IGT S2000 Software Manual

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IGT Part Number 821-359-00

Game Software Vision Series ®  and S2000™ Products Release 9

Reno, Nevada

January 15, 2003

Game Software: Vision Series Release 9 Warranty IGT warrants that its products have been manufactured in conformity with all applicable jurisdiction regulations where this machine is licensed, and that during the warranty periods specified by contract, its products will be free from defects in workmanship and material. Minor Mi nor deviations from specifications or descriptions shown in IGT product literature or service manuals which do not affect the performance of the product are not considered to be defects in workmanship or materials, and are not covered by this warranty. warranty. Operation or maintenance of the product other than as specified in IGT’s service manuals, and any unauthorized modifications (even if intended to correct a problem) void all warranties. IGT’s sole duty hereunder is to repair, correct, or, or, at IGT’s option, replace defective products or parts during the contract warranty period only. Information in this document is subject s ubject to change without notice and does not represent a commitment on the part of IGT, IGT, a wholly owned subsidiary of International Game Technology Technology.. No part of this manual may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying and recording, for any purpose other than the purchaser’s personal use without written permission of IGT. IGT. THE WARRANTIES SET FORTH HEREIN CONSTITUTE IGT’S SOLE AND EXCLUSIVE LIABILITY FOR DEFECTIVE AND NON–CONFORMING PRODUCTS OR PARTS. ALL OTHER WARRANTIES, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE HEREBY DISCLAIMED. IN NO EVENT SHALL IGT BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL OR CONSEQUENTIAL DAMAGES, INCLUDING BUT NOT LIMITED TO LOSS OF USE, REVENUE OR PROFITS. REMEDIES SET FORTH HEREIN ARE EXCLUSIVE.

WARNING!  The following servicing instructions and/or information is for use by QUALIFIED PERSONNEL ONLY. ONLY.

Trademark Trademark and Copyright Information:  © 2003 IGT. IGT. All rights reserved. International Game Technology , IGT , Game King, Player’s Edge-Plus , SMART System, and Vision Series  are  are registered trademarks of IGT. IGT. EZ Pay Ltd. , EZ Pay , EZ Safe , EZ Ticket , Game King Plus , the IGT logo with spade design, IGT Gaming Systems , IGS , Integrated Voucher System , IVS , S2000 , S-Plus , S-Plus Limited Series , Security Accounting and Management System , and SAMS  are  are trademarks of IGT.

Each and every use of an IGT trademark, trade name, or service mark contained herein is intended to be protect ed and all rights are reserved.

Comprehensive Documentation List For a complete listing of all IGT documentation, refer to the Related IGT Documentation section at the back of this manual. IGT 9295 Prototype Drive Reno, Nevada 89521-8986 (775) 448-7777

ii

Customer Services Machine Information  Technical Publications (Marketing) For questions regarding IGT publications, contact us at either the e-mail address or phone number listed  below.  below. E-mail: Tel:

[email protected] 775-448-1729

Parts Information, Service and Machine-Related Technical Technical Assistance For product-related information or to order parts or publications, contact our Customer Service department.  Address:

Tel: Fax:

IGT Customer Service 9295 Prototype Drive Reno, Nevada 89521-8986 USA 775-448-0364 (8 a.m. - 4 p.m. PT) 775-448-0675

Systems Information  Information relating to casino accounting management software systems, including player tracking software, as well as voucher systems, is available from the 24-hour Technical Assistance Center (TAC) hotline. Prior to using the listed Web site for the first time, please call the toll-free number to obtain a new user login. Internet: North America and International:

http://www.igttac.com 888-999-1190

General Information  Toll-Free Access Call toll-free from North America or international locations. Additional access codes may be required from international locations. North America: International:

800-688-7890 800-342-5694

Internet For viewing and downloading product information, including the most recently updated technical documentation, visit IGT at www.IGT.com. www.IGT.com. Internet: E-mail: Tel:

http://www.IGT.com [email protected] 775-448-1826

iii

Third Party Trademark Information  Windows is either a trademark or a registered trademark of Microsoft Corporation in the U.S. and other countries.

