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MODULE 2 FO-555000 “v?-S5MOD-9700 is & OPERATION Bally carnxne* ©1997 BALLY GAMING, INC. ALL RIGHTS RESERVED 6601 South Bermuda Read # Los Vagos. Nevada * US.A.« 89119 Telephone(702)806-7777 « Fax(702)896-7770 e Module 2 2tup & Operation Module 2 Table of Contents Major Components Diagram... .... « Environmental Specifications installing the Machine Installation Check List. Unpack and Inspect Securing Machine. Stand Dimensions Door Locks . Power Up. SafeRam™ Clear Enabiing SafeRam™ Clear Circuit . Clearing SafeRamn Accessing and Setting Game Options Game Option Table : Progressive Operation Table Mystery Machine Pay (MMP) Adjusting Sound Volume ‘Tower Light Optioning ‘ Market Designation DIP Switch Table Denomination DIP Switch Table ‘Change/Service Button indicator . Bill Acceptor MPU DIP Switch Table . Bill Acceptor DIP Switch Settings Diagnostic Tests and Functions . Test #1 - Model Information Test #2 - Output Test Test #3 - Input Test Test #4 -Hopper Test. . Test #5 - Reel Function Test Test #6 - Reel Tape Test . . Test #7 - Reel Tilt Records . Test #8 - Slot Communications Test #9 - Display Test Test #10 - Payout Test . Test #11 - Game Optioning Prosiot® + 28 2-10 ~ 210 244 2414 - 244 244 242 212 242 2-13 243 . 244 214 2415 2. 216 +. 216 - 27 247 . 247 2418 2418 248 24 Machine Operation . . ‘Accounting Information 2419 Anaiysis Information # 22419 ‘Security & Staius Information . 2219 Releasing a Jackpot Lockup 2419 LED Display Center 2419 Credit Collect Messages 249 WIN PAID Decimal Points, 2:20 Machine Meter Groups 2:20 Accessing & Viewing Machine Meter Groups . 2-20 Bookkeeping Meters..........-.- 220 Wan Records = 2:23 Game History... + 2:23 Game Recall 2:24 Game Summary . 225 Bil Transactions, 2:25 Bil Transaction History Group 2:26 Progressive Jackpots... . . 2.26 Electro-Mechanical Meters... ..... .. 2:28 Troubleshooting... 6... eee 229 Overview 2.29 Power Malfunctions 22:29 Tit Messages 2.29 Hopper Malfunctions... - 2:29 Coin Acceptor Malfunctions + 2:29 Malfunction and Game Codes 2.30 Malfunction Codes 80-84... . - 234 Extended Progressive Error Codes . - 231 Tilt Code 31 Hopper LED Indications 231 © 1997 Bally Gaming, Inc. Module 2 Set-Up & Opera’ Major Components Diagram This module describes machine installation, environmental specifications, game configuration, and machine operation. ‘SLANT TOP waren STRIKE DECK BUTTONS: Prostot® Meee erenin aa meaaenere forcreatger rest gone Per sencabe No bet eases No leet axesnh at ma coats INolebet soap stat cone route Rett noauism Retet susopn at cane eorate Rings vrs oo roe e Operation Table geen cf 00 evo Jackpot and Progressive jackpot handling is peo detined by the interaction of Option 02 (Progressive [ss0n00 (34.0, Aizonaeny) Type), 07 (Number of Jackpots), and 18 (Jackpot 4 ES is10000 Operation). ‘Serhan ra BY 10 (mundodby 10) |Evenhard fay by 100s unde 1) |Evectanatayty tooo teunand 22) ie Tor Maxam nrbor ot rd rir on [armor Note vai it terns Gren 3, rt cee ay 2m | sae | 00 $100 be Fe i BS Sst oie reraranee Grete Cnc tae KOHN som sera IM iat aropery in ne peat [SA (Sera MatoProg rac) Re 14 ht pci areca rac) om Spec nM ELLIS | PL PEI Panta | a Spcat St sea ait Tread ona lor ez create earosrerancl mies JOR 10 ecema pent aga (oe Seno ——— Option 18 defines the operation of the game only Monge sored where the Jackpot 4 is specified in the SMI win table. rat enonaas caidas Pace In Option 18 settings (0000-0003), there are combinational jackpots hit during the win, as announced by the JP relays 1-3, to allow for backward ‘compatibility. For Option 2=1 or Option 2=3, Option 18, fiaossslaasaaes setting (0004) is the logical level for the hit, ie. / [row oi Rom opp ion mv HOE Jackpot 4 is treated as a separate JP entry and is 4 feces, usually a lesser jackpot than JP3. . Prosiot® 240 © 1907 Bally Gaming, inc. Game Optioning (cont.) Mystery Machine Pay (MMP) This feature is a random dollar amount awarded to the Player by a progressive controller. The award is made to 9 Player when the progressive controller receives coin-in amounts from the game which causes the total progressive coin-in total to equal or exceed the current random award chosen by the controller. The award is paid from the hopper, if possible. Prior to paying the award, the machine shows EP Prog on the WIN PAID display, MMP operation requires hardware configuration and settings of Options 02, 07, and 78 as follows: The wiring hamess between the ProSlot® and Mikohn® SuperController® connects between J1 on the SuperController® and J9 (RELAYS) on the ProSiot.® This connection is for the coining and jackpot signals from the ProSlot® to the SuperController.® The wiring hamess also connects between J3 on the ‘SuperController® and J10 (BAL LINE) on the ProSiot.® This connection is for the serial data from the ‘SuperController” to the ProStot © ‘The ProSio'® is optioned as follows: | oe paeoT SS Option 07 settings correspond to the SuperController”” RND settings as follows: Prosiot® Option 7 settings 01 through 04 must be supported by SMI Adjusting Sound Volume ‘A white volume control shaft protrudes through an opening in the front of the MPU assembly. Tum the shaft clockwise to Increase te sound volume or counter-clockwise to decrease the sound volume. Mw Prosiot® Tower Light Optioning Refer to the table below for the tower light combinations available on the ProSlot.© Escon sey Notte Boson rar ap had a ot Fas fa ight sey aD RPT Retreat Market Designation DIP Switch Table To set market designation use the DIP switch table on this page. DIP switch for setting market designations are located at JW7 on the MPU board, switch positions 1 through 4 e{aig}ele}e|sie| eis\o On. '2|9}2}9}/9]\9\2 244 © 1997 Bally Gaming, Inc. Cacklin , GAMING Game Optioning (cont.) Market Designation DIP Switch Table (cont) DIP Switch JW/, position 5 through 8 are used for personalities equipped with hardware strapped SMls, vs504 Wn 00 vs5 05 10 Iusp0, wi 00 Denomination DIP Switch Table To verify game denomination use the DIP switch table on this page. DIP switches for changing denominations are located at JW3 on the MPU board, switch positions 1 through 4. cy (on irene oy) S09 52500 $2000 $1009 $20 igig|ele lata 2/2] /2\9| = oe AFTER Chaneine aie surg. ChAVES, You MUST Do TOTAL CLEAR, Proslct” 2412 Change/Service Button Indicator When the CHANGE/SERVICE button is pressed, the change lamp illuminates and the tower change lamp flashes. The machine alerts the Player to the presence of a bill acceptor by making a brief besp tone and, if there are no credits on the oredit meter, the bill accepior face plate lamps flash for approximately ten seconds. Bill Acceptor MPU DIP Switch Table Bill Acceptors are enabled by DIP switches located at JW, position 5 and 6, on the MPU board. JCM® Bill Acceptor The JCM® Bill Acceptor is available with the ProSiot.