Professional Documents
Culture Documents
MK2-AGLOT-0001 [B]
All other product names and trademarks are the intellectual property of their respective owners.
This documentation contains confidential and proprietary information of Bally Gaming, Inc. No portion of this
document may be reproduced or transmitted in any form or by any means, electronic or mechanical, for any
purpose, without the express written permission of Bally Gaming, Inc.
The specifications and information contained in this documentation are subject to change without notice. All
statements, information, illustrations, specifications and recommendations in this documentation are believed to be
accurate but are provided without warranty of any kind, expressed or implied.
ii MK2-AGLOT-0001 [B]
Alpha Game Platform® Setup and Operation for Lottery Systems
Contents
Chapter 1: Overview
Specifications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 2
Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 3
Chapter 4: Accounting
Accounting Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 1
Machine Accounting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 2
Machine Master . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 3
Machine Period . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 4
Game Accounting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 5
Game Master. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 6
Game Period . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 7
Bill Accounting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 8
Bill Master. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 9
Bill Period . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 10
Progressive Accounting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 - 11
Progressive Master . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 12
Progressive Period . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 13
Security Accounting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 - 14
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Error Accounting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 - 15
Clear Period Accounting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 - 16
Chapter 5: Diagnostics
Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 1
Version Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 2
Input/Output Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 5
Door I/O Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 6
Front Panel Board Inputs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 6
Front Panel Board Outputs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 8
Cabinet I/O Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 9
Cabinet Inputs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 9
Cabinet Outputs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 10
Processor I/O Diagnostics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 11
Processor Inputs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 11
Processor Outputs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 12
Video Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 - 13
Color and Alignment Adjustment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 14
Red Purity, Green Purity, and Blue Purity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 14
iv MK2-AGLOT-0001 [B]
Alpha Game Platform® Setup and Operation for Lottery Systems Contents
Dot Alignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 14
Graph Alignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 14
White Purity. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 14
Game Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 - 15
Game Diagnostics Screen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 15
Select Lines Button Icon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 16
Bet Per Line Button Icon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 16
Evaluate Button Icon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 16
Pays Button Icon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 16
Com Port Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 - 17
COM Port Screen Indications and Troubleshooting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 20
Memory Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 - 21
NYL (New York Lottery) Protocol Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 - 22
Chapter 6: History
History. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 1
History Screen Navigation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 2
Game Play History. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 3
Event History. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 4
Chapter 7: Setup
Setup Menu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 1
Operator Setup Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 2
Attendant Setup Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 2
Out of Service . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 3
Touch Screen Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 5
Test Touch Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 - 6
MK2-AGLOT-0001 [B] v
Contents Alpha Game Platform® Setup and Operation for Lottery Systems
Chapter 8: Commands
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Out of Service . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 - 2
Reboot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 - 3
Cashout. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 - 4
Reconnect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 - 5
vi MK2-AGLOT-0001 [B]
Alpha Game Platform® Setup and Operation for Lottery Systems Contents
Appendix A: Concepts
Lottery System Games. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .A - 1
Progressive Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .A - 1
Index
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
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
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
How clear, concise, and easy to follow are the procedures? ___________________________________
How could these procedures be easier to follow? __________________________________________
_________________________________________________________________________________
Other Comments
_________________________________________________________________________________
_________________________________________________________________________________
_________________________________________________________________________________
_________________________________________________________________________________
MK2-AGLOT-0001 [B] ix
Reader Comment Form Alpha Game Platform® Setup and Operation for Lottery Systems
x MK2-AGLOT-0001 [B]
Alpha Game Platform® Setup and Operation for Lottery Systems
Chapter 1
Overview
This document includes instructions for using the Alpha Game Platform (AGP) for Lottery Systems,
which is available in a variety of cabinets. 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.
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Specifications
These instructions are applicable to the following software:
Alpha Game Platform® (AGP) Operating System Software and Game Platform Software
Media: CompactFlash (CF)
Jurisdiction
Requirements
These instructions require the following hardware:
• The following cabinets are supported for Alpha Game Platform (AGP) for Lottery Systems:
Reference Cabinet
1 CineVision™
3 M9000
4 M92C3
5 S9000™
6 S9V20
7 V8700A
8 VT-100
9 VT-200
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Chapter 2
Machine Setup
There are two components of the machine that must be switched on, the Main power switch and the
µ-ATX power switch.
STEP 1. Position the Main power switch to on (1). The switch positions are on (1) and off (0).
STEP 2. Switch the µ-ATX power to the on position (to the right), to supply power to the logic board
assembly. This is a small switch labeled µ-ATX power on the front of the assembly. Switching
the power on executes a series of boot commands. After approximately one minute, the game
screen displays.
NOTE: The boot time may vary, depending upon the game. Some games containing large
amounts of graphics on a 256 MB CompactFlash™ may require up to ten minutes.
NOTE: Depending upon the state of the door, an error message displays until a
denomination is set, the machine is enrolled, and setup parameters configured. If
the door is open, then an error message may display. If the door is closed, then a
Call Attendant message may display. The errors are automatically corrected after
configuration parameters have been set and saved. For more information, see
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). It reformats the memory and restores the system parameters to the default values.
A RAM Clear is required for the following conditions:
• During initial machine installation
• If NVRAM or the EEPROM fail
• If the operating system or game CompactFlash™ is changed
• When new or replacement hardware is added
• When a critical parameter such as the serial number must change
NVRAM
NVRAM stores all critical game information. It provides game recovery after a power failure. Located on
the motherboard, it consists of two redundant 512 KB Static Random Access Memory (SRAM) devices
and two batteries. The batteries have sufficient capacity to retain the contents of the SRAM devices for a
minimum of one year when no power is applied.
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
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 periodically, at intervals of 100 games played, or when the
main door is opened. This feature allows the main electronic circuit board and ETX processor card to be
replaced in the field without losing the meter information for the previous 100 games.
STEP 3. Print a master meter ticket from the Accounting, Machine Master menu. For more
information, see Machine Master on page 4-3.
STEP 4. Unenroll the game from any associated system, such as a game controller. For more
information, see Enrolling the Machine over Ethernet on page 7-18.
STEP 5. Document any machine or game setup options to be restored on the machine. These may
STEP 6. Open the main door and switch the µ-ATX power to the off position.
STEP 7. Open the logic door and locate the operating system (OS) CompactFlash™ (CF) and game
CompactFlash™ (CF). The OS CF is in the top socket, the game CF is in the bottom socket.
NOTE: For some machines, the game CF is located in the front and the OS CF is located
in the back, upside down. To remove or insert the OS CF, slide out the main board
slightly.
STEP 8. Remove the OS CF and replace it with the RAM Clear CF.
STEP 9. Switch the µ-ATX power switch to the on position. The system will reboot and display the
RAM Clear menu. The following is an example of a RAM Clear menu:
----------------------------------------------------------------
SDG - RAM CLEAR - rev 2.0 - RAM: 512MB
----------------------------------------------------------------
Machine Type = VT0 Mac Adrs = 00:20:0C:22:74:1E
----------------------------------------------------------------
---> CLEAR ALL --- NVRAM & BP EEPROM
CLEAR NVRAM
CLEAR BP EEPROM
DIAGNOSTICS MENU
EXIT
STEP 10. Press the BET 1 button (or illuminated button) on the deck to select one of the following from
the RAM Clear menu.
NOTE: For a new installation, select CLEAR ALL --- NVRAM & EEPROM, to erase
the EEPROM and ensure accounting accuracy.
For an existing installation, select CLEAR NVRAM, to re-install the game and
restore the configuration information stored in the EEPROM. The existing
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
The CLEAR All --- NVRAM & BP EEPROM selection is the default. This option clears
the non-volatile RAM and the Jurisdictional EEPROM. Selecting this option will clear all
machine and game settings including the following: all history, all accounting information, the
serial number, and the IP address.
The CLEAR NVRAM selection clears the NVRAM. Selecting this option clears all game and
machine history. It retains all Master accounting information, the serial number, and the IP
address.
The CLEAR BP EEPROM selection clears the EEPROM. Selecting this option will retain all
game and machine history, all accounting information, the serial number, and the IP address.
The DIAGNOSTICS MENU is for Bally Technician’s use only.
STEP 11. Turn the Audit key to execute the selection. Or, press the BET 1 button (or illuminated button)
on the deck to cancel the selection.
----------------------------------------------------------------
ARE YOU SURE YOU WANT TO CLEAR ALL?
STEP 12. Wait while the RAM Clear program shows the status of the program as it executes each step.
STEP 13. The RAM Clear program automatically detects the machine type. The RAM Clear successfully
completes when the following displays:
----------------------------------------------------------------
SDG - Set Chip - 1.0
----------------------------------------------------------------
Machine Type = VT0
----------------------------------------------------------------
New York Rev. 1.0
Washington Rev. 1.0
---> Austria Rev. 1.1
Oklahoma Rev. 1.0
Cash Exchange Terminal Rev. 1.0
CAUTION: Ensure the Jurisdiction and revision numbers are correct for your installation.
STEP 14. Press the BET 1 button (or illuminated button) on the deck to select your Jurisdiction. For
example, Austria Rev. 1.1 is selected by pressing the BET 1 button twice, as shown
above.
STEP 21. Reconfigure the machine. For more information, see Setup on page 7-1.
STEP 22. Enroll the machine with the system, such as a game controller. For more information, see
Enrolling the Machine over Ethernet on page 7-18 and Enrolling the Machine over RS-485 on
page 20.
STEP 23. Remove the cash box and re-insert it. The RAM Clear operation is complete.
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Chapter 3
System Menus
System Menus
The Alpha Game Platform (AGP) contains two system menus, the Attendant menu and the Operator
menu. These menus provide access to view accounting information, to perform diagnostics, to review
game history, and to configure the machine. See Figure 3-1: Main Menu on page 3-2.
Operator Menu
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
All configuration options are available in the Operator menu. To access the Operator menu, open the
cabinet door and press the test button on the logic board assembly. The background screen of the
Operator menu is purple.
Attendant Menu
The Attendant menu is a sub-set of the Operator menu. For security, configuration is not available in the
Attendant menu. To access the Attendant menu, turn the key in the Audit Key switch. The background
screen of the Attendant menu is blue.
