index Copyright 26 Bally Gaming, Inc. All Rights Reserved. A Menu 4-1 AFT 7-26 AFT Meters 4-19 asset number 7-7 Attendant Key 5-12 Attendant menu 3-1 Attendant Paid Cancelled Credits 4-4 Attendant Paid External Bonus Payout 4-8 Attendant Paid Jackpots 4-4 Attendant Paid Progressive Payout 4-8 Attendant Paid Total Won 4-6 B Base Denom 7-13 Bezel diagnostic 5-22 Bezel Gadget Version 5-22 Bill 4-22 Bill Drop 4-5 Bill In 4-4 Bill Limit 7-13 Bill Val Door 5-12 Bill Validator 7-1 Bill Validator Test 5-12 Bills and Coins to Drop 4-5 Bonus Cashable Transfers To Gaming Machine 4-21 Bonus Cashable Transfers To Gaming Machine Count 4-21 Bonus Nonrestricted Transfers To Gaming Machine 4-21 Bonus Nonrestricted Transfers To Gaming Machine Count 4-21 Button Panel 7-1 C Cabinet Outputs 5-1 Cash Collect First 7-18 Cash Out Options 7-16 Cash Promo Coupon In 4-4 Cash Promo Coupon In Count 4-6 Cash Promo Played 4-3 Cash Promo Vouchers In 4-16 Cash Promo Vouchers In Count 4-16 Cash Promo Vouchers Out 4-17 Cash Promo Vouchers Out Count 4-17 Cash Voucher In 4-16 Cash Voucher In Count 4-16 Cash Voucher Out 4-4, 4-17 Cash Voucher Out Count 4-17 Cashable Electronic Promotion In 4-7 Cashable Electronic Promotion Out 4-7 Cashable Transfers To Gaming Machine 4-19 Cashable Transfers To Gaming Machine Count 4-19 Cashable Transfers To Host 4-2 Cashable Transfers To Host Count 4-2 MK2-ALPHA-6 [C] IX - 1

122 and Operation Cashable Transfers To Ticket 4-21 Cashable Transfers To Ticket Count 4-22 Certificate Out 7-26 Clear Period 4-2 Clock 7-18 CMT Prize Count 4-25 Coin Acceptor 7-1 Coin Acceptor Test 5-13 coin diverter solenoid 5-13 Coin Drop 4-5 Coin Drop Door 5-12 Coin In 4-3 Coin In (Money Played) 4-1 Coin Out 4-4 Coin Out (Excludes Jackpots) 4-1 Com Port Diagnostics 5-16 Com Port Diagnostics analyzer 5-18 Communication 7-21 CompactFlash 2-2 Contribution 7-31 Coupon Promotion In 4-4 Coupon Promotion Out 4-4 Credit Limit 7-13 D Debit Transfers To Gaming Machine 4-2 Debit Transfers To Gaming Machine Count 4-2 Debit Transfers To Ticket 4-22 Debit Transfers To Ticket Count 4-22 Default Denom 7-13 Device 7-9 Door I/O Diagnostics 5-7 dot and graph patterns 5-15 Dual Host 7-25 E EEPROM 2-2 EFT In 4-7 Enhanced (Secured) Validation 7-25 Enroll 7-29 Error 4-25 Event History 6-3 F feature wheel 5-19 Front Panel Board Inputs 5-7 Front Panel Board Outputs 5-9 G Game 4-9 game authentication terminal (GAT) 5-23 Game Hold % 4-1 Game 7-5 Game Yield % 4-1 Games Played 4-11, 4-12 Games Played At Max Bet 4-11 Games Won 4-11, 4-12 Games Won At Max Bet 4-11 H Hand Pay Receipt 7-17 Hand Pay Validation 7-17 HandPay Cash Receipt 4-18 HandPay Cash Receipt Count 4-18 HandPay Cash, No Receipt 4-18 HandPay Cash, No Receipt Count 4-18 HandPay Single Win Receipt 4-18 HandPay Single Win Receipt Count 4-18 HandPay Single Win, No Receipt 4-18 HandPay Single Win, No Receipt Count 4-18 Hard Meter 7-1 Hopper 7-1 Hopper Extra Coins Out 4-5 hopper level switch 5-1 Hopper Limit 7-14 Hopper Test 5-13 Host bonuses 6-11 Host Comm I 7-22 Host Comm II 7-22 Host Communication 7-22 Copyright 26 Bally Gaming, Inc. All Rights Reserved. IX - 2 MK2-ALPHA-6 [C]