° Depending on the configuration of game Option 11, bills can be credited to the CREDIT meter or aid from the hopper. The acceptor is configured tc accept or reject various denominations of bill. DIP switches must be set on the bill acceptor for all denominations. These are not switches referred to above, which are located on the MPU board. See the next page for the location of, and settings for, the bill acceptor DIP switches. The bill acceptor uses lamps to illuminate the bezel and display the unit's status. If the bezel is illuminated and the bill path is lit green, a bill may be inserted for validation. if the bezel is illuminated red, a malfunction or stacker full situation ocourred. If the bezel is not illuminated, a bill wil not be accepted (see note). The machine can be played even if the bill acceptor is not functioning. © 1997 Bally Gaming, Inc. Game Optioning (cont.) \Jem® Bill Acceptor DIP Switch Settings Bill acceptor DIP switches are located on the bottom of the bill acceptor validator module. This module must be removed to set the DIP switches. on B WUUOuuoe To remove the module disconnect the bill acceptor cables. Grasp the bill acceptor validator module, pull down on the release plunger, and pull the module out. Locate the DIP switches on the under side of the module and use a small screwdriver or balkpoint pen to set the switches. sca St0 at _ [acces S10 Prosiot® 243 Diagnostic Tests and Functions The ProSlot® has eleven diagnostic tests and functions used to evaluate or change machine operations. They are accessed by opening the door and pressing the TEST button located on the front of the MPU assembly. Each press of the test button advances to the next test or function. Pressing CHANGE/SERVICE restarts most tests or functions. Closing the door or pressing RESET exits Diagnostics. The WIN PAID display shows the number of the test or function followed by ad. The d indicates the machine is in diagnostic mode. The COIN IN and CREDIT displays show information relating to each individual function or test. In numerical order (1-11) on the WIN PAID display, the tests and functions display as: © 01 Model Information © 02 Output Test © 03 Input Test © 04 Hopper Test © 05 Reel Function Test © 06 Reel Tape Test © 07 Reel Tit Records 08 Slot Communications © 09 Display Test * 10 Payout Test ‘* 11 Game Optioning ‘The “sin the WIN Tee sine PAID display ane ; fing) meses wre oe © 1997 Bally Gaming, inc. Test #1 - Model Information Diagnostic Tests and Functions (cont.) This function enables the Operator to view information stored in the personality EPROM and ‘SafeRAM™ without removing the MPU board. This informati Press and release the TEST button until the message 01d appears in the WIN PAID display indicating diagnostic function #1 is selected. The LED Display Center automatically advances through the information. The Operator may also manually advance _ by successively pressing the BET MaX button, or may pause the display by pressing and holding the SPIN button. The third digit in the WIN PAID display shows the. identincation number for each tem in the test. For the first item. 010d appears in the WIN PAID display. ‘The CREDIT dispiay shows the personality EPROM identification number, ‘When the WIN PAID display shows the message 011d, the CREDIT display sequentially shows the nominal and basic game percentages, with a decimal Point after the second digit. ‘When the WIN PAID display shows the message 012d, the CREDIT display shows the reel map and win table configuration numbers separated by a dash. When the WIN PAID display shows the message 013d, the CREDIT display shows the two digit market code. (Refer to the Market Designation DIP Switch Table in this module for a list of defined market codes.) Prosiot” is verified using the SMI document. Wit PAID con t iN cREDI iT Oo WIN PAID 214 When the WIN PAID display shows the message 014d, the CREDIT display shows a Oor 4. A| QIN 0 indicates the machine is configured as an uprgnt. 4 1\ [1 indicates the machine is. configured as a slant top, When the WIN PAID display, shows the message 016d, the| CREDIT display shows a 0 or 1. A] coin 0 indicates the machine is| configured for normal reel\_L operation. A 1 indicates the machine is configured for Crazy Reel operation, When the WIN PAID display shows the message 016d, the CREDIT display shows a 00 or 01. A 00 indicates the machine is not configured for a bill acceptor. A 04 ‘Win PAID ig IS shows the machine is configured for an internal JCM® bill acceptor. ‘When the WIN PAID dispay shows the message 017d, the CREDIT display shows the two digk code representing the machine's denomination. (Refer to the Coin Denomination DIP Switch Table in this module for a list of denomination codes.) con Ny Test #2 - Output Test PAID {a CREDIT ‘The Output Test begins 2 routine which selects and tums on/off each extemal signal the game can produce. There are 64 address locations hexadecimally numbered from 00 to 3F. The first digit of the number represents the port, and the second digit represents the bit. represents port 2, bit 8. For example, the number 28 The 48 available output locations are listed in the tables on the following pages. A © 1997 Bally Gaming, Inc. Callin GAMING Diagnostic Tests and Functions (cont) Test #2 - Output Test (cont.) This test runs in either auto or manual mode. Auto mode advances through all ports while manual operation allows the Operator to select a port. Press and release the TEST button until the message 02 d appears in the WIN PAID display indicating diagnostic function #2 i selected Whon first accessed, this test starts in auto operation mode. The message 020d appears in the WIN PAID display. The CREDIT display shows the two digit output number and port status (logic level), The status toggles between 1 (logic high) and 0 (logic low). This process repeats for al outputs. To enter manual mode, press the PSEUDO COIN button located on the front of the MPU assembly, ‘The message 021d appears in the WIN PAID display. Press the CHANGE button to select the desired output. Once selected, press the TEST button to test the output. The port status toggles between 1 (logic high) and 0 (logic low) reflecting the state of the output ote Tove are Opie 80 Seca) DROP Het Opi 60 Suectabe) Test #3 - Input Test ‘The Input Test verifies all machine inputs, including game buttons and door switches. Each input is referenced by a two digit hexadecimal number. The first digit represents the input port, and the second digit represents the bit. For example, the number 08 represents port 0, bit 8. Input numbers are listed in the table below. Press and release the TEST button until the message 03 d appears in the WIN PAID display indicating diagnostic function #3 is selected. Select an input to test (from the table below) and activate the input. The CREDIT display shows the input's hexadecimal number along with the port status (1=lagic high, O=logic low). Deactivation of the input reverses the logic level. Press the TEST button to select the next diagnostic test. Closing the door or pressing RESET exits diagnostics. (pte 60 Suerte) echancal nt Dea ance ony [orien 8 Sect) [Son Sse Une (Som Hanae Ope se Lar [Com ini (Con Hos sare eck? Rasy [oh 7 Hes Loe. [eshte [Fon ror 0) om tack Ema [BEANE SERVICE Boe [Cok Hed La TER ae [coneare [Door Swen Relay [ain Ne Tower a seaes Prosiot® ET MOR Code Ba EASH ICREDT Bsn © 1997 Bally Gaming, inc. Calley GAMING Diagnostic Tests and Functions (cont) Tost #3 - Input Test (cont.) If the bill acceptor operation is enabled, and the bill acceptor is properly configured, the acceptor is enabled upon entry to the Input Test. When the face plate of the bill acceptor lights, the acceptor is ready for testing. ‘The function may be used to test a) acceptance and rejection of valid and invalid bills, b) coins/credits vended for each till denomination, 0) enabling/disabling of the acceptor in