Main Menu
The Main menu of a system menu (Operator or Attendant menu) presents button icons to access
submenus for activating functions or viewing information. It also presents status messages and exceptions
(tilts).
NOTE: Not all button icons or options will appear on all machines. The actual appearance
depends upon the game, the Jurisdiction chip installed, and the options selected.
The date and currency formats shown on screens may vary, depending upon the
Jurisdiction. For more information, see Date and Currency Formats on page 3-8.
Pending Status:
Accounting
(Setup or Operator) Menu Entered
History
Setup
Commands
The objects displayed in the Main menu are described in the following table:
Button Icons The Accounting, Diagnostics, History, Setup, and Commands button icons access
submenus for activating functions and viewing information. The Return to Game button
icon closes the menu and returns to the game.
Pending Tilts Any information about pending tilts, such as Denomination Not Set. For more information,
see Event History on page 6-4.
Messages Any applicable error message, such as Open Door M shown in the screen above (M
designates the Main door, B designates the Belly door). For more information, see Status
Message on page 3-3.
Status Message
When a door is opened or closed, a status message displays. The message does not require Attendant
intervention. However, it will continue to display until a game is played. The Open Door or Closure
message may include a code indicating the door location. The following table lists door code descriptions:
Code Door
B Belly Door
D Drop Door
L Logic Door
M Main Door
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.
Security related options are available only from the Operator menu.
Accounting Machine Accounting Machine Master
Progressive Master
Diagnostics Version Information
Progressive Period
Input/Output
Memory Diagnostics
Red Purity
Setup NYL Protocol Diagnostics
Green Purity
Reboot
Cashout
Reconnect
Screen Navigation
This section describes screen navigation and data entry tools. Navigating the screens, selecting menu
items, and entering settings are accomplished by touching a button icon or an active field on the touch
screen. An on-screen numeric keypad facilitates data entry into some of the configuration fields.
Indicates that additional pages of information are available. Touch the button icon to
Next (or) view the next screen.
Next Page
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Informs of available pages of information. Touch the button icon to view the previous
Previous (or) screen.
Previous Page
Touching the button icon writes the displayed values into memory.
Save
Other button icons are presented according to the task or function accessed. The following are examples:
Yes No
Clear
Meters
Text Messages
Some machine processes may require additional steps for completion. Guidance may appear on screen as
in the following example:
Numeric Keypad
A keypad displays for entering or changing numerical values. Upon touching a data field that accepts an
entry, the keypad displays. Use it by touching each digit until the number is complete. The numbers
appear in the display area above the keypad digits when touched. The following actions are initiated by
touching the corresponding keypad button icon:
NOTE: A valid entry displays in green, while an invalid entry displays in red. A field that
is currently being edited displays in blue. Fields that are not currently being edited
display in black.
(Title)
7 8 9 Back
4 5 6 Clear
1 2 3 Cancel
, 0 . Enter
Date Format
Dates display in the following formats, where dd indicates the two digit value for the day, mm indicates the
two digit value for the month, and yyyy indicates the four digit value for the year:
• mm/dd/yyyy
• dd.mm.yyyy
Currency Format
Currency types are indicated by symbols appropriate for the selected Jurisdiction. For example, if the
selected Jurisdiction is Austria, then the euro (€) symbol is shown to indicate the currency type. If the
selected Jurisdiction is in the United States, then the US Dollar ($) symbol is shown. Currencies display in
the following formats:
• US Dollar ($)
• Euro (€)
Chapter 4
Accounting
Accounting Menu
The Accounting menu provides submenus for viewing machine and game financial statistics. The
submenus are Machine Accounting, Game Accounting, Bill Accounting, Progressive Accounting, Security
Accounting, Error Accounting, and Clear Period Accounting.
NOTE: Not all button icons or options will appear on all machines. The actual appearance
depends upon the game, the Jurisdiction chip installed, and the options selected.
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
The date and currency formats shown on screens may vary, depending upon the
Jurisdiction. For more information, see Date and Currency Formats on page 3-8.
Game
Diagnostics
Accounting
Bill
History
Accounting
Progressive
Setup
Accounting
Security
Commands
Accounting
Error
Accounting
Clear Period
Accounting
Machine Accounting
Machine Accounting displays two submenus of statistics and percentages for the cabinet. Machine Master
records permanent, total accumulated financial statistics, while Machine Period records statistics that an
Operator or Attendant can reset to zero by touching the Clear Period Accounting button icon in the
Accounting submenu.
Game Machine
Diagnostics
Accounting Period
Bill
History
Accounting
Progressive
Setup
Accounting
Security
Commands
Accounting
Error
Accounting
Clear Period
Accounting
Machine Master
NOTE: The meter labels and contents depend upon the Jurisdiction and the features
provided by the Host system. On some screens, a ticket may also be known as a
voucher, depending upon the Jurisdiction. In this guide, a voucher is a ticket from
a video lottery terminal redeemable for cash. For more information, see your Bally
Technologies Glossary (MK5-SVMOD-0004).
The Machine Master screens display financial information accumulated by the accounting meters. The
Machine Master displays accounting meters that can not be reset. If a printer is connected, then touching
the Print Meters button icon provides a report containing summary information from the Machine
Master screens. The following are examples of Machine Master screens:
Machine Master
Total Played (Coins In) $0.00
Total Won $0.00
Coins Won (Coins out) $0.00
Jackpot Won (Jackpots) $0.00
Machine Hold% 0.00%
Machine Yield% 0.00%
Total In $0.00
Coin In $0.00
Bill In $0.00
Debit In $0.00
Cash Ticket In $0.00
Open Door M
Return to
Print Meters Next Exit
Game
Machine Master
Total Money to Drop $0.00
Bills and Coins to Drop $0.00
Bills to Drop $0.00
Coins to Drop $0.00
Tickets to Drop $0.00
Physical Coins In 0
Physical Coins Out 0
Cash Ticket In 0
Cash Ticket Out 0
Jackpot Hand Pay 0
Open Door M
Return to
Previous Print Meters Exit
Game
Machine Period
The Machine Period screens display financial information accumulated by the period accounting meters
since they were last cleared. The Machine Period accounting meters accumulate the same financial
statistics as the Machine Master meters. Unlike Machine Master meters, an Operator or Attendant can
reset them to zero. For more information, see Clear Period Accounting on page 4-16. If a printer is
connected, then touching the Print Meters button icon provides a report containing summary
information from the Machine Period screens. The following are examples of Machine Period screens:
Machine Period
Total Played (Coins In) $0.00
Total Won $0.00
Coins Won (Coins out) $0.00
Jackpot Won (Jackpots) $0.00
Machine Hold% 0.00%
Machine Yield% 0.00%
Total In $0.00
Coin In $0.00
Bill In $0.00
Debit In $0.00
Cash Ticket In $0.00
Open Door M
Machine Period
Total Money to Drop $0.00
Bills and Coins to Drop $0.00
Bills to Drop $0.00
Coins to Drop $0.00
Tickets to Drop $0.00
Physical Coins In 0
Physical Coins Out 0
Cash Ticket In 0
Cash Ticket Out 0
Jackpot Hand Pay 0
Open Door M
Return to
Previous Print Meters Exit
Game
Game Accounting
Game Accounting displays two submenus of financial statistics and percentages for each installed game.
The data for each game is a subset of the machine accounting information. Game Master records
permanent financial statistics, while Game Period records financial statistics that an Operator or
Attendant can reset to zero by touching the Clear Period Accounting button icon in the Accounting
submenu.
Game Game
Diagnostics
Accounting Period
Bill
History
Accounting
Progressive
Setup
Accounting
Security
Commands
Accounting
Error
Accounting
Clear Period
Accounting
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Return
To Game Open Door M
Game Master
Game Master meters display financial statistics, payback percentages, and other data for each individual
game installed in the cabinet. The Game Master Accounting screen displays financial data accumulated. If
more than one game is available, then the Previous Game and Next Game button icons present
information for each game installed. The following is an example of Game Master Accounting:
4AlarmBonus5R9L
Open Door M
Return to
Exit
Game
Game Period
The Game Period Accounting screen displays financial data accumulated since they were last cleared. The
Game Period accounting meters accumulate the same statistics as the Game Master meters. Unlike Game
Master meters, an Operator or Attendant can reset them to zero. For more information, see Clear Period
Accounting on page 4-16. The following is an example of Game Period Accounting:
4AlarmBonus5R9L
Open Door M
Return to
Exit
Game
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Bill Accounting
The Bill Accounting button icon provides access to information about Bill Master and Bill Period
quantities of currency by denomination accepted by the Bill Acceptor. The Bill Period records quantities
that an Operator or Attendant can reset to zero by touching the Clear Period Accounting button icon in
the Accounting submenu.
Game Bill
Diagnostics
Accounting Period
Bill
History
Accounting
Progressive
Setup
Accounting
Security
Commands
Accounting
Error
Accounting
Clear Period
Accounting
Bill Master
The Bill Master screen displays a count of all bills accepted by the Bill Acceptor. If a printer is connected,
then touching the Print Meters button icon provides a report containing summary information from the
Bill Master screen. The following is an example of the Bill Master screen:
Bill Master
$ 1 Bills 0
$ 2 Bills 0
$ 5 Bills 0
$ 10 Bills 0
$ 20 Bills 0
$ 50 Bills 0
$100 Bills 0
Total Bills 0
Open Door M
Return to
Print Meters Exit
Game
NOTE: The bill denominations counted vary, depending upon the Jurisdiction. For
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Jurisdictions using the US Dollar ($), the bill denominations counted are 1, 2, 5,
10, 20, 50 and 100. For Jurisdictions using the euro (€), the bill denominations
counted are 5, 10, 20, 50, 100, 200 and 500.
Bill Period
The Bill Period screen displays a count of all bills accepted by the Bill Acceptor since the Bill Period
accounting meters were last cleared. The Bill Period accounting meters accumulate the same statistics as
the Bill Master meters. Unlike Bill Master meters, an Operator or Attendant can reset them to zero. For
more information, see Clear Period Accounting on page 4-16. If a printer is connected, then touching the
Print Meters button icon provides a report containing summary information from the Bill Period screen.