iv

Table of Contents Section 1

Section 2

Section 3

Section 4

Introduction 1.1

Software Overview ............................................................................................ 1-3

1.2

Game Operating Modes .................................................................................... 1-6

1.3

Player Information Displays ............................................................................. 1-7

1.4

Operator and Attendant Menus ..................................................................... 1-10

Operator and Attendant Menus 2.1

Operator and Attendant Menu Options ......................................................... 2-2

2.2

Accounting Menu (Option: [1]) ........................................................................ 2-3

2.3

History Displays (Option: [2]) ........................................................................ 2-28

2.4

Options Menu (Option: [3]) ............................................................................ 2-36

2.5

I/O Tests (Option: [4]) ..................................................................................... 2-67

2.6

Game Tests (Option: [5]) ................................................................................. 2-81

2.7

Out of Service Mode (Option: [6]) ................................................................. 2-83

Key Chip Menus 3.1

Key Chip Config I Menu (Option: [7.1]) ......................................................... 3-2

3.2

Key Chip Config II Menu Options (Option: [7.2]) ....................................... 3-17

IC Chip and Flash Memory Card Procedures 4.1

IC Chip Replacement ......................................................................................... 4-2

4.2

Sound SIMM Board Replacement .................................................................... 4-6

4.3

Key Chip Procedure ........................................................................................... 4-7

4.4

Clear Chip Procedure ........................................................................................ 4-8

4.5

Flash Memory Cards ....................................................................................... 4-10

4.6

Game Program Change ................................................................................... 4-13

Section 5

Game Software Testing ......................................................................................... 5-1

Glossary

.............................................................................................................................Glossary-1

Related IGT Documentation ........................................................................................Documentation-1 Index

.................................................................................................................................. Index-1

v

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Section 1 Introduction Note:  A variety of game software is compatible with the gaming machine. In addition, gaming machines support many optional components, such as player panel switches, that may affect game play and alter the machine’s physical configuration. Specific procedures and screen displays may vary depending upon the game chip (PROM) configuration and physical configuration of the machine(s).

Note:  Specific software features vary depending upon jurisdiction. The information presented in this manual is intended to reflect all features available, but not necessarily those available in any specific  jurisdiction.

This manual provides an overview of game software for Vision Series® and S2000™ Series machines. Topics covered include information required to select options, run tests, perform machine diagnostics and record cumulative data. The information contained in this manual covers both the WAP and non-WAP versions of the software. Refer to the Program Summary Report (PSR) for the specific software version for the specific arrangement of menu items. IGT field service documentation consists of a series of manuals. Each manual addresses a different aspect of field service and is designed to  be used in conjunction with other stand-alone manuals related to: • Machine specifications • Game software • Troubleshooting

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Introduction

GAME SOFTWARE: VISION SERIES PRODUCTS – RELEASE 9

• Maintenance • Electronics • Mechanical parts Manuals are tailored for product group or, in some cases, product models. Each manual contains the following information to assist the reader in making the best use of IGT documentation: • Related IGT Documentation – appears at the back of each manual and lists other books and videotapes that are available. • Glossary – appears at the back of each book and lists terms and acronyms commonly used in IGT documentation. • Index – is included at the back of each manual and consists of topics listed alphabetically to assist the reader in finding information quickly and easily. This manual provides component maintenance instructions for IGT machines. Detailed information about individual machine components is described in separate sections of this manual. Information in this section includes: • Section 1.1, Software Overview – summarizes game program software characteristics. • Section 1.2, Game Operating Modes – describes the various operating modes available in Vision Series machines. • Section 1.3, Player Information Displays – describes the various information displays present in Vision Series machines. • Section 1.4, Operator and Attendant Menus – explains the various menu choices available in Vision Series software and identifies access for attendants and operators.