response to cash door, cash box, or coin mechanism enable/disable switch operation, and optionally, d) recognition of ‘coupons. To perform tests a) and b) above, insert a bill in the bill acceptor. The machine enters an "acceptor busy" condition (14 0 appears on the CREDIT display to indicate port 1, bit 4 status). The bill is retumed, followed by one or more messages displayed at two second intervals. When the acceptor is once again inactive, the "acceptor not busy" condition (14 1 on the CREDIT display) is shown. If the bill is vafd, the bill denomination is displayed (d in the COIN IN display, denorrination in the CREDIT display), followed by the coins/credits to be vended for the bill (cin the COIN IN display, value of bill in the CREDIT display). A rejected bill causes a reject code to appear in the CREDIT display. Acceptor status codes are as follows: 8A Retumed by game 8b Rejected by bill acceptor 8c Failure; abnormal 8d Stacker or Cashbox full A valid bill accompanied by displays of zero coinsicredits and a status code of 8A indicates the bill is valid, but is not accepted by the game because the bill denomination is incompetible with the game coin denomination (example: a $1.00 bill cannot be accepted by a $5.00 game), or the credits vended for the bill would cause the game to exceed its credit meter limit (example: a $5.00 game with 990 credits and a credit meter limit of 1000 cannot add 20 credits from a bill transaction). A status code of 8d displayed for a valid bit indicates the count of ils in the cashbox maintained by the game has exceeded the 350 limit, and must be reset by removing the cashbox and its contents, and re-installing the cashbox. To perform test ), opan or clse the cashbox door, remove or install the cashbox, or toggle the coin mechanism enable/disable switch. If the green lamp Prosiot® tums off as a result of any of these actions, the acceptor is disabled, otherwise, the acceptor is enatled. Test d) may be performed only with the JCM® DBV-146 bill acceptor. At present, the value of a coupon is determined by the SDS host system, and cannot be displayed in this test. The coupon is identified only by a display of d and coup in the COIN IN display and CREDIT display respectively. ‘Test #4 - Hopper Test This test verifies the hopper is operating correctly. When this test is run, the hopper attempts to pay out ten coins. Press and release the TEST button until the message 04 d appears in the WIN PAID display \dicating diagnostic function #4 is selected. The hopper attempts to pay out ten coins. As each coin is dispensed from the hopper, the CREDIT display increments from 0 to 10. If an error ocours, the error code appears in the first two positions of the CREDIT display. See exception code table for error description. Press the TEST button to select the next diagnostic test. Closing the door or pressing RESET exits diagnostics. Test #5 - Reel Function Test This test verifies the reels are operating correctly. When this test is run, the reels spin and stop at a reel combination. The spin/stop sequence continues until the test is exited. Press and release the TEST button until the message 05 d appears in the WIN PAID display indicating diagnostic function #5 is selected ‘The reels index to the "0" position, then spin and ‘stop at the highest number reel position (usually 22).. ‘The CREDIT display shows the number of times the spin/stop sequence occured. After a brief pause, the reels spin and stop at the next lower number position. If a reel malfunctions during the spin cycle, the reel number appears in the third postion of the WIN PAID display. The total number of ree! malfunctions appear in the CREDIT display. When the reels start to spin again, the CREDIT display retums to show the number of comrect reel spins. © 1997 Bally Gaming, Inc. Bly Diagnostic Tests and Functions (cont.) Test #5 - Reel Function Test (cont.) WIN PAID) als] To OREO! ‘The CREDIT display shows the total numter ofspinstop ‘sequences completed The third digt of the WIN PAID. display shows which reel ‘malfunctioned. Example, ree! 3, WHA con (1513s Se ‘The CREDIT display shows the Oo 4 tot numberof rel nefunctons {hat hare occurred forall reels Press the TEST button to select the next diagnostic test. Closing the door or pressing RESET exits diagnostics. Test #6 - Reel Tape Test This diagnostic test confirms the reel symbols are in the correct positions and match the information listed in the SMI document. Press and release the TEST button until the message 06 d appears in the WIN PAID display indicating diagnostic function #6 is selected, The reels slow-spin to position 0 and stop. After a brief pause, the reels advance to position 21. The CREDIT display shows the reel position. The sequence continues until this test is exited. Press the TEST button to select tho noxt diagnostic test. Closing the door or pressing RESET exits diagnostics. Test #7 - Reel Tilt Records ‘This test displays the number of real tits and resats recorded. Reel tilts are broken down into five categories and system resets are broken down into four categories (see table below). Press and release the TEST button until the message 07 d appears on the WIN PAID display indicating diagnostic #7 is selected. The WIN PAID display shows a 2 in the third Position indicating information on tit type 2 is being displayed. The CREDIT display shows the total number of type 2 reel tis that occured ProSiot” 247 GAMING To view information on tit types 4 through 7, turn the Audit Keyswitch once. To view information on tit types 8 through b, turn the Audit Keyswitch once again, ‘The LED Dispiay Center automatically cycles through the tilt types. The tilt type number appears in the third position of the WIN PAID display, and the total number of tilts appears in the CREDIT display. Press the TEST button to select the next diggnostic test. Closing the door or pressing RESET exis diagnostics. caeang meena Test #8 - Slot Communications The Communication Port Test confirms the serial ports are properly working. When accessed, this test ‘checks for both shorts and opens. Press and release the TEST button until the message 08 d appears in the MN PAID display indicating diagnostic function #8 is selected. ‘The message 080d appears in the WIN PAID display as the machine checks the presence of the ports. A dash (-) appears in the CREDIT display if a channel is not found. Next, the message 081d appears in the WIN PAID display. The test checks for shorts on ports 1A, 1b, 2A, 2b. An S appears in the CREDIT display if @ short exists. When the machine is finished testing for shorts, the message 082d appears in the WIN PAID display. The next part of this test checks for opens. At this point, the Operator can install loopback connectors (@ pin is E-537-7797, 25 pin is E-537-7796) on the game serial port connectors to check serial channel ‘communications (except port 2A, which must be checked using Test #3). The test checks each for and shows the port status in the CREDIT dispiay. If a P appears while testing for opens, the test passed. The table below lists the ports and their locations on the game. a] TOCATON TA psa sapare sexe 2k int a opr [esinane oare Press the TEST button to select the next diagnostic test. Closing the door or pressing RESET exits diagnostics. © 1997 Baly Gaming, Inc. Diagnostic Tests and Functions (cont) Test #9 - Display Test This function