The following is an example of the Bill Period screen:
Bill Period
$ 1 Bills 0
$ 2 Bills 0
$ 5 Bills 0
$ 10 Bills 0
$ 20 Bills 0
$ 50 Bills 0
$100 Bills 0
Total Bills 0
Open Door M
Return to
Print Meters Exit
Game
Progressive Accounting
NOTE: The progressive menu items only appear on progressive games.
Progressive Accounting displays two submenus of progressive award statistics for progressive games.
Progressive Master records permanent, total progressive award statistics, while Progressive Period records
statistics that an Operator or Attendant can reset to zero by touching the Clear Period Accounting button
icon in the Accounting submenu.
Game Progressive
Diagnostics
Accounting Period
Bill
History
Accounting
Progressive
Setup
Accounting
Security
Commands
Accounting
Error
Accounting
Clear Period
Accounting
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Progressive Master
NOTE: The meter labels and contents depend upon the Jurisdiction and the features
provided by the host system.
The Progressive Master screens display progressive award information accumulated by the accounting
meters. The Progressive Master displays accounting meters that can not be reset. If a printer is connected,
then touching the Print Meters button icon provides a report containing summary information from the
Progressive Master screens.
The following are examples of Progressive Master screens:
Progressive Master
Total Progressive Awards $0.00
Progressive Awards level 1 $0.00
Progressive Awards level 2 $0.00
Progressive Awards level 3 $0.00
Progressive Awards level 4 $0.00
Progressive Awards level 5 $0.00
Progressive Awards level 6 $0.00
Progressive Awards level 7 $0.00
Progressive Awards level 8 $0.00
Return to
Print Meters Next Exit
Game
Progressive Master
Total Progressive Hits 0
Progressive Hits level 1 0
Progressive Hits level 2 0
Progressive Hits level 3 0
Progressive Hits level 4 0
Progressive Hits level 5 0
Progressive Hits level 6 0
Progressive Hits level 7 0
Progressive Hits level 8 0
Open Door M
Return to
Previous Print Meters Exit
Game
Progressive Period
The Progressive Period screens display progressive award information accumulated by the period
accounting meters since they were last cleared. The Progressive Period accounting meters accumulate the
same progressive award information as the Progressive Master meters. Unlike Progressive Master meters,
an Operator or Attendant can reset them to zero. For more information, see Clear Period Accounting on
page 4-16. If a printer is connected, then touching the Print Meters button icon provides a report
containing summary information from the Machine Period screens.
The following are examples of Progressive Period screens:
Progressive Period
Total Progressive Awards $0.00
Progressive Awards level 1 $0.00
Progressive Awards level 2 $0.00
Progressive Awards level 3 $0.00
Progressive Awards level 4 $0.00
Progressive Awards level 5 $0.00
Progressive Awards level 6 $0.00
Progressive Awards level 7 $0.00
Progressive Awards level 8 $0.00
Open Door M
Return to
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Progressive Period
Total Progressive Hits 0
Progressive Hits level 1 0
Progressive Hits level 2 0
Progressive Hits level 3 0
Progressive Hits level 4 0
Progressive Hits level 5 0
Progressive Hits level 6 0
Progressive Hits level 7 0
Progressive Hits level 8 0
Open Door M
Return to
Previous Print Meters Exit
Game
Security Accounting
Security Accounting displays counters for events affecting security such as opened doors, power failures,
and the number of games between events. The information includes the date and time of the occurrence.
NOTE: Cabinet configurations may vary. Some cabinets may not contain all of the doors
listed.
Security Accounting
Main Door Bill Stacker Access
Last Open 03/29/2006 17:26:33 Last Open 03/29/2006 17:26:33
Last Close 03/29/2006 17:26:33 Last Close 03/29/2006 17:26:33
Open Count 0 Open Count 0
Games Since Last 0 Games Since Last 0
Open Door M
Security Accounting
Last power fail
Last Power Fail 03/29/2006 17:26:33
Last Power On 03/29/2006 17:26:33
Power off duration 20 days 23:44:53
Games since last 0
Open Door M
Return to Previous
Exit
Game Page
Error Accounting
The Error Accounting screen displays a cumulative log of hardware errors (the number of exceptions or
tilts) for the operational categories of the machine.
Error Accounting
Coin In jams 0
Coin in tampers 0
Bill in jams 0
Bills rejected 0
Mechanical meter disconnects 0
Touch screen errors 0
Bill validator errors 0
Hopper empty 0
Hopper coin out jam 0
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Open Door M
Return to
Exit
Game
TIP: Use the Clear Period Meters screen for some auditing functions.
Return to Clear
Exit
Game Meters
Chapter 5
Diagnostics
Diagnostics
The Diagnostics menu provides submenus to access information and tools to maintain, test, and
troubleshoot the machine components. The submenus are Version Information, Input/Output
Diagnostics, Video Diagnostics, Game Diagnostics, Com Port Diagnostics, Memory Diagnostics, and
NYL Protocol Diagnostics.
NOTE: The available submenus depend upon the Jurisdiction, games, and hardware
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Input/Output
Diagnostics
Diagnostics
Video
History
Diagnostics
Game
Setup
Diagnostics
Com Port
Commands
Diagnostics
Memory
Diagnostics
NYL Protocol
Diagnostics
Version Information
The Version Information button icon provides access to information about the operating system, game,
paytable, and Jurisdiction. The Version Information screen displays the part numbers of programmed
media installed in the machine. Media verification signatures are shown for the Operating System (OS)
CompactFlash™, game CompactFlash™ and miscellaneous items.
NOTE: The Version Information is used by Bally Customer Service as well as regulatory
agencies. To report problems accurately to Bally Customer Service, provide the
Version Information displayed on these screens.
Touch any MD5sum item on any of the Version Information screens to recalculate it and ensure the OS
and game CompactFlash™ software is correct for your Jurisdiction.
Touch the Next Page or Previous Page button icons to navigate through the Version Information screens.
If a printer is connected, then touching the Print button icon provides a report containing summary
information from the Version Information screens.
The following is an example of the OS Flash Version Information screen:
DOOR OPEN M
The Game Flash Version Information screen displays information about the game media, game partition,
and game theme contained on the game CompactFlash™ card.
DOOR OPEN M
The Paytable Version Information (GAME Flash) screen displays specific paytable and paytable partition
information.
DOOR OPEN M
The Miscellaneous Version Information screen displays information about the processor, bill acceptor,
and Jurisdiction.
DOOR OPEN M
Return to Next
Exit
Game Page
Input/Output Diagnostics
The Input/Output Diagnostics button icon provides a submenu to access the following test screens: Door
I/O Diagnostics, Cabinet I/O Diagnostics, and Processor I/O Diagnostics. The Input/Output Diagnostics
submenu is shown in the following example:
Game
Setup
Diagnostics
Com Port
Diagnostics
Memory
Diagnostics
NYL Protocol
Diagnostics
DOOR OPEN M
Return to Next
Exit
Game Page
The following table contains Front Panel Board Input label descriptions:
Label Signal Function Tested
Hold Switches 1 Each switch assignment corresponds with a function of a game. The actual function and the
through 6 button legend depends upon the games and the peripherals installed in the cabinet. For
example, in a video poker hand, each hold switch would correspond to a card.
OPEN DOOR M
Return Previous
Exit
To Game Page
Cabinet Inputs
Use the Cabinet Inputs screen to test the incoming signals of certain cabinet devices. The signal readings
for these tests are on (1) or off (0). A valid test for a connected device is indicated by a (1) in the test field.
The following is an example of Cabinet Inputs:
Cabinet Inputs
Slot Handle 0
Coin Out Switch 0
Hopper Motion 0
Hopper Full 0
Handle In 2 Switch 0
Meters Connected 0
Reversible Hopper 0
OPEN DOOR M
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Return Next
Exit
To Game Page
Label Function
Hopper Full Tests the signal of the machine hopper, when full. Not implemented in this version.
Meters Connected Tests the signal of the mechanical meters to track credits bet and won, payments, and
number of bills accepted by the machine, if present. Not implemented in this version. The
Alpha Game platform software completes these accounting functions.
Reversible Hopper Tests the signal of a self-reversing hopper mechanism to clear coin jams (if present). Not
implemented in this version.
Cabinet Outputs
Use the Cabinet Outputs screen to test the outgoing Tower Light, bell, and slot handle release signals.
Access it through the Next page button icon on the Cabinet Inputs screen. Test individual devices by
touching the associated button icon, or touch the Auto Cycle button icon to automatically test each
device.
NOTE: The Cabinet Output diagnostic does not override the current state of the tower
lamp. If the lamp is already on, then it remains on regardless of state change
attempts through the diagnostic.
Cabinet Outputs
Candle 2
Lamp
Candle 3
Lamp
Candle 4
Lamp
OPEN DOOR M
Return Previous
Exit
To Game Page
Label Function
Processor Inputs
Use the Processor Inputs screen to test the incoming signals of processor related functions. The signal
readings for these tests are on (1) or off (0). A valid test for a connected device is indicated by a (1) in the
test field. The following is an example of Processor Inputs:
Processor Inputs
Operator Switch 0
Attendant Key 0
Logic Door 0
Coin Drop Door 0
Main Door 0
Bill Val Door 0
Low NV Batt 1 0
OPEN DOOR M
Return Next
Exit
To Game Page
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Label Description
Operator Switch The momentary switch labeled TEST located on the front of the PC Assembly.
Attendant Key The locking switch located on the cabinet exterior. (Audit Key)
Logic Door Either of two monitored locks: CompactFlash™ door lock or the PC Assembly lock.
Coin Drop Door The switch located on the cabinet, where it is actuated by opening the coin drop
access door.
Main Door Any of the switches actuated when any door providing access to the interior of the
cabinet opens.
Bill Val Door The switch actuated by the door securing the cash box.
Low NV Batt 1 The battery at the location labeled HLDR1 on the processor board.