1-2

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Introduction

1.1 Software Overview The Vision Series machine and its accompanying game programs have the following characteristics: • Operational modes – game play, idle, game play, menu, tilt and out of service • Player panel switches – illuminate when their function is relevant during game play, testing and diagnostics • Software-enabled options – game speed, visual and/or attract modes, sound volume, and background color • Game options – on-screen viewing of accounting, diagnostics, play history, event logs, modify meters, setup, game tests, and out of service • Key chip feature – prevents unauthorized changes to sensitive options such as denomination and game selection • Built-in diagnostic capabilities – automatic software review and technician-controlled diagnostic steps that allow the testing of player switches, hopper, coin acceptor, bill acceptor, access door switches, sound effects, and voucher printer • Test routines for quick diagnostics and problem resolution

Entering the Operator and Attendant Menus  Turn the reset key while the machine is idle with no coins bet to enter the Attendant menu. The machine cannot be in a tilt condition. To enter the Operator menu, open the machine door and press the operator switch located on the processor tray while the machine is in idle mode.

Menu Navigation  Use the following player panel switches to navigate through the menus: • CHANGE to move up • CASH OUT to move down • SPIN REELS to enter a test or menu • BET MAX to exit

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Introduction

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The applicable player panel switches are illuminated during menu and test execution. If the machine has an LCD, player panel switches are also noted on the screen. See Figure 1-1 for an illustration of the correlation between the screen display and the player panel. Note:  The 5-button panel is shown in the following figure. However, the corresponding player panel switches perform the same functions on all switch panel configurations.

Accounting History Options I/O Tests Game Tests Service Key Chip Setups

UP

CHANGE

DOWN

 

CASH OUT

BET ONE CREDIT

ENTER

EXIT

SPIN REELS

PLAY 3 CREDITS

00000036-111700

Figure 1-1. Player Panel Switch Functions.

1-4

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Introduction

Display of Meter Data  All meters are right or decimal justified. Linear meters may be up to 10 digits with a maximum value of 1,000,000,000. Monetary meters are displayed in number of lowest usable monetary units in the correct format for that currency. Meters in percentage format (100.00%) may  be up to 5 digits.

Program Summary Reports (PSRs)  Information about any diagnostic or set-up option not documented in this manual may be obtained by requesting a copy of the program summary report (PSR) for a specific game version. PSRs may be obtained from IGT’s Web Site listed in the front section of this manual, or from IGT Customer Service.

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Introduction

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1.2 Game Operating Modes Vision Series game software has five operating modes: • Game Play Mode – the game is functioning properly and a player is actively playing the game • Idle Mode – the machine is functioning properly but is not actively being played • Menu Mode – diagnostic/setup mode that allows an attendant or technician to examine statistical data, check and change settings or options, enter setup and option information, validate and verify previous game outcomes, and/or exercise the machine hardware to either verify proper operation or isolate a problem • Tilt Mode – a machine malfunction has occurred, such as a sequence error or a coin-in tilt, and game play is locked up until a technician checks the machine • Out of Service/Reserved Mode – used by a technician to suspend machine operation for the purpose of conducting a repair, to suspend game play for special events, or to reserve a machine for a player

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Introduction

1.3 Player Information Displays Vision Series and S2000 machines use a variety of displays to communicate information to players and operators (see Figure 1-2). Seven-segment digital LED displays and a vacuum fluorescent alphanumeric display are always present in the machine. Optional displays include a liquid crystal display (LCD) in the top box and a candle. Note:  The following figure shows the display locations for the 5-  button player panel. The location of the displays varies by game type as well as player panel configuration. UPRIGHT MACHINE

VACUUM FLUORESCENT DISPLAY

WINNER PAID

CREDITS

CREDITS PLAYED

SLANT-TOP MACHINE

VACUUM FLUORESCENT DISPLAY

WINNER PAID

CREDITS

CREDITS PLAYED 00000037-111700

Figure 1-2. Reel Glass Information Displays.

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Introduction

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Seven-Segment Displays  Seven-segment digital displays located behind the reel glass show coins played, credits and winner paid amounts. See Figure 1-2 for the locations of all the displays on the reel glass of spinning reel machines.

Vacuum Fluorescent Display (VFD)  The fluorescent dot matrix display on the reel glass (see Figure 1-2) indicates various alphanumeric game messages, player prompts, tilt messages, menu choices, operator and technician-requested information, hand pay messages, and bonus game coin amounts.