tests the LED Display Center. Check to make sure all LED segments in each of the nine display positions are properly functioning, Press and release the TEST button until the message 09 d appears in the WIN PAID display indicating diagnostic function #9 is selected. The LED segments are used as displays to show numbers, letters, and a decimal point in the eight segment positions, alte mating with the message 08 d. Press the TEST button to select the next diagnostic test. Closing the door or pressing RESET exit diagnostics, Test #10 - Payout Test This function confims ree! symbol combinations match the game's pay table as it appears on the feature glass. The Operator positions the reel symbols on the payline, enters @ wager. and either pulls the handle or presses the SPIN button. The win amount appears in the WIN PAID display, and should match the feature glass amount for the same winning combination, Press and release the TEST button until the message 10 d appears on the WIN PAID display indicating diagnostic function #10 is selected. Press and hold down the CHANGE button. The message rl 4 appears in the CREDIT display indicating reel one is selected. While holding the CHANGE button, press the SPIN button (or pull the handle). The selected reel moves to the next reel stop position. Releaso and Press the SPIN button (while holding down the CHANGE button) until the desired reel symbo| lines up with the pay line. Release the CHANGE button and press and hold the CHANGE button to select reel positions for the remaining reels. After selecting the reel positions, press the BET ONE (or PSEUDO COIN) button to select the number of credits to wager. Press the SPIN button (or pull the handie). The CREDIT display shows the win amount based on the reel-symbol combination and the number of credits wagered ProSiot® Repeat the procedures above to confirm payouts for any reel combination and wager. Press the TEST button to select the next diagnostic test. Closing the door or pressing RESET exits diagnostics. Test #11 - Game Optioning All game optioning is set from diagnostic function #11. See the Game Optioning section of this module for detailed instructions on accessing and setting options. Notes © 1997 Bally Gaming, inc. Gilly, carne Machine Operation Overview The — ProSiot® machine _ electronically accumulates and stores importent machine information. This information 's_ stored in the MPU board's memory chips (SafeRAM™), and is backed up by battery power to prevent data loss when the machine is powered down. The various types of informaton can be classified into the folowing categories: Accounting Information Analysis Information Security Information Machine Status Information . Accounting Information The ProSlot® accumulates and records accounting information {also refered to as bookkeeping information) for all coin, credit, coupon, and bill transactions. This type of information can be used to report or verify important accounting totals, such as coin-in, coin-out, toial drop, hand paid Jackpots, and bill transactions. Analysis Information The ProSiot® provides information used to analyze machine performance. This type of information includes viewing win records to determine winning combination frequencies and viewing Player betting preferences. Security & Status Information The ProSlot® monitors and records important security events such as main door opens, drop door opens, bill acceptor door opens, and mechine system resets. The ProSlot® provides easy-to-read machine status information used to alert the Operator of important events, such as resets and door opens. The ProSiot® also provides game recall information io review prior games. Releasing a Jackpot Lockup When a machine is in a lockup condition dus toa jackpot, an attendant must release the lockup by tuming and releasing the Audit Keyswitch and performing a hand pay. Prosiot © 249 LED Display Center The LED Display Center is used to display information about the game. It is also used as meter display and for setting options and testing. The LED Display Center consists of nine seven-segment LED displays (plus decimal points). and is located above the coin head and bill acceptor. During normal operation, the COIN IN display shows the number of coins or credits wagered. The WIN PAID display shows the awards for winning combinations of ree! positions or the number of coins paid from the hopper. The CREDIT display shows the number of credits available for wagering. The WN PAID display shows the numberof coinsirects awarded WINPAID) fora winning ‘The COIN IN T combination dspy stowste | cow (elelale numberefeoins | IN CREDIT oreredits wagered \ Te] [slelale] ) te creprrdisptey ‘shows the numberof ‘tes available for wagering Credit Collect Messages ‘When credits are collected, the WIN PAID display shows a COL message followed by the total number of credits collected. If credits are collected immediately after a winning combination, a Pd message folowed by the number of credits awarded for the winning combination also displays Example 1: A Player accumulates 40 credits and decides to cash-out. The WIN PAID display shows COL and then 40, Example 2: There are 0 credits on | the CREDIT display. The Player gets a winning combination that pays 20 credits. The CREDIT display increments to 20. The Player then decides to cashout. The WIN PAID display shows COL, then 20, then Pd, then 20. Example 3: A Player accumulates 20 ciedits. The Player gets a winning ‘combination that pays 20 credits. The CREDIT display increments to 40. The Player then decides to cash out. The WIN PAID display shows COL, then 40, then Pd, then 20. © 1997 Bally Gaming, Inc. Ballon GAMING LED Display Center (cont.) WIN PAID Decimal Points Decimal points in the WIN PAID display are also used to display information during normal operation with the door closed, These decimal points indicate an important event has occurred. Reading from left to Tight, the decimal points shown in the WIN PAID display represent the following: Position 1 - System reset (no malfunction) Position 2 - Opened door Position 3 - Malfunction during ree! spin Position 4 - Bill transaction Decimal points appear in the lower right comer of the display, and remain until two game cycles have been completed. If a number or letter is in the same display, it remains displayed along with the decimal point Position 1 - System Reset (no malfunction) ‘The ProSiot® has safeguards against tampering or loss of information that usually result in the game's microprocessor initiating a System Reset. A decimal point appears in this display position to indicate a ‘System Reset (not due to a malfunction) has occurred. WIN PAID AL BLE Position 2 - Opened Door The Prosiot® indicates one of the game's doors has been opened by displaying a decimal point in this position. When the machine detects the opening and closure of a door switch, it intiates a System Reset. Therefore, there is a decimal point in both the first and second positions after a door has been opened and closed. A WIN PAID Ble Prosiot ® Position 3 - Malfunction During Reel SpiniReplay If amatfunction occurs while the reels are spinning, the game is suspended and a tilt code is displayed. ‘When the malfunction is corrected and the door is closed, the reels return to the positions they were in before the game started. A decimal point appears in the third position of the \IN PAID