Processor Outputs
Use the Processor Outputs screen to test the outgoing signals of processor related functions. Access it
through the Next Page button icon on the Processor Inputs screen. Test individual devices by touching
the associated button icon, or touch the Auto Cycle button icon to automatically test each device. The
following is an example of Processor Outputs:
Processor Outputs
LED 3
Auto Cycle
OPEN DOOR M
Return Previous
Exit
To Game Page
Video Diagnostics
Video Diagnostics provides submenus for evaluation and adjustment of the display. The submenus display
single color screens for red, green, blue, and white for purity adjustments using the color adjustment
controls on the monitor. There are also submenus that display dot and graph patterns for proper screen
alignment using the positioning adjustment controls on the monitor. The following is an example of Video
Diagnostics:
Input/Output Green
Diagnostics
Diagnostics Purity
Video Blue
History
Diagnostics Purity
Game Dot
Setup
Diagnostics Alignment
Memory White
Diagnostics Temp
NYL Protocol
Diagnostics
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
NOTE: This section does not include touch screen setup and touch screen
communication diagnostics. For more information, see Touch Screen Setup on
page 7-5 and Com Port Diagnostics on page 5-17.
If the following color, dot, and graph alignment tests are not successful, then adjust the monitor:
Dot Alignment
The Dot Alignment screen tests spatial configuration of the monitor pixels. All dots appearing in a
uniform horizontal and vertical grid across the entire screen indicates a successful test.
Graph Alignment
The Graph Alignment screen tests linear configuration of the video monitor. All lines appearing in a
uniform horizontal and vertical grid across the entire screen indicates a successful test.
Game Diagnostics
NOTE: The availability of game diagnostics depends upon the game and the hardware
installed within the cabinet.
Game Diagnostics provides the ability to evaluate the game display or peripheral devices associated with a
game. The devices may include stepper motor reels, a wheel feature, an animated bezel, or illuminated
stepper reel paylines.
Use the Game Diagnostics screens to test the validity of game win combinations, based on the currently
configured pay table. A pay table is a chart of pay amounts for each winning combination and number of
credits bet. Touch the Pays and Free Spin PT button icons to access Pay table information.
The reel stop positions show above each reel on the screen. A reel stop is the position of the center line
symbol from the top of the reel strip (for example, 10/164 designates the tenth symbol from the 164 total
symbols on that specific reel). Position each symbol by touching the top or bottom symbol on the reel.
To perform the tests, position the symbols on the desired lines and touch the Select Lines, Bet Per Line
and Evaluate button icons as described in this section.
Total Bet
FreeSpinPT
(or Bet) (Win) Game Paytable
(Reel Stop) (Reel Stop) (Reel Stop) (Reel Stop) (Reel Stop)
(GAME DISPLAY)
(Line Selections)
(Line Selections)
Open Door M
Return
Exit
To Game
Input/Output
Diagnostics
Diagnostics
Video
History
Diagnostics
Game
Setup
Diagnostics
Com Port
Commands
Diagnostics
Memory
Diagnostics
NYL Protocol
Diagnostics
The Com Port Diagnostics screen provides statistics for the number of packets transmitted and received
for each communication port available, as well as the active control lines. The Com Port Diagnostics
screen provides the following information for all communications ports:
• The COM port designation (for example, tty000 is COM port 0).
• The communications speed used by this port (for example, 9600 Baud).
• The number of packets transmitted since the machine was last rebooted (TX).
• The number of packets received since the machine was last rebooted (RX).
The following is an example of the Com Port Diagnostics screen:
Return
Analyzer Exit
To Game
Label Description
The Analyzer button icon provides additional information for a selected port. Touching the UART Port
field advances to the next communication port. The Counts button icon returns to the previous Com Port
Diagnostics screen. The Pause button icon stops the display of data for review. When the display is
stopped, the Pause button icon changes to Continue. Touching the Continue button icon restarts the
display of data. The following is an example of the Com Port Diagnostics Analyzer screen:
UART Port 1
RX: 84 04 00 00 71 03 21 20 86 56 10 10 74 02 21 06 09 02 84 52 10 10 72 00 21 06 09 02 62 10 10 72 02 89
TX 00 00 00 00
RX: 60 48 10 10 74 01 20 21 09 06 02 62 52 10 10 72 00 21 20 06 06 09 02 62 10 10 72 72 56 10 68 22
TX: 00 00 00 00
Return
Counts Pause Exit
To Game
Label Description
COM Port 0 Touch Screen Verify that the data changes when the screen is touched.
COM Port 2 Bill Acceptor Verify that both TX (packets transmitted) and RX (packets received)
messages exist. The presence of both TX and RX messages indicate that
the Bill Acceptor and the processor are communicating.
COM Port 3 Printer The communication data displayed may vary depending upon the
selected printer. To translate the communication data, contact Bally
Customer Service. For additional information, see the manufacturer
specification manual for the selected printer.
COM Port 4 Card Reader If the machine contains a card reader for player loyalty club
participation, then verify that both TX (packets transmitted) and RX
COM Port 5 Game Controller The communication data is specific to the communication device (for
(for example, example, Lottery Game Controller). All messages transmitted from the
Lottery Game controller appear on the screen, regardless of the machine destination.
Controller) Only those messages that are sent from this machine appear.
The message values are interpreted as follows:
First two digits of message (55) - Beginning of message
Next two digits of message - Address of game
Last two digits of message (aa) - End of message
Memory Diagnostics
The Memory Diagnostics screen displays the size of memory installed in the system and the amount of the
memory available, as shown in the following example:
Memory Diagnostics
pid rss vsz majfit minfit fname
340 13644 24120 442 55835 video
342 852 4056 200 20 timer
354 61216 64428 218 15219 sound
355 5984 14520 1282 1164 gamemgr
357 3556 42996 854 50 adgrans
358 1104 6312 258 30 lo.lucy
385 11756 21936 3048 300 gameApp
Open Door M
Return
Print Exit
To Game
The NYL Protocol Diagnostics button icon provides host, machine, and game information received from
the host for the New York Lottery.
The Site Controller Values screen provides machine and game information received from the host. The
machine and host values must be identical. Touching the Next button icon in the Site Controller Values
screen provides access to the Site Controller Attributes Screens.
TIP: To assist in troubleshooting system errors, take a digital picture of the screens.
Open Door M
Return
Next >> Exit
To Game
The Site Controller Attributes screens provide host information contained in the machine. The machine
and host values must be identical. The following are examples of the Site Controller Attributes screens:
devMGAMBillAcceptorEnabled True
inlMGAMAutoPlay False
sysMGAMKeepAliveInternal 3
sysMGAMConnectionTimeout 6
sitMGAMVoucherSeurityLimit 100000000
sitMGAMSessionBalanceLimit 60000
sitMGAMMessageCompressionThreshold 400
sitMGAMMLocationName
Company Name
sitMGAMLocationAddress
Address, City Name, NY XXXXX
sitMGAMVoucherExpiration
Open Door M
Return
<< Prev Next >> Exit
To Game
insMGAMPlayerTrackingPoints 0
insMGAMPenniesPerPoint 0
inlGameDescription
appMGAMVersionName 10529Aos.gen3.ny2.01.13
insMGAMPromotionalInfo
devMGAMGameFailures 0
devMGAMGames 0
Open Door M
Return
<< Prev Exit
To Game
Chapter 6
History
History
History provides logs of recent game and machine events. The information includes the ability to recall
previous games played, bill and coin acceptor transactions, and all changes of the operational state. Use
the Game Play History button icon to verify the outcomes of the last 20 games played. The other button
icons access statistical logs of game and machine events. The submenus are Game Play History, Event
History, Game Event History, Money In-Out History, Card History, and NYL Error History.
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
NOTE: The available submenus depend upon the Jurisdiction, games, and hardware
installed within the cabinet. The date and currency formats shown on screens may
vary, depending upon the Jurisdiction. For more information, see Date and
Currency Formats on page 3-8.
Event
Diagnostics
History
Game Event
History
History
Money In-Out
Setup
History
Card
Commands
History
NYL Error
History
CAUTION: The game only stores information from the last 20 games played. When
reconstructing the current result across multiple machines, use the Out of
Service function to remove machines from revenue operation. For more
information, see Out of Service on page 7-3 or Out of Service on page 2.
The game screen displays the date and time of game completion, the number of credits bet, the winning
pay line combinations, the cumulative game win, and the final credits on the game.
Use the Prior Game (or Previous Game) and Next Game button icons to navigate between successive
game screens. If the Next Game button icon does not show, then the game is the most recent of the 20
games. If the Prior Game (or Previous Game) button icon does not show, then the game is the oldest of
the 20 games.
In the example listed below, the player bet five credits per line on nine lines for a total bet of 45 credits.
One line had a winning pay combination of 12,500 credits. There are no additional line pays, so the
cumulative win is also 12,500 credits. The game shown is the most recent game because there is no Next
Game button icon. The following is an example of the Game Play History for a 4 Alarm Bonus game:
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Event History
Event History is a chronological listing of 200 events or exceptions. The Event History button icon
provides event logs for viewing. An event is a specific action of input or output coming to or from a
component within the system, such as, routine status conditions (Main Door Open), procedural or
security (Setup Menu Entered), or error conditions that prevent game play (Denomination Not Set).
CAUTION: The game only stores information from the last 20 games played. When
reconstructing the current result across multiple machines, use the Out of
Service function to remove machines from revenue operation.For more
information, see Out of Service on page 7-3 or Out of Service on page 2.
TIP: To troubleshoot, use the Event History logs. For more information, see
Troubleshooting on page 13-1.
Event History
03/29/2006 02:07:03 Power Up Restart
03/29/2006 02:07:03 Main Door Open Device ID = 19 Hex
03/29/2006 02:07:03 Protocol Off Line Device Code = 0 Hex
03/29/2006 02:07:04 Ticket Printer Com Error Device Code = 1 Hex
03/29/2006 02:07:05 Setup Menu Entered
List of Events
The following table lists events logged in the Event History screen:
List of Events
Event
BillVal Tamper
List of Events
Event
Denomination Set
End of Game
Hopper Empty
Hopper Full
Hopper Jam
Hopper Jam Cleared
Hopper Runaway
List of Events
Event
Start of Game
Touch Screen Com Error
Open Door M
Return
Exit
To Game
NYL Error
History
Open Door M
Return
Exit
To Game
Open Door M
Return
Exit
To Game
Return
Exit
To Game
Ticket In History
The Ticket In History screen lists tickets accepted by the Bill Acceptor. The information for the last 35
tickets accepted includes the date, time, validation (barcode) number, and the amount. The appropriate
currency symbol identifies the amount. For example, if the currency type is euro, then the euro symbol €
displays. Each successful ticket transaction logs three events. The first event indicates that the system
accepted the ticket. The second event indicates that the game accepted the ticket and will stack it in the bill
stacker. The third event indicates that the ticket has been stacked in the bill stacker and the cash amount of
the ticket will be credited to the player.