123 and Operation Copyright 26 Bally Gaming, Inc. All Rights Reserved. J Jackpot Limit 7-13 Jackpot Vouchers Out 4-4 Jackpots Won (Jackpots) 4-1 Jurisdiction AFT Max Transfer Limit 5-5 Jurisdiction AFT Must Transfer Win Limit 5-5 Jurisdiction JCM Country Code 5-5 Jurisdiction Locale 5-5 Jurisdiction Max Bet 5-4 Jurisdiction Max Currency In 5-5 Jurisdiction Max Physical Coin In 5-5 Jurisdiction Max Token Value 5-4 Jurisdiction Max Win 5-4 Jurisdiction Name 5-4 Jurisdiction Part Number 5-4 Jurisdiction Taxable Win Limit 5-4 Jurisdictional Bit Codes 5-5 Jurisdictional Limits 5-4 L Last Award Hit 4-15 Legacy Bonusing 7-26 Logic Door 5-12 Low NV Batt Low NV Batt M Machine 4-2 Machine Control 7-26 Machine Hold % 4-4 Machine Info 7-6 Machine Master 4-2 Machine Paid External Bonus Payout 4-8 Machine Paid Progressive Payout 4-8 Machine Period 4-2 Machine 7-5 Machine Yield % 4-4 Main Door 5-12 Main menu 3-5 Memory Diagnostics 5-14 Money Won 4-4 Money Won (Includes Jackpots) 4-1 Multi-Area Progressive (MAPS ) 7-31 Multi-Denom 7-13 N Non Cash Promo Coupon In 4-4 Non Cash Promo Coupon In Count 4-6 Non Cash Promo Coupon Out Count 4-6 Non Cash Promo Voucher Out 4-17 Non Cash Promo Vouchers In 4-16 Non Cash Promo Vouchers In Count 4-16 Non Cash Promo Vouchers Out Count 4-17 Non Cashable Electronic Promotion In 4-7 Non Cashable Electronic Promotion Out 4-8 Non Restricted Promotional Credits 7-18 Non-Cash Promo Played 4-3 Nonrestricted Transfers To Gaming Machine 4-19 Nonrestricted Transfers To Gaming Machine Count 4-2 Nonrestricted Transfers To Host 4-2 Nonrestricted Transfers To Host Count 4-2 NVRAM 2-2 O Operator menu 3-1 Operator Switch 5-12 Operators () menu 3-5 Out of Service 8-1 P Paytable Jackpots Hand Paid 4-6 Physical Coin In 4-4 Physical Coin In Count 4-6 Physical Coin Out 4-4 Physical Coin Out Count 4-6 Preferred Output Device 7-18 Printer Limit 7-14 Processor I/O Diagnostics 5-11 MK2-ALPHA-6 [C] IX - 3

124 and Operation Progressive 4-14 Protocol 4-13 Protocol Meters 4-16 purity adjustments 5-15 R RAM Clear 2-2 Reels sub menu 5-22 Remote Handpay Reset 7-25 Resend Handpay Pending 7-25 Residual Credit Collect Option 7-18 Restricted Promotional Credits 7-18 Restricted Promotional Voucher Out 7-18 Restricted Transfers To Gaming Machine 4-19 Restricted Transfers To Gaming Machine Count 4-19 Restricted Transfers To Host 4-2 Restricted Transfers To Host Count 4-2 Restricted Transfers To Ticket 4-22 Restricted Transfers To Ticket Count 4-22 S SAS 7-23 SDG 7-29 SDS 7-22 Security 4-23 Serial Ports 7-21 Slot Data Systems 7-22 Slot ID 7-32 Sound 7-1 Standard Validation 7-25 System Menus 3-1 System Validation 7-25 T Test Lights 5-2 Test Wheel 5-2 Times Hit 4-15 Top Box 5-19 Top Reel Lights 5-23 Total Cancelled Credits 4-6 Total External Bonus Wins Awarded 4-18 Total Games Lost 4-6, 4-1 Total Games Played 4-6, 4-1 Total Games Won 4-6, 4-1 Total In 4-4 Total Jackpot Won Recredited 4-6 Total Money to Drop 4-5 Total Out 4-4 Total Payouts 4-15 Total Progressive Wins Awarded 4-18 Total Transfer In 4-4 Total Transfer Out 4-4 Total Transfers In 4-5 Touch Screen Calibration 7-3 Touch Screen 7-1 Transaction History 6-6 U Un Enroll 7-29 Upper Jackpot 7-14 V Validate sub menu 5-2 Version Information 5-2 Voucher In 4-4 Voucher In Count 4-6 Voucher Out 4-6 Voucher Out Count 4-6 Voucher Printer 7-1 Vouchers to Drop 4-5 W WAT In 4-7 WAT Out 4-7 Copyright 26 Bally Gaming, Inc. All Rights Reserved. IX - 4 MK2-ALPHA-6 [C]

Implementation Guide. SAS Serial Protocol. for. Montana Department of Justice Gambling Control Division. October 22, 2012. Version 1.4.

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