display. The SPIN button iluminates and the handle mechanism unlocks, allowing the game to be replayed. Once the game is restarted, the decimal point disappears. Alar ale Position 4 - Bill Transaction When abill is accepted, its coin/credit equivalent appears in the WIN PAID display. A decimal point in the fourth position is used to indicate the amount shown in the WIN PAID display is from a bill transaction. The display clears upon start of the next game Machine Meter Groups The ProSiot® maintains accounting records for game transactions. The records are divided into categories referred to as Machine Meter Groups. Meter groups are numbered consecutively trom 1-8, A-D, dependit ‘on game configurations for specific jurisdictions, SAS" accounting protocol, bill acceptor operation, and progressive operation. The following table lists, Standard Operation Meter Groups: WIN PAID 220 © 1997 Bally Gaming, Inc. Ballo, GAMING Machine Meter Groups (cont.) 7p eo incu Ma ere giaae s ateeoes strays ner [Lng oe il rambo ana Sreach eae Reso ofthe rel posona rare ocr payed wn saves adrespa (pleat Bookkeeping Meters Accessing and Viewing Machine Meter Groups Machine Meter Groups can be accessed and viewed by following the procedure below. 1. To. access Machine Meter Groups, insert the Audit Key into the Audit Keyswitch and turn the key. This accesses the first Machine Meter Group represented by 1. in the COININ display. The machine cycles through each sub-group within the meter group. Information displays in the machine's LED Display Center. 2. Pressing and holding the SPIN or PSEUDO COIN button freezes meter cycling. Releasing the SPIN or PSEUDO COIN buttons returns the meters to cycle mode. 3. Pressing the CHANGE button accesses the next meter group (n order 1-8). Pressing the BET MAX button accesses the next meter sub-group. The meter group number appears in the COIN IN display followed by a decimal point. The CHANGE button can be pressed at any time to switch to the next group. After the last meter group is viewed, the machine retums to the game over state. 4. To exit Machine Meter Groups, either open and close the machine door, or repeatedly press the CHANGE bution until the machine returns to the game over state. ProSbot ® 2241 The following table shows meter group numbering for configuration-dependent groups. Under each meter group number are the configurations supported for that meter. For example; Bill Acceptor and Progressive enabled (configuration b&c below) displays Games Meter as Meter Group #4, Bill Transactions as Meter Group #5, Bill History as Meter Group #8, and Progressive Jackpots as Meter Group 7; meter group 8 is not supported for this configuration. Table Configurations: a. Stendard defaut b. Bill acceptor enabled ©. Progressive enabled d. SAS® accounting system enabled ©. MMP extended progressive enabled [Gang ie naber ao eS lbrdoroninsson Ths soup n= [stoeder ards fom i waar [sar of cred reread or core Geperces foreach ofa ei Anca ore tacoma Bi Transactions [A ood SAS prt Beaone lanigenes Regures ansgusten [Sas pes eatin) [Ac ely ce crertnaet \vsues evans tom [preaesshe conor. Rogar: Ezaurton or MM roaressne © 1997 Bally Gaming, Inc. AN OWS: fer _sub-crou IN PAID di 1 [Altuns, including al units won, paid lou. [Coins from a valid wager diverted from Ithe nopper into anather container. (Coin drop plus CHNG bil (see Bil Transadtion Meter Group), ‘Total Out [coin Drop [Combined Drop icoin tn [Coin [Fetal Games Foal numberof game cycles. itis : ineementedat the sat ofeach (Current Credit [Current umber of credis in the For example, the figures below represent the Meter CHeDT eer ee LED Display Center when viewing the Coin Drop (Number of tines an atfendant has pale sub-group (#2) under the Bookkeeping Meters antpaye [Rome Ba ncemened se ite Pe) ee eroup [Attendant Pays | stendant activates the Audi Keyswitch Tea czin ge train pad att —Ribaref nas ts gure fas oated positons of the WIN PAID resus of nes the game ba ‘meter aislay represents [super sackpot [uP Because ofa jackno aun lOption 07 (numberof external copae ne onus jackpots i greater than 0. #02, Coh Drop PS Ibaov Opens | ORI rimber of tines the RENE AcoroT PENS the machine le opened. con LL, Number of games played sce te al BN Sener [Door Open ___|time the door was opened. [Games Since —|Number of games played sirce The BH The tthe COIN IN i Reset system reset meter display represents Number of tines the Grop door Ras eter Group #1 [Prop Door Opens |peen opened. Bookkeeping Meters ae [Number of fmes the Partial arial A clears [SAPRAM™ Clear procedure has been [SafeRAM™ Clears [SORT AY y= |Numiber oF ies the FUT SaeRAW [Ful SafeRAM™ clear procedure has been WIN PAID ‘The 0139in the WIN PAID lexecuted GIs mneter display along with the (Cons that should Rave been rejedied cow WGI 2644in the CREDIT meter lExtra Coins Sent |by the coin acceptor butwere diverted TN CREDIT. display represents the Con lo Drop into the drop bucket because the [i Bleeds Out meter value, 1392644 hopper was tl = ca nana Pag [Number of credits paid by an atierdant [Sort Hand Paid irom a blltransacton. [Number of coins callocid from the [sor Creat [hopper fom credits added by bill or Collects coupon transactions, orcoins.n to the Firmware versions CREDIT mbar [Aeceptar Cash Number of times the siackerhas Been [Box Removed _|removed. lcareat [Current number ofan -saehable Nam eshabie _{(Promotional cred trom coupon ee tira tea ee cve Seat [Coupon reds {== Se, [mbera cabo pen cede Roneasesb aber af areasRE STORET [Coupon Credits _|couoon credits. (Ora machine Win WO Rappers, he ‘Tokens Out —_|number of tokens dispensed by the second hopper. * Not displayed if not configured for bill acceptor. “Not displayed if not configured for second hopper. ee Prosiot © 222 © 1997 Bally Gaming, Inc. Cel, GAMING Win Records The Win Record Group (Meter Group #2) uses two LED Display Center cycles to display the total number of wins for each winning reel combination. In the first cycle, the WIN PAID display shows the winning combination number, with 00 representing the highest possible win, 01 represents the next highest, unti every possible winning combination has been displayed._In the second cycle, the WIN PAID display and CREDIT display show the number of times the winning combination occurred. For example, the figures below represent the LED Display Center when viewing the win record for the second highest possible win, The Ot inthe frst two positions ofthe WIN PAID ‘meter dispay represents. the wining combination. WAN PAID CREDIT ‘The 2 inthe COIN IN mater csplay represents Meter Group #2. Win Records ‘The 0000 In the WIN PAID meter display along with (0128 in the CREDIT meter splay represerts the number ‘of times the winning combination occurred. In this ‘case, it occurred 126 times. AN PAID con ProSiot ® 2-23 Game History Game History meter groups are used to display information about completed games. These games are referred to as Game Recall (Meter Group #3), and Game Summary (Meter Group #4). AS with all Machine Meter Groups, the game histories are accessed by activating the Audit Keyswitch and pressing the CHANGE button until the group number appears in COIN IN display. When game recall is accessed, the reels return to the positions they were in when the game ended, and the LED Display Center contains the following information: COININ- — Atemates between the meter aroup