NOTE: On some screens, a ticket may also be known as a voucher, depending upon the
Jurisdiction. In this guide, a voucher is a ticket from a video lottery terminal
redeemable for cash. For more information, see your Bally Technologies Glossary
(MK5-SVMOD-0004).
Ticket In History
03/29/2006 20:37:26 Processing Ticket In ID 101002050002347469
Reason: Ticket accepted by GC Processing
03/29/2006 20:37:26 Ticket In ID 101002050002347469
Reason: Ticket ready to stack
03/29/2006 20:37:28 Ticket In Processing Complete Amount = $429.02
(No additional information)
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Open Door M
Return
Exit
To Game
Open Door M
Return
Exit
To Game
Card History
The Card History Screen lists information for player cards. An entry is created when a player card is
inserted or removed. The following is an example of Card History:
Card History
(Card History information will display.)
Open Door M
Return
Exit
To Game
The NYL Error History screen displays error information for the host and machine communication
protocol, ticket barcode, player loyalty club card, and Attendant card for the New York Lottery. The
following is an example of the Site Controller Values screen:
Open Door M
Chapter 7
Setup
Setup Menu
The Setup Menu contains options that must be set or configured before the machine is operational. The
setup menu for Operators contains all configurable options. The setup menu for Attendants contains a
limited number of options. For more information, see System Menus on page 3-1.
NOTE: The available submenus depend upon the Jurisdiction, games, and hardware
installed within the cabinet.
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Touch Screen
Diagnostics
Setup
Sound
History
Setup
Printer
Setup
Setup
Game
Commands
Attributes
Machine
Setup
Credit
Setup
Touch Screen
Diagnostics
Setup
Sound
History
Setup
Printer
Setup
Setup
Commands
Out of Service
The Out of Service function removes the machine from revenue operation without modifying the
hardware, disabling components, or switching off the power. After activation, a message displays until the
machine returns to service by turning the Audit key.
NOTE: The Out of Service menu item may be listed in the Commands Menu, depending
upon the Jurisdiction. For more information, see Out of Service on page 8-2.
Sound
History
Setup
Printer
Setup
Setup
Game
Commands
Attributes
Machine
Setup
Credit
Setup
Return
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Touching the Out of Service button icon presents the Out of Service Selection screen as shown in the
following example:
Open Door M
Return
Set Exit
To Game
Touching the Set button icon displays the Out of Service screen. The following is an example of an Out of
Service screen:
~ OUT OF SERVICE ~
~ Touchscreen Calibration ~
Open Door M
Return Test
Exit
To Game Touch Screen
NOTE: When the main door is closed, access the Touchscreen Calibration screen by
turning the Audit Key twice. This section does not include color and screen
alignment. For more information, see Video Diagnostics on page 5-13.
~ Touchscreen Test ~
Open Door M
NOTE: There is a limit to the number of marks that can display at one time. After reaching
~ Touchscreen Test ~
+ Open Door M
~ Touchscreen Test ~
Open Door M
~ Touchscreen Test ~
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Open Door M
Sound Setup
Sound Setup presents controls to set the volume and other qualities of audio. The screen displays the
current settings, which adjust by moving the slide controls. Touch the channel control bar and move it up
to increase volume and move it down to decrease the volume. Touching the area between the channel
controls adjusts both channels simultaneously. The values below each slide control indicate volume
ranges. The values for the volume number range from 0 to 100 and are set in increments of five. Touch the
Save button icon to save the new settings. The following is an example of Sound Setup:
~ Volume Setup ~
Master Wave
Open Door M
30 30 30 30
Control Function
Master Master volume control for the game. Note that the volume may also be adjusted on
the audio amplifier board.
NOTE: If the audio amplifier board in the machine contains a volume control knob, then
it may also be used to adjust the volume. This feature depends upon the machine
configuration. Machine configurations may vary.
Printer Setup
Printer Setup provides an opportunity to identify the printer. Touching the Printer Setup button icon
presents a screen similar to the following example:
NOTE: Default values for the Printer Setup screen may vary, depending upon the
Jurisdiction.
~ Printer Setup ~
Printer Type not set
Open Door M
Return
Exit
To Game
Touching the active field scrolls the available settings. For example, touching the Printer Ticket Size
provides two available settings, long or short. Each field must have an entry. Touching the Save/Apply
button icon records all selections to the machine memory.
Printer Type Not Set Sets the printer type that is installed in the system. Touching this field scrolls
through the available settings.
Printer Ticket Size Short Sets the ticket paper stock size used in the printer. In some jurisdictions this
setting does not have to be changed because the ticket size is set when the
machine is enrolled. For more information, see Ticket Types on page 10-1.
Player Warning Sound Off Sets the warning sound on or off. The Player Warning Sound is used to control
the sound when a ticket has been printed and the machine is waiting for the
player to remove it from the printer.
If the Player Warning Sound is set to off, then no sound is produced.
If the Player Warning Sound is set to on, then the machine will produce a
warning sound when a ticket has been printed and the player has not
removed it.
Player Warning Message Off Sets a warning message on or off. The Player Warning Message is used to
control a warning message when a ticket has been printed and the machine is
waiting for the player to remove it from the printer.
If the Player Warning Message is set to off, then no warning message is
produced.
Ticket Sensor Delay 2 Sets a delay time period in seconds before producing a warning sound or
message. The Ticket Sensor Delay is used to control the time elapsed between
the printing of a ticket and the production of warning sounds and messages
when a ticket has been printed and the machine is waiting for the player to
remove it from the printer.
When a ticket is waiting for the player, the machine will wait for the specified
number of seconds before initiating a warning.
Ticket Sensor Duration 10 Sets a time period in seconds for the duration of warning sounds or messages
before they are automatically stopped. The Ticket Sensor Duration is used to
control the duration of warning sounds or messages before they are
automatically stopped when a ticket has been printed and the machine is
waiting for the player to remove it from the printer.
If the Ticket Sensor Duration is greater than zero, then the warning sounds or
messages will stop after the specified duration, even if the ticket has not been
removed.
If the Ticket Sensor Duration is set to zero, then the warning sounds or
messages will not stop until the ticket is removed.
Game Attributes
Game Attributes provides an opportunity to enable special game features.
NOTE: Some games do not have configurable features. If the game does not have any
configurable features, then no items will display in the Game Attribute screen.
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Machine Setup
Machine Setup provides the Serial No. Setup, IP Setup, NYL Setup, SDG Protocol, Tilt Setup, Clock Setup,
and Progressive Setup submenus to enter identification numbers into memory and to provide protocol
configuration. The following is an example of Machine Setup:
CAUTION: Configure the serial number before enrolling the game in a player accounting
system.
Touch Screen IP
Diagnostics
Setup Setup
Sound NYL
History
Setup Setup
Printer SDG
Setup
Setup Protocol
Game Tilt
Commands
Attributes Setup
Machine Clock
Setup Setup
Open Door M
Return
Exit
To Game
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Touching within the number field presents a keypad for entering a number, as shown in the following
example:
Serial Number
Serial Num Set Serial
123456
7 8 9 Back
4 5 6 Clear
1 2 3 Cancel
, 0 . Enter
~ er Not Set~
Open Door M
Return
Exit
To Game
Use the keypad to type in the serial number listed on the machine. Touching the keypad Enter button icon
places the keypad entry into the field as shown in the following example:
Open Door M
Return
Exit
To Game
Figure 7-16: Serial No. Setup Screen, Data Entered into Field
Upon entering a value into the active field, the Set Serial button icon becomes active. Touching the Set
Serial button icon at the right of the entry saves the entry. After saved, the entry can not be changed
without a RAM Clear. For more information, see RAM Clear on page 2-3.
IP Setup
IP Setup provides an opportunity to identify the network IP settings. Touching the IP Setup button icon
presents a screen similar to the following example:
~ Machine IP Setup ~
Interface Name eth0
Hardware Address
IP Address
Save/Apply
IP
Gateway 0.0.0.0
Speed Auto
Duplicate
IP Check
Duplex Half
Open Door M
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Return
Exit
To Game
Touch each field to select values or access a keypad to enter the corresponding network IP setting. Each
field must have an entry. Touching the Save/Apply IP button icon records all of the selections to the
machine memory.
Touching the Duplicate IP Check button icon verifies that the IP Address specified is not already in use
by another machine. If the address is unique, then the Duplicate IP Check will complete successfully with
the following message: “~Interface configuration up~”. If the address is in use by another machine, then
the Duplicate IP Check will complete with the following message: “~Duplicate Address Detected~”.
Interface Name eth0 The interface name is the name of the interface used to communicate
between the machine and the system and game controller. Ethernet
connections require an interface name. The interface name is pre-configured
for the specific machine hardware. The interface name can not be changed.
Hardware Address — The hardware address is read from the Network Interface Card (NIC). This field
is also known as the MAC address. The hardware address can not be changed.
IP Address — The IP Address is the unique address of the machine when attached to a
TCP/IP network. The IP Address is established by the network administrator.
The IP Address must be set if the machine is using an Ethernet connection.
The IP address does not require setting if the machine is using an RS-485
connection.
Subnet Mask 255.255.255.0 The Subnet Mask is associated with the IP Address. Use it to specify the
subnetwork to which the IP Address belongs. The Subnet Mask depends
upon the network configuration established by the network administrator.
The Subnet Mask must be set if the machine is using an Ethernet connection.
The Subnet Mask does not require setting if the machine is using an RS-485
connection.
Gateway 0.0.0.0 The gateway is associated with the IP Address. Use it to specify a route for
Speed Auto The speed is the communication speed of the Ethernet connection. Set the
speed to Auto (automatically negotiated), 10 MB/second, or 100 MB/second.
Duplex Half There is an association between the duplex and the speed setting. The
duplex setting can be either full or half. The duplex setting does not apply
when the speed setting is Auto.