number and the amount of coins wagered for the game. The meter group number has a decimal point behind it to distinguish it from the bet amount. ‘Shows the number of credits that were on the CREDIT meter. CREDIT - WINPAID- — May alternate between credits collected and amount won for this game. The credits collected amount is associated with the meter group number displayed in the COIN IN meter. © 1997 Bally Gaming, Inc. _Codlliy, Gane Game Recall The Game Recall uses six LED Dispiay Center cycles to display information about completed games. In the first cycle, the WIN PAID display shows the game number (L for last, P for Previous, 2 for third game back, through 10 for tenth game back) plus the respin game number (if respins are supported for the machine) or L if it is a non-respin game. The second cycle shows the wager amount in the COIN IN display, the amount paid in the WIN PAID display, and the remaining credits in the CREDIT display. The first display of the next two display cycles shows COLL in the WIN PAID display, the wager amount in the COIN IN display, and a blank CREDIT display. The second display cycle shows the amount cashed out in the WN PAID display, the total credits in the CREDIT display and meter group number 3 followed by a decimal point in the COIN IN display. If there are Respins or 2nd Chance Spins they are displayed at this time (see table on this page). The first display of the last two display cycles shows the Final Amount Paid (F Pd) in the WIN PAID display, meter group 3 followed by a decimal point in the COIN IN display, and a blank CREDIT display. The second display cycle shows the wager amount in the COIN IN display, the amount paid in the WIN PAID display, and the remaining credits in the CREDIT display, The complete cycle repeats once followed by a display of all zeros, except COIN IN which shows a 3 followed by a decimal point. The reels reposition and the cycle repeats for the last ten games (and Respins or 2nd Chance Spins, if applicable). negame, se3pin (Resins or 2nd Gharee Sine, see table on this pace). {cL is the wy PAID gipay indicates Last Game, Lest Spin. Previous game is P, Snd games 3:0 are labeled by her game number. Reelspositon te display game. WIN PAID ‘Amount Won Wager Total Credits Display of Respins or 2nd Chance Spins stops here twice before going to ‘he next Spin forthe current game. Last Spin shows COLLECT. Wager Cashed Out Meter Group Total Credts Meter Group ‘Amount Won ‘Total Credits Wager ‘The complete cycle repeats once followed by a display of all zeros, except COIN IN which Showsa 2 bilowed by a decimal poll 224 © 1997 Bally Gaming, Inc. Game Summary The Game Summary uses two LED Display Center cycles to display the number of games played for each type of wager (one coin through the maximum number of opins allowed). In the first cycle, the WIN PAID display shows the wager amount (01-05). Wager Number of $5 bile accepied. amount 05 shows the number of games with five or more coins wagered. In the second cycle the WIN Number of $10 bills accepted. PAID display and CREDIT display show the total NGS GP aio ba EEE number of games played with that wager. For example, the figure below represent the LED Number of $50 bis accepted, Display Center when viewing the Game Summary to [Number of $100 bits accepted see how many two-coin bets were made. Number of 200 Rand notes accepted ‘The 02 i the frst wo positions of the MN PAID. ‘meter display represents ‘a twe-oin bet Total number of Bs carey Whe WN PADD Icashboxlstacker ale Total numberof coupons carey he coIN cashbowtacker. IN CREDIT es The 4. in the COIN IN meter display represents Game summary ‘The 0026 in the WIN PAID MAN PAID, meter alsplay along wen the con [Lal2]s}]7— 0231 inthe CREDIT meter OREN dteplay represents the rumber | or games played with a ofs[shh ‘woeoin det, 260,831 ‘The 5 inthe WIN PAID. meter display represents the $8.00 denomination Bill Transactions as per the reference table The Bill Transaction Group uses two LED Display Center cycles to display the total number of bills (by denomination) and coupons, the value in WIN PAID) CREDIT bl UT crediss of all bills and coupons accepted, the number of ‘The 5. in the COIN IN bills and coupons currertly in the stacker cash box, meter display represents and optionally, the value in dolars of all bills and bal tranaactions coupons accepted. In the first cycle, the WN PAID display snows the identification message as defined by the teference table below. in the second cycle, the ‘The 6001 inthe WIN PAID WIN PAID display and CREDIT display show the value WAN PAID meter aispay along win ine associated with the Sub-Group. ololey: 0647 in the CREDIT meter For example, the following figures present the CREDIT fore 0 bn neces Lo Re LED Display Center when viewing the Bill Transaction eles] game, 10647. Meter Group to see how many $5.00 bils were accepted. Prosiot © 2:25 © 1997 Bally Gaming, Inc. Caller GAMING Bill Transaction History Group The Bill Transaction History Group displays the last five bills or coupons accepted and the coins or credits awarded for transaction. The sequence of transactions is shown in the left position of the WIN PAID display, with 1 being the most recent transaction. The remaining positions of the WIN PAID display show the denomination of the bill or cou for a coupon. The CREDIT display shows the number of credits awarded for the transaction. For example, the figure shows the last transaction was @ $20.00 bill, for which 80 credits were awarded, “The | in the lef postion ofthe WIN PAID lsplay reptesents the last bil transaction. The 20 in the fast two positions of the WIN PAID Aispiay represents the senomination, $20.00, WIN PAID ‘The 80 in the CREDIT meter display represents the number of credits awarded (60) for the $20.00 bil ‘The 6 inthe COIN IN meter display represents Bill Transaction History, Prosiot ® 2-26 Progressive Jackpots IF the game is configured for serial progressive jackpots (see Game Options Table in Chapter 1). the Progressive Jackpots Meter Group displays amount paid for each progressive jackpot (up to a maximum of eight) expressed both in dollars and cents, and in coins (rounded up). The following table ists the Progressive Jackpots sub-groups: or [uackot Two dackpot Three: Lyacioot Four Vacioot Five [yackoot Sx (Jackpot Seven [Jackpot Eight “Mystery Machine Pay (MMP) only 2 3 Oa" 05" 08" When these sub-groups are viewed, the LED Display Center shows two amounts (one in dollars and fone in coins) for each of the jackpot sub-groups. These amounts are ten-digit numbers, and each requires two cycles of the LED Display Center to show the information. In the first two cycles, the dollars paid information displays. In the last two cycles, the total coins received displays. The total coins received is the coin value of the jackpot amount rounded up to the next muttiple of the denomination. For example, a $100.13 jackpot on a quarter machine would be rounded up to $100.25, and then converted to the number of quarters (401). The ‘same $100.13 jackpot on a dollar machine would be rounded up to $101.00, and then converted to the number of dollars (101) In the example on the next page, the figures show the four cycles for Progressive Jackpot sub-group 01, Jackpot Two for a quarter machine. The first two figures show $553,576.50 was paid when Jackpot Two was won. The next two figures show the ‘coin amount