NYL Setup provides an opportunity to configure the broadcast mask and lookup port for the New York
Lottery. The broadcast mask restricts IP addresses to the broadcast. The lookup port is the User Datagram
Protocol (UDP) broadcast port used for contacting directory service. The following is an example of New
York Lottery Setup:
Broadcast Mask: 0 . 0 . 0 . 0
Save
Return
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Exit
To Game
Touch each field to select values or access a keypad to enter the corresponding NYL setting. Each field
must have an entry. Touching the Save button icon records all of the selections to the machine memory.
The following is an example of the keypad displayed:
Dotted Decimal
Broadcast M 0.0
123456
7 8 9 Back
Lookup Por 22046
4 5 6 Clear
1 2 3 Cancel Save
~ , 0 . Enter iguration~
Open Door M
Return
Exit
To Game
Figure 7-19: New York Lottery Setup Screen, Entering the Broadcast Mask
SDG Protocol
Touching the SDG Protocol button icon provides an opportunity to enter information about the system
and to enroll the machine in a gaming network. Enrolling the machine in a gaming network allows it to
send and receive ticket validation, financial, and game information. The contents of the configuration
menu depend on the mode of operation (RS-485 or Ethernet). Ethernet is the default mode of operation.
Touch the field next to each line item to set its value.
Mode Ethernet
Port Config:
Serial Number: 123456
Link Data: Down
GC IP Address:
GC IP Port: 4000
Link:
Protocol: OffLine
Un Enroll Enroll
Address:
After setting all values, touch the Connect button icon to connect the machine to the game controller.
After a connection is complete, touch the Enroll button icon to notify the game controller that the
machine is active, connected, and ready to use. A “Processing Enroll Request” message may display on the
screen while the game waits for the system to respond with an enrollment acceptance message. When the
message is replaced with “This Machine is Currently Enrolled,” the machine is ready for game play. Touch
the Return to Game button icon to return to the game screen or touch the Exit button icon to return to
the previous screen.
The following table describes the SDG Protocol Setup labels for Ethernet:
Label Description
Mode The Mode field allows the operator to change between Ethernet and RS-485 mode.
The Default is Ethernet.
Port Config The Port Config field is read-only. The field displays the interface name and the IP Address (if
applicable) information entered on the Machine IP Setup screen. For more information, see IP
Setup on page 7-15.
Serial Number The Serial Number field is read-only. The field displays the serial number entered on the
Machine Info Setup screen. For more information, see Serial No. Setup on page 7-13.
Link Data The Link Data field shows the status of the communication link between the machine and the
game controller.
GC IP Address The GC IP Address field allows the operator to set the IP Address of the game controller with
which this machine communicates. Touch the field and use the keypad to enter the IP Address
of the game controller.
GC IP Port The GC IP Port field allows the operator to set the TCP port number on the game controller used
to communicate with this machine.
The default value is 4000.
Link The Link field describes the process used to obtain the current status of the link displayed in the
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Protocol The Protocol field displays the current status of the SDG protocol.
Address The Address field is a unique identifier the game controller uses for the SDG protocol to
communicate with the machine. Touch the Address field and use the keypad that displays on
the screen to type in the machine address. The machine address must be unique within a group
of machines connected to a single game controller.
For Ethernet Mode, the Address value range is between 1 and 98.
Disconnect Button The Disconnect button icon disconnects the machine from the game controller.
Connect Button The Connect button icon establishes a TCP/IP connection between the machine and the game
controller. This button icon changes to Cancel Connect after it is pressed. The operator can
cancel the connection request by pressing the Cancel Connect button icon.
Unenroll Button Touching the Unenroll button icon unenrolls the machine from the game controller.
Enroll Button Touching the Enroll button icon notifies the game controller that the machine is active,
connected, and ready for play.
Paytable The Paytable field displays the identification number of the game paytable in use. The number
must match the identification number on the game controller.
Mode RS-485
Protocol: OffLine
Un Enroll Enroll
Address
Touch the Enroll button icon to notify the game controller that the machine is active, connected, and
ready to use. A “Processing Enroll Request” message may display on the screen while the game waits for
the system to respond with an enrollment acceptance message. When the message is replaced with “This
Machine is Currently Enrolled,” the machine is ready for game play. Touch the Return to Game button
icon to return to the game screen or touch the Exit button icon to return to the previous screen.
The following table describes the SDG Protocol Setup labels for RS-485:
Label Description
Mode The Mode field allows the operator to change between Ethernet and RS-485 mode.
The Default is Ethernet.
Port Config The Port Config field is read-only. The field displays the serial interface name, the baud rate, and
the serial port configuration settings.
Serial Number The Serial Number field is read-only. The field displays the serial number entered on the
Machine Info Setup screen. For more information, see Serial No. Setup on page 7-13.
Link Data The Link Data field shows the status of the communication link between the machine and the
game controller.
Protocol The Protocol field displays the current status of the SDG protocol.
Address The Address field is a unique identifier the game controller uses for the SDG protocol to
communicate with the machine. Touch the Address field and use the keypad that displays on
the screen to type in the machine address. The machine address must be unique within a group
of machines connected to a single game controller.
For RS-485 Mode, the Address value range is between 1 and 32.
Unenroll Button Touching the Unenroll button icon unenrolls the machine from the game controller.
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Enroll Button Touching the Enroll button icon notifies the game controller that the machine is active,
connected, and ready for play.
Paytable The Paytable field displays the identification number of the game paytable in use. The number
must match the identification number on the game controller.
Tilt Setup
Tilt Setup provides an opportunity to identify the tilt configuration settings. Touching the Tilt Setup
button icon presents a screen similar to the following example:
Open Door M
Return
Exit
To Game
Bill Validator Stacker Open Hard Tilt Hard Tilt When the cash box has been removed and re-inserted, the top
lamp of the Tower Light blinks slowly until a game is played.
Soft Tilt When the cash box has been removed, the top lamp of the
Tower Light blinks slowly until the cash box has been
re-inserted.
Clock Setup
The machine clock is automatically synchronized with the system when the machine is enrolled.
CAUTION: To prevent record keeping discrepancies, do not set the time or date using this
menu.
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Progressive Setup
NOTE: The progressive menu items only appear on progressive games.
The progressive levels depend upon the Jurisdiction and the features provided by
the host or central system.
Progressive Setup accesses a screen to configure external signs and enable progressive game on-screen
displays.
Touch Screen IP
Diagnostics
Setup Setup
Sound NYL
History
Setup Setup
Printer SDG
Setup
Setup Protocol
Game Tilt
Commands
Attributes Setup
Machine Clock
Setup Setup
Credit Progressive
Setup Setup
External Signs
The Configure External Sign screen provides access to configure an external sign attached directly to the
machine. The progressive level assigned to the external sign can be controlled. The Level field (top) allows
the assignment of one progressive level to the external sign. The Sign Type field (bottom) allows the
selection of an external sign.
The following entries are valid for the external sign type:
• no sign
• MIKOHN
• PALtronics
• Aurora, RS-485
• SDG/Bally Overhead
The following is an example of the Configure External Sign screen:
Open Door M
Touch the Next Page button icon to access the Configure On-Screen Displays screen. Touching the Save
button icon records the selection to the machine memory.
On-Screen Displays
The Next Page button icon provides access to the Configure On-Screen Displays screen, which controls
the display of progressive meters in the game. Progressive levels that can be enabled are highlighted in
black on the screen. For example, a three level progressive is shown below. Only the first three levels are
highlighted in black, indicating they can be changed.
The following is an example of the Configure On-Screen Displays screen:
devSdgProgressiveInVideoEnabledLevel0 true
devSdgProgressiveInVideoEnabledLevel1 true
devSdgProgressiveInVideoEnabledLevel2 true
devSdgProgressiveInVideoEnabledLevel3 false
devSdgProgressiveInVideoEnabledLevel4 false
devSdgProgressiveInVideoEnabledLevel5 false
devSdgProgressiveInVideoEnabledLevel6 false
Open Door M
Touch the Previous Page button icon to access the Configure External Sign screen. Touching the Save
button icon records the selection to the machine memory.
Credit Setup
NOTE: Not all fields will be active. The configurable items depend upon the gaming site,
regulatory agency, equipment installed, the game CompactFlash™, and the
Jurisdiction.
NOTE: The accounting host or central system may already provide the information
entered in this configuration menu and overwrite any setting entered.
Credit Setup provides the opportunity to establish the cash value of a credit and set limits for all credit
transactions. These settings are determined by the Operator according to Jurisdictional requirements.
Touch Screen
Diagnostics
Setup
Sound
History
Setup
Printer
Setup
Setup
Game
Commands
Attributes
Machine
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Setup
Credit
Setup
The Credit Setup button icon provides accesses to the settings involving game play money amounts and
limitations.
The parameters set from the Credit Setup screen include the Denomination, Max Bet, Bill Limit, Credit
Limit, Hopper Limit, Jackpot Limit, and Ticket Limit. Each category is accessed by touching the field,
which presents a keypad for entry. After entering the new amount, a confirmation message displays.
The following is an example of the Credit Setup screen:
~ Credit Setup ~
Denomination
Max Bet
Bill Limit
Credit Limit
Jackpot Limit
Ticket Limit
Return
Set Exit
To Game
Label Description
Bill Limit The amount of money that can be inserted into a machine during one session. A session begins
when bills or coins are accepted and ends when the player cashes out. If the accepted bills or coins
plus the credit meter exceeds the Bill Limit, then the bills or coins are rejected. The available values
depend upon the Jurisdiction. If the Bill Limit value is greater than the Credit Limit, then the Credit
Limit configured for the game may take precedence over the Bill Limit.
Default Values: Austria, (€ 500,00), Oklahoma and Washington, USA ($3,000.00)
Credit Limit The maximum value of credits that may accumulate on the credit meter at any time. If tickets or
currency are inserted into the machine until the total value equals the Credit Limit value, then the
machine rejects any additional tickets, bills, or coins. If the Credit Limit value is exceeded by credits
won during game play, then the game dispenses the win amount by a hopper payment, cash ticket,
or a credit collect lockup.
For example, for the Austria Lottery, the default value of the Credit Limit is €10.000,00. If the
€10.000,00 is exceeded by credits won during game play, then the machine dispenses payment for
the win.