for this jackpot is 2,214,306 coins. © 1997 Baly Gaming, Inc. Cally ING Progressive Jackpots (cont.) ‘The OF in the first two positions ofthe WIN PAID ‘splay represent the Jackpot ‘Two sub-group. ‘The 7.in the COIN INdisplay represents Meter Group A, Progressive Jacipots. ‘The 7.in the COIN IN display represents Meter Group A, Progressive Jackpots. “The 01 inthe first two postions ofthe WIN PAID display representthe Jackpot “Two sub-group, ‘The 7.n ne COIN IN aisplay represents Meter Group A, Progressive Jacioots. The 7. in he COIN IN display represents Meter Group A, Progressive Jackpots. Prosit © cycle 1 WIN PAID Cycle2 cycle s YAN PAID 7] COIN IN CREDIT y oe 227 ‘The “d" nthe third position ofte WIN PAID display represerts thatthe dollar amount is being displayed ‘The 00 in the CREDIT display represents the firsttwo cgi of the jackpot win amount ‘The 5535 In the WIN PAID display represents the third, foutt, fith, and sith digt of the jackpot amount ‘The 76.50 in the CREDIT display represents the last four digits ofthe jackpot amount The decimal pont indicates the last wo positions are for cents, ‘The jackpot amount fr this ‘example & $553,576.50. “Thee” in the third position of the WIN PAID display ‘represents thatthe coin ‘amount is being displayed ‘The000 inthe CREDIT ‘display represents the frst two digits ofthe coin ameunt for tho jackpot The 0221 in the WIN PAID icplay represent the third, fouth, fit, and sich digt of the coin amount ‘The 4206 in the CREDIT display represent the last four digits of the coin amount. The coin ‘ameunt for this example is 2,214,308 (ona quarter mache) © 1997 Bally Gaming, Inc. Ocal Progressive Jackpots (cont.) Current Progressive Values If the game is configured for a Mystery Machine Pay operation (Option 02=4; see Game Options Table in this module), the Current Progressive Values Meter Group displays active jackpot values as transmitted from the progressive conwoller. The jackpot values are displayed in dollars-and-cents format similar to the display of value in the Progressive Jackpots Meter Group. The values are ten-digit numbers requiring two cycles of the LED Display Center. The frst oycle shows the jackpot number (¢.g., JP1, JP2) in the WIN PAID display, and the upper two digits of its value in the CREDIT display. The second cycle displays the last eight digits of the jackpot value. The two cycles alterate at approximately two-second intervals. Jackpot One displays initially, and altemates between the two cycles until the BET MAX button is pushed. The display then moves to the next jackpot and resets to the first cycle. By pushing the BET MAX button repeatedly, all eight jackpot values from Jackpot One through Jackpot Eight can be observed. This meter group continues until terminated by pressing the CHANGEISERVICE button. If an error occurs while viewing the jackpot values, the message Err appears on the WIN PAID display, accompanied by an error code on the CREDIT display. The error codes and their meanings are shown in the table below: ‘No serial trafic found within the last 100 milliseconds. This enor indicates the game is not receiving serial data from the progressive centrale. ‘This is most likely caused by an epen between the ‘machine anc the progressive conirollr or incorrect ‘configuration the progressive controler. ‘Sevial checksum error The checksum is a method of testing data integrity. This error indicates the data received by the game ie not the same data sent by the progressive controler. This is most likely caused by || anintormittont coral connection between the game {and the progressive controler, or oo much roise on the serial data lines. ‘Option error. Thiserroris caused when Option 02 is ‘set to 4and the machine ID is set to 22r0 (Option 7aL=0), [Goining error Curent Progressive Values cannol be read aftera coln-n has been registered. Ext ‘meter grcup display, and play the game to remove the ‘oin-in before re-entering this meter group. Prosiot ® GAMING Electro-Mechanical Meters In addition to the electronic bookkeeping meters, the ProSiot® may have as many as five electro- mechanical meters located inside the machine. The meters are incremented independently of the electronic bookkeeping meters, and remain unaffected by a SafeRAM clear. These meters cannot be set to zero by the Operator. They can be viewed without opening the machine. Meters vary in number and usage according to casino or jurisdictional requirements. The table below shows the supported configurations, reading from left to right. Total ut a change ‘and Drop ‘mourt and Paid Toial Out | amour | ee Hind Paid Total out eras nd Paid ‘ain ony) * Total Credits (EXCLUDING coins) vended from bill/coupon transactions. Total In - Increments once for each unit (coin or credit) wagered. Total Out- Increments once for each unit (coin or credit) won by a Player. Drop - Increments once for every coin accepted by the machine when the hopper is ful ‘When the hopper is full, these coins are diverted into the drop siand. When enough coins are paid from the hopper for the level to fall below the limit set by the ‘Operator, coins are allowed to fall into the hopper again and the Drop meter is inactive. Attendant Paid -Increments the total coin/credit value ofa hand pay jackpot. For example. a $100.00 hand pay on a dollar machine increments this meter by 100. A $100.00 hand pay on a quarter machine increments this meter by 400. Total Change - Increments the number of units credited towards an accepted Vended bill. 2-28 ©1997 Bally Gaming, Inc. Cellin, GAMING Troubleshooting Overview This section details troubleshooting techniques for common maffunctions. A chart defining the numerical codes for malfunctions and normal game operations is included Power Malfunctions Ifthe machine does not power-up, check the following: 1. Tum power off and confirm the machine is plugged into a powered outlet 2. Confirm the power supply is properly connected, using the Overall Wiring Diagram as a reference. 3. Confirm all cables and MPU board assembly are plugged in. 4. Check all circuit breakers. 5. Confirm the power switch is connected and functioning, 6. Check for any loose or frayed wires. 7. Tum power back on. If the machine does not power up, the power supply should be checked. Tilt Messages Ifa tltoccurs, determine the exception (til) code on the Malfunction and Game Codes Tabie in this chapter. Depending on the type of code, check for jammed coins, hopper jams, open doors, resets caused by power failures, possible attempts to cheat the game, etc. If the machine enters a titt condition, the following events occur: 1. The numerical tit code displays on the WIN PAID display. 2. The machine will not accept or dispense coins. 3. All game play is suspended until the tit condition is resolved by authorized service personnel Prosiot ® 229 Coin Acceptor Malfunctions 2x Series Exception (tilt) Codes The ProSlot® is equipped with a coin acceptor. This device compares a sample coin with the coin being inserted into the machine to confirm the coins match. The coin acceptor also has built in security features designed to prevent cheating or coin tampering. The most common problems occurring with this device are coins jamming in the acceptor because of a bent coin, or fast feeding (coins being inserted at a high rate of speed) causing a jam or lockup. 