Default Values: Austria, (€ 10.000,00), Oklahoma and Washington, USA ($10,000.00)
Denomination The value of one credit. It establishes the number of credits accumulated for coins through the coin
acceptor and items through the Bill Acceptor. It determines the basis for values accumulated in the
accounting meters. It also determines the wagering denominations available to a player. The
denomination is configured by the host or central system.
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Hopper Limit The maximum value that can be dispensed by the hopper in a single transaction. Any win that
equals or exceeds the Hopper Limit amount will cause the machine to enter a win lockup condition.
If a player selects Cash Out and the amount of credits exceeds the Hopper Limit, then the game goes
into a lockup. An Attendant must provide payment and turn the Audit Key to release the game for
additional play. The event is recorded in the Hand Pay History log.
Jackpot Limit The level for which a single win will cause the machine to display a jackpot win lockup. Any win that
equals or exceeds the Jackpot Limit amount will cause the machine to enter a lockup condition. An
Attendant must turn the Audit Key to print the Jackpot ticket (Hochgewinn ticket, in Austria) and
release the game for additional play. A Pay Win Hand Pay event is recorded in the Hand Pay History
log. The host or central system may overwrite the default setting.
Default Values: Austria, (€ 1.000,00), Oklahoma and Washington, USA ($1,200.00)
Max Bet The maximum amount that can be wagered per play. If configurable, available settings for Max Bet
values are listed on the screen. Invalid values are rejected.
Ticket Limit The maximum value for a ticket dispensed by the machine, without an Attendant. For values greater
than the Ticket Limit amount, an Attendant is required. If a player selects Cash Out and the amount
of credits exceeds the Ticket Limit, then the game enters a credit collect lockup condition. An
Attendant must turn the Audit Key to print the ticket and release the game for additional play. A
Cash Out Hand Pay event is recorded in the Hand Pay History log. The host or central system may
overwrite the default setting.
Default Values: Austria, (€ 5.000,00), Oklahoma and Washington, USA ($10,000.00)
Chapter 8
Commands
The Commands menu provides submenus for removing credits from a machine, removing a machine
from service, reconnecting to a host, and rebooting a machine. The submenus are Out of Service, Reboot,
Cashout, and Reconnect.
Diagnostics Reboot
History Cashout
Setup Reconnect
Commands
Out of Service
The Out of Service function removes the machine from revenue operation without modifying the
hardware, disabling components, or switching off the power. After activation, a message displays until the
machine is returned to service by turning the Audit key.
Touching the Out of Service button icon presents the Out of Service Selection screen as shown in the
following example:
Open Door M
Return
Set Exit
To Game
Touching the Set button icon presents the Out of Service screen. The Out of Service screen is shown in the
following example:
~ OUT OF SERVICE ~
Reboot
Touching the Reboot button icon presents the Clear Tilts and Reboot screen. Touching the Reboot button
icon on the Clear Tilts and Reboot screen provides an opportunity to reboot the machine from the menu.
TIP: When troubleshooting, use the Reconnect menu before using the Reboot button
icon to reboot the machine. For more information, see Reconnect on page 8-5.
The Clear Tilts and Reboot screen is shown in the following example:
Open Door M
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Return
Reboot Exit
To Game
Cashout
Touching the Cashout button icon presents the Cashout screen. Touching the Cashout button icon
provides a Cashout ticket at any time.
TIP: To troubleshoot when there are credits on a machine, use the Cashout button icon to
provide a ticket before troubleshooting.
~ Cashout ~
Open Door M
Reconnect
Touching the Reconnect button icon presents the Clear Locks and Reconnect screen. Touching the
Reconnect button icon releases a locked machine and reconnects to the host.
The Clear Locks and Reconnect screen is shown in the following example:
Open Door M
Return
Reconnect Exit
To Game
Chapter 9
Attendant Intervention
not specific. However, it locks the machine and prevents further game play. The message expands when
the Audit Key is turned.
CALL ATTENDANT
The language format shown may vary, depending upon the Jurisdiction. For example, the CALL
ATTENDANT message for the Austria Lottery displays “SERVICE RUFEN.” A “SERVICE RUFEN”
message similar to the following may be shown:
SERVICE RUFEN
Call Attendant!
The language format shown may vary, depending upon the Jurisdiction. For example, the Call Attendant!
message for the Austria Lottery displays “Service Rufen!” A “Service Rufen!” message similar to the
following may be shown:
Service Rufen!
Pending Tilts
(Tilt)
Call Attendant!
$112.50
NOTE: The currency format shown may vary, depending upon the Jurisdiction. For more
information, see Date and Currency Formats on page 3-8.
The language and currency format shown may vary, depending upon the Jurisdiction. For example, the
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Call Attendant! message for the Austria Lottery displays “Service Rufen!” and the currency format is
European. A “Service Rufen!” message similar to the following may be shown:
Service Rufen!
112,50
Performing a drop?
Yes No
Chapter 10
Ticket Types
This section includes information on Ticket Types. When a player cashes out on a machine that provides
tickets, the machine prints a ticket. Each ticket includes a barcode number. The first digit of the barcode
identifies the ticket type. The type of ticket printed depends on the amount of the ticket and the length of
time a player has been playing. If the machine is not connected to the host when a ticket is printed, then
the ticket must be redeemed at a cashier terminal.
NOTE: The ticket types may vary, depending upon the gaming site, regulatory agency,
equipment installed, and the Jurisdiction. A ticket may also be known as a
voucher, depending upon the Jurisdiction. In this guide, a voucher is a ticket from
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
a video lottery terminal, redeemable for cash. For more information, see your
Bally Technologies Glossary (MK5-SVMOD-0004). The date and currency
formats may vary, depending upon the Jurisdiction. For more information, see
Date and Currency Formats on page 3-8.
MK2-AGLOT-0001 [B] 10 - 1
Chapter 10: Ticket Types Alpha Game Platform® Setup and Operation for Lottery Systems
Ticket Types
The following types of tickets can be printed:
Cash 1 A ticket that can be redeemed for cash or re-inserted into a machine to
play games.
Jackpot, or 2 A ticket with a value exceeding the amount set in the Jackpot Limit field on
the Credit Setup screen. This ticket can not be used for game play and it
“Hochgewinn” in Austria
must be redeemed at a cashier terminal. For more information, see Credit
Setup on page 7-27.
Restricted 3 A ticket printed after a player has been playing for the maximum amount
of time allowed. This ticket can not be used for game play and it must be
redeemed at a cashier terminal. For more information, see Responsible
Gaming Windows on page 11-1.
Coupon Not A ticket that must be used for game play. It can not be redeemed at a
Applicable cashier terminal.
Limited Voucher Not A ticket printed when a single win exceeds the maximum amount for a
Applicable single win set by the host. The machine dispenses a ticket with the game
win amount. Any credits remaining on the machine are not included. This
Cash/Coupon Not A ticket that includes a combination of cash and coupon amounts.
Applicable
Payment Receipt Not A ticket that provides a record of payment. It can not be redeemed for cash
Applicable or re-inserted into a machine to play games.
Chapter 11
Responsible Gaming Windows
NOTE: The use of the Responsible Gaming Windows feature depends upon the
Jurisdiction.
To adhere to gaming regulations, each game has pop-up windows with times that are configurable from
the central system. Each window informs the player how long they have been playing and asks if they
would like to continue, provides a notification of automatic termination of game play, or provides
notification, automatically terminates game play and issues a cash out ticket.
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
An example for the Austria Lottery is included in this section, demonstrating the use of Responsible
Gaming Windows.
MK2-AGLOT-0001 [B] 11 - 1
Chapter 11: Responsible Gaming Windows Alpha Game Platform® Setup and Operation for Lottery Systems
JA NEIN
Similar windows are displayed after 90 minutes and after 120 minutes. After 145 minutes, a window
displays which informs the player that in five minutes, they will have played the maximum amount of time
and will be forced to cash out. The following is an example of a five minute warning:
After 150 minutes, a final window informs the player that the maximum time of 150 minutes has been
played and game play is automatically terminated. The following is an example of an automatic
termination window:
OK
When the player selects the OK button icon, the game ends and the machine prints out a ticket. If the
player does not select the OK button icon, then the machine automatically prints out a ticket after one
minute. This ticket is a restricted (type 3) ticket and can not be used in other player terminals. It can only
be redeemed at a cashier terminal. For more information, see Ticket Types on page 10-1.
11 - 2 MK2-AGLOT-0001 [B]
Alpha Game Platform® Setup and Operation for Lottery Systems
Chapter 12
Tower Light Conditions
NOTE: Tower Lights may vary, depending upon the machine type.
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Each light has the following four states: Off, On, Slow Flashing, and Fast Flashing. A slow flashing light is
illuminated once every three-quarters of each second. A fast flashing light is illuminated four times in one
second. The two stage Tower Light contains two separate lights that are mounted in an enclosure on the
top of a machine, as shown below:
Service Light
Attendant Light
The following table describes the events indicated by the various light patterns:
Change On Off
Chapter 13
Troubleshooting
Error Conditions
This section includes information on system and machine suspension error conditions and
troubleshooting solutions. Many of the errors discussed in this section are recorded in the Event History
Log. For more information, see Event History on page 6-4.
A newly installed machine may display the Awaiting Play Command message until information is
received from the host. The Awaiting Play Command message indicates the status of the machine. It is not
an error condition.
Protocol Errors
Protocol errors indicate network connection error conditions related to the network state, machine state,
or machine setup. Verify the network and machine setup is correct. Verify the machine is communicating
with the host and network. For more information, see Machine Setup on page 7-12.
System Errors
Program Error, RAM Corruption, and RAM Error indicate system problems resulting in complete
suspension of all system processes. All information regarding these errors must be documented before
turning the machine Audit Key.
TIP: To assist in troubleshooting system errors, take a digital picture of the game screen
before turning the machine Audit Key.
Troubleshooting Solutions
The following table lists errors and troubleshooting solutions:
BillVal Acceptor Jam Machine is suspended. Check the Bill Acceptor for jammed bills.
BillVal Device Error Machine is suspended. Replace the Bill Acceptor head.
BillVal Reject Error Machine is suspended. Replace the Bill Acceptor head.
BillVal Stacker Jam Machine is suspended. Check the cash box for jammed bills.
BillVal Stacker Open Machine is suspended. Verify that the cash box is fully inserted.