1. Ifa jam ocours, open the door and remove the acceptor module. See Module 3, Assembly Parts & Hardware, for detailed instructions for removing the acceptor. After removal. coins can be extracted with a small screwdriver or similar tool. 2. Confirm the coin optics in the COD block are clear. Ifthe acceptor matfunctions and will not read coins, the acceptor module can be quickly replaced. 4. See Module 8 for further information on coin acceptors. Hopper Malfunctions 3x Series Malfunction (tilt) Codes If a hopper maffunction occurs, a tilt code displays. Common hopper malfunctions include hopper jams, empty hoppers and jammed mixers. If these problems occur check the following: 4. Hopper jams usually occur because of a bent coin stuck underneath the hopper knife, or a number of coins freezing the mixer or pinwheel. 2. An empty hopper condition exists when no coins exit the hopper for approximately fifteen seconds. This can either be a hopper out of coins, or a hopper that has enough ooins, but has jammed. 3. Ifthe hopper is not functioning at all, ensure the hopper plug is firmly seated in the connector. Also confirm the hopper cable is connected and no wires are frayed or broken. On rare occasions, the hopper motor or control board could need replacement. If @ 30 code for hopper overpays displays, the machine should be taken out of service until hopper operation has been checked through the machine's Diagnostics functions (Test #4). The machine should also be checked for possible tampering. Ifthe problem persists, contact a qualified technician. © 1997 Bally Gaming, inc. 21. |inappropriate Coin.in Invalid Coin [Coin net Sensed 24 [Coin Reverse 30_|Hopper Overpay 31 [Hopper Coin-Out Jam ‘A coin has been accepted by the machine after maximum bet nas been ‘egisteree, but before the machine could dieable con acceptance. ‘Thiois typically cused by rapid overconing ) TA coin nas been rejected by the coin comparair, bil passed he can OPCS. [(This may occur ifan invalid coin closely flows a Valid coin.) Coin was not sensed by the drop optic (Puerto Rico only. (Rev. F)S [A coin was sensed fiom bottom t top of he opte Bek [More coins than expected have been sensed by the hoppers cana ope during payout |Hopper's coin-out optic has been blockedtoo long. See Table at erd ofthis chapter for Hopper LED error codes. 22. |Hopper Empty [The hopper ciculry has been run inthe forward direction for longerthan 15 seconds with no coins [sensed bythe coin-cut optic. [Reset During Payout [A System Reset has occurred while the hopper croulry acne [Reels were unable to complete iniaization after a complete SafeRAM™ lear. 2 40_|Reelinialization Error “41_|Reel #1 improper spin [The reel dd not spinto the expected poston. “22_|Reel #2 mnproper spin [Same as above, [Reel #2 improper spin [Same ae above, [Reel #4 improper spin [Same as above [Same as above a “4 5_|Reel #5 improper spin 50_ [Slot Door Open [The font door switch Senses the docr Is open. 54 [Drop Door Open [The drop door switch senses the docr is open. or the bill accepior service door switch senses the service \door is unlocked, or te stacker s not installed. [Reset During Bill Change [A System Resel has occured curing a bil ransaction. ‘Mechanical Meter Disconnect [The electro-mechanical meters are disconnected from the machine. (France) [Door Open During Res! spin 70 |Any of the door switches have sensed a door open curing reel spin 7i_|Reel#1 Movement [The reel movedat aninaporoprate time, 72 [Reel #2 Movernent Same as above. 73_|Reel #3 Movement [Same as above, Reel #4 Movement [Same as above Real #5 Movenent Same as aoove |ROM Checksum E:ror ‘The checksum of the Main program (U15, U12), or the Supplement program (U4, U3), ar Personal (U20, U18) does not match the expected checksum. See Table on rext page, [Battery Low [SafeRAM™ battery is below 2.5 VDC ‘92, [Boer Open DuringPower |The machine door was opened while the main power wasofE Displayed only jumper at JWI1 is at fo Power Down the ON position, 05" [SakRAN™ Evror [Sa(eRAM™ Failed to retain Rformation duing seiRtew 8aF |SafeRAN™ Format Error ‘SafeRAM™ formatting has been lost due to bad RAM IC or a dead battery, (A Complete SafeRAM™ (Clear must be performed.) ea" [RAN Error [Volatie RAM failed toretain information during a selrtest, '90_|Display Error [The controler for LED or vacuum fluorescent display has filed 81 |Communication Error [The machine is expeding serial communication from the progressive contvoler and does nat receive It See Extended Progressive Errot Codes Table on next page Prosiot® -iatturction codes 60, 81, 83, and 64are partottne machine self-test that occurs during a power-up or reset. The machine lights (bath tower iamps, bil acceptor lamp, and all button lamps) fash ifan EPROM or RAM errors sensed. The ights flash one or more times por second, [éepencing on the problem. See below. Ifthis type of error occurs, replace the battery or corresponding EPRON or RAM components. 230 © 1997 Bally Gaming, Inc. Cielly, GAMING Malfunction and Game Codes (cont.) Malfunction Codes 80-84 [Nain EPROM checksum error. (U12& U5) ‘Supplement EPROM checksum error. (US & US) (Personality EPROM checksum error. (UTS & U20) Volatile RAM write/read failure. (U87 & U68) [Non-volatile RAM (SafeRAN™) writelread failure, (U58 & U68) Battery Low or Dead. (BATH) a 100 "Ths error indeates the machine isnot receiving Serial data from the |progressive controller. This is most ikely caused by and open inthe serial electrical connection between the machine and the rogressive controller, or incorrect configuration of the progressive controle. [Serial checksum error. The checksum is a method of testing data integrity. This error indicates the data received by the machine ie not the eame data cant by the progressive ccntroir. Thi fe mos likely caused by a intermittent serial connection between the Imachine and the progressive controler, o: fo much noise being introduced on the serial ines. (Option error. This error occurs when Option 02=4 and the machine ID is set to zero (Option 78L=2). [Mystery Machine Pay timing error This error occurs when jackpot award data frm the progressve controler is present in the Iserialtream atan inappreprits time. Activate the sult keyewitch and observe the jackpot level inthe rightmost digit ofthe WIN, IPAID display (preceded by EHP), and the jackpot amount in the CREDITdispley, A Keyswitch activation is required for each jackpot laward present. If the condition persists, aloss of communication between the machine and the progressive controler may have locoured, ‘The alteration of EP, EP, HP on the WIN PAID dispay loccurs when the pulse link s net operating correctly, when the machine tits between coining and payout, or the machine is reset lbetween coining and payout (including door opens). Activate the Audit Keyswitch and observe EP pd on the WIN PAID display. A [Green (FWO) LED Flashing Red (REV) LED Flashing 91-4 dicplay may recul ithe progressive controller does not recognze acknowledgment ofthe award by the machine. coin travel andntifed the microcontroller [A coin reverse condtion occurred. The dual coin-otf opts switches detected an incorred transition while [trying to clear acoin jam. Both LED's Flashing Prosiot © [An external ight source struck he cain-ouk optic ewich. The coln-out opic eutches are modulated and jan out of phase light source was detected 231 © 1997 Bally Gaming, Inc.

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