Coin in Device Error Machine is suspended. Check the coin acceptor and optics for coin jams.
* Error indicating a system problem. Record the error before turning the Audit key.
Coin In Error Machine is suspended. Coin acceptor jam. Check the coin path.
Coin Out Error Machine is suspended. Hopper jam. Check the coin path.
Gaming Rules Not Loaded Machine is suspended. Enroll the machine with the host system.
Hopper Empty Machine is suspended. Fill the coin hopper and close door.
Hopper Tamper Machine is suspended. Check the hopper coin out switch.
Low RAM Battery — NVRAM battery is low. Tower Light flashes and the event
is logged.
* Error indicating a system problem. Record the error before turning the Audit key.
Program Error* All processes suspended. Turn the Audit Key. Record the fault information. Select
Restart using the test switch. Turn Audit Key again to
restart.
RAM Corruption* All processes suspended. Turn the Audit Key. Record the fault information. Select
Restart using the test switch. Turn the Audit Key again
to restart.
RAM Error* All processes suspended. Turn the Audit Key. Record the fault information. Select
Restart using the test switch. Turn the Audit Key again
to restart.
Ticket Printer Not Set Machine is suspended. Configure the ticket printer type.
Touch Screen Calib Error Machine is suspended. Calibrate the touch screen.
Touch Screen Com Error Machine is suspended. Check the touch screen connectors.
Touch Screen Init Error Machine is suspended. Replace the touch screen controller.
Touch Screen Port Error Machine is suspended. Check the I/O board.
* Error indicating a system problem. Record the error before turning the Audit key.
Appendix A
Concepts
The host transmits electronic lottery game information to the machine each time the player plays a game.
The machine interprets the electronic lottery game results and displays an entertainment sequence to
award the player the value indicated by the electronic lottery game information received. If the
communication network is busy, then the entertainment sequence provided to the player may be longer.
For example, if the network is busy, then the player may see a longer reel spin on the screen.
The results of the electronic lottery game are displayed as a slot type outcome or other game. If the value is
zero, then a losing outcome displays. If the value is greater than zero, then the winning outcome displays
as wins appropriate to the game theme. Then, the win is credited to the credit meter. If the win exceeds the
maximum amount for a single win set by the host, then the machine dispenses a ticket with the game win
amount. For more information, see Ticket Types on page 10-2.
Progressive Games
A progressive game is defined as either of the following:
• A system of pooling a portion of each wager into a cumulative fund that is available for a win.
• A game that increments the prize amount based on player participation.
The cumulative fund or incremental prize amount is the progressive jackpot. Progressive jackpots may be
won by either a specific symbol combination in a game or from the controlling agency managing the
progressive fund. For more information, see your Bally Technologies Glossary (MK5-SVMOD-0004).
Configuration
To connect a game to a progressive fund, the progressive attributes must be set and the progressive game
must be registered with the host and controlling agency. Most setup items may be configured from a host
or management terminal. A progressive name defines a specific progressive configuration and prize fund.
If multiple progressive systems are planned, then each system must have a distinct name.
A progressive game typically displays the progressive jackpot values on the game screen, a top box screen
or overhead sign. The progressive jackpot display attributes may also be configured.
Registration
Awards
A progressive jackpot is awarded to a player after the machine draws a progressive win as a result of game
play. A winning outcome appropriate to a progressive win displays. The progressive game display, top box
screen, and overhead sign may enter a celebration mode for a short time. The progressive win is processed
by the machine according to the specified configuration. For example, the progressive win may increase
the credit meter or enter a win lockup condition.
Appendix B
Custom Attributes
NOTE: The custom attributes only apply to the New York Lottery Jurisdiction.
Custom attributes for Bally Lottery Systems are defined in this section. Attributes are operating system
variables used by a management terminal for metering and control. The supported attributes depend
upon the game. When a game registers with a management terminal, it communicates the supported
attributes. An Operator may use the management terminal to configure the attribute values for a game or
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
group of games.
The following topics are included in this section:
• Management Terminal
• General Setup Attributes
• Progressive Setup Attributes
• Debug Setup Attributes
Management Terminal
NOTE: For more information, see your management terminal vendor manual.
CAUTION: Management terminals may accept invalid values for custom attributes.
Sound Volume
The Sound Volume attribute sets the overall sound volume for the machine. It is equivalent to altering
both the master and wave volume using the operator menu. This affects all machines. This attribute may
be changed at any time. The machines do not have uniform audio volume levels. Test several sound
volume settings to find the optimum setting.
Attribute Name: DevSdgVolume
Default Value: 60
Minimum Value: 0
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Attract Volume
The Attract Volume attribute sets the attract mode sound volume for the machine. It affects games that
support an attract sound volume.
Attribute Name: DevSdgSoundAttract
Default Value: 0
Minimum Value: 0
Maximum Value: 100
Bonus Volume
The Bonus Volume attribute sets the bonus round sound volume for the machine. It affects games that
support bonus round sound volume.
Attribute Name: DevSdgSoundBonus
Default Value: 5
Minimum Value: 0
Maximum Value: 100
Sound 1
Sound 1 is played if devSdgWinSoundDivision0 is not zero and the win amount is less than
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
Sound 2
Sound 2 is played if devSdgWinSoundDivision1 is not zero and the win amount is greater than or
equal to devSdgWinSoundDivision0 and is less than devSdgWinSoundDivision2. The
devSdgWinSoundDivision1 setting must be less than or equal to the
devSdgWinSoundDivision2 setting.
Attribute Name: devSdgWinSoundDivision1
Default Value: 0
Minimum Value: 0
Maximum Value: 1000000
Sound 3
Sound 3 is played if devSdgWinSoundDivision2 is not zero and the win amount is greater than or
equal to devSdgWinSoundDivision2.
Attribute Name: devSdgWinSoundDivision2
Default Value: 0
Minimum Value: 0
Maximum Value: 1000000
In this section, X designates the number of progressive levels supported by a game. X may vary between
zero and seven. For example, a game supporting a single progressive level registers one of each of the
attributes described in this section and X equals zero.
The Progressive Pool Name attribute is used by the game to register for the correct progressive pool
defined by the .xldf file for the game. The Progressive Pool Name attribute setting for the progressive
level is required for progressive registration. It must be set for a new game installation or after a RAM
Clear. For more information, see RAM Clear on page 2-3.
Each progressive game registers with the management terminal for the number of Progressive Pool Names
for which it has been configured. For example, a single level progressive game will attempt to register for a
single attribute, devSdgProgressivePoolNameLevel0.
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
A machine pauses during registration until the Progressive Pool Name attribute is set on the management
terminal. To register a Progressive Pool Name, set the devBallyProgressivePoolNameLevel0
attribute to the Pool Name entry designated in the corresponding .xldf file. For example, to register a
Pool Name defined as S00514A-1.0CT-25000RS-25DN in an .xldf file, set the
devBallyProgressivePoolNameLevel0 attribute to S00514A-1.0CT-25000RS-25DN.
Attribute Name: devSdgProgressivePoolNameLevelX
Default Value: Null
Minimum Value: 0
Maximum Value: 7
Progressive Value
The Progressive Value attribute informs the game of the current progressive pool values. They are
registered automatically and do not require operator intervention. The Register Progressive message to
the host includes the Progressive Value attribute names. The host updates the attributes to reflect the
current progressive jackpot.
Attribute Name: devSdgProgressiveValueLevelX
Default Value: 0
Minimum Value: 0
Maximum Value: 1000000
Progressive Message
The Progressive Message attribute informs the game of the current promotional text. They are registered
automatically and do not require operator intervention. The Register Progressive message to the host
includes the Progressive Message attribute names. The host updates the attributes to reflect the current
progressive jackpot and any promotional text.
Attribute Name: devSdgProgressiveMessageLevelX
Default Value: Null
Debug Log
Copyright 2006 Bally Gaming, Inc. All Rights Reserved.
The Debug Log attribute enables debug logging on the machine. Setting the Debug Log Level attribute to
a number greater than 0 records all progressive broadcasts to the machine event log. To avoid recording a
large number of progressive broadcasts, set the Debug Log attribute to 0. Use the Debug Log attribute for
troubleshooting signs or displays.
Attribute Name: devSdgDebugLogLevel
Default Value: 0
Minimum Value: 0
Maximum Value: 5
Index
Requirements 1-2
Specifications 1-2 B
Attendant Intervention
CALL ATTENDANT! Message 9-1 Bally Attributes B-1
Call Attendant! Message 9-2 Barcode 9-2
Call Attendant! Message with Hand Pay 9-3 Battery 5-11
SERVICE RUFEN Message 9-1 Bill Acceptor 7-22
Service Rufen! Message 9-2 Stacker Removal 9-4
Service Rufen! Message with Hand Pay 9-3 Bill Acceptor History 6-10
Attendant Key 5-11 Bill Accounting 4-8
Attendant Light 12-1 Bill Limit 7-29
Attendant menu 3-1 Bill Val Door 5-11
Attendant Setup Menu 7-2 Blinking Light 12-1
Attributes B-1
Debug Setup B-9
General Setup B-2 C
Progressive Setup B-2, B-7
Audio Amplifier 7-8 Cabinet Outputs 5-10
Audit Key 5-11 CALL ATTENDANT! Message 9-1
Call Attendant! Message 9-2
Call Attendant! Message with an Amount 9-3
Card History 6-15
MK2-AGLOT-0001 [B] IX - 1
Index Alpha Game Platform® Setup and Operation for Lottery Systems
H
D
Hand Pay History 6-12
IX - 2 MK2-AGLOT-0001 [B]
Alpha Game Platform® Setup and Operation for Lottery Systems Index
N R
MK2-AGLOT-0001 [B] IX - 3
Index Alpha Game Platform® Setup and Operation for Lottery Systems
T Warning Message
Responsible Gaming 11-1
Test Touch Screen 7-6 Ticket 7-10
Ticket 10-2 Warning Sound
Player Warning Message 7-10 Ticket 7-10
Player Warning Sound 7-10 Wave Sound Files 7-8
Ticket In History 6-13 Win Lockup 7-29
Ticket Limit 7-29
Ticket Out History 6-14
Ticket Sensor Delay 7-10
Ticket Sensor Duration 7-10
IX - 4 MK2-AGLOT-0001 [B]