Candle  The optional IGT candle located on the top of the machine enclosure indicates various modes or game conditions when the machine power is on.

Liquid Crystal Display (LCD)/M-Slave  The optional liquid crystal display (also known as the multi-slave or M-slave) located in the top box is a device that receives signals from the processor for display. The following items are displayed: • Animated bonus game graphics • Technician software menu trees • Service messages • Diagnostic flag signals Note:  The LCD/M-Slave is not an interactive, touchscreen device, and should never be touched.

See Figure 1-3 for the location of the LCD in upright Vision Series machines.

1-8

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GAME SOFTWARE: VISION SERIES PRODUCTS – RELEASE 9

LIQUID CRYSTAL DISPLAY

SLAN T- TOP M AC HINE

Introduction

LIQUID CRYSTAL DISPLAY

UPRI GH T M AC HINE 00000038-111700

Figure 1-3. Liquid Crystal Display Location.

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Introduction

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1.4 Operator and Attendant Menus An operator is the machine operator, service technician or any other person with access to the interior of the machine. The attendant has access to machine information by turning the reset key on the outside of the machine. The attendant does not have access to the interior of the machine. Table 1-1 describes the options available from the Operator and Attendant menus. Note:  Other game setup options are available. The LCD/M-Slave controls the display of these options, and stores the configuration in its flash memory. For detailed descriptions of these options, refer to the PSR for the specific ATA version installed in the LCD/M-Slave.

Table 1-1. Operator and Attendant Menu Options Accessible From Menu

Description

Attendant Menu

Operator Menu

Describes on-screen accounting information available for the machine and individual games. Also provides the ability to clear [1] Accounting machine period meters, tracks security and error events, and displays version numbers of programs used in the machine.

[2] History

Displays game history information to verify game outcome and resolve player disputes, and machine history data for recent games played in chronological order. Also provides history data for security events, tilts, bills and tickets in, and EFT transactions.

[3] Options

Options to set machine-wide preferences, game-specific preferences, attract sequences, and communication setup such as IGT SAS ®, WAMM Address and channel.

[4] I/O Tests

Provides access to diagnostic routines for all inputs and outputs for the purpose of testing displays and features in the machine.

[5] Game Tests

Options to test game pay tables and to verify reel strip stops.

[6] Out of Service Mode

Displays “Out of Service” on the LCD to render a machine inoperative without turning the power off.

[7] Key Chip Displays setup/enable information for high-security access Configuration functions, including denomination selection, game selection, and (Display Only) bonus game selection or setup.

1-10

January 15, 2003

Section 2 Operator and Attendant Menus This section describes the menus, displays and setup screens available from the Vision Series software Operator and Attendant menus. Note:  Specific software features vary depending upon jurisdiction. The information presented in this manual is intended to reflect all features available, but not necessarily those available in any specific  jurisdiction.

Information in this section includes: • Section 2.1, Operator and Attendant Menu Options – explains all options and menus in the Operator and Attendant menus. • Section 2.2, Accounting Menu (Option: [1]) – lists the available menus and options on the Accounting menu. • Section 2.3, History Displays (Option: [2]) – lists the screens available on the History menu. • Section 2.4, Options Menu (Option: [3]) – lists the menus and options available on the Options menu. • Section 2.5, I/O Tests (Option: [4]) – lists the menus and options available on the I/O Tests menu. • Section 2.6, Game Tests (Option: [5]) – lists the menus and options available on the Game Tests menu. • Section 2.7, Out of Service Mode (Option: [6]) – explains the Out of Service option.

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2.1 Operator and Attendant Menu Options Refer to Table 2-1 for a brief description of the options available on the Operator and Attendant menus.

Table 2-1. Operator and Attendant Menu Options Accessible From Menu

Description

Attendant Menu

Operator Menu

Describes on-screen accounting information available for the machine and individual games. Also provides the ability to clear [1] Accounting machine period meters, tracks security and error events, and displays version numbers of programs used in the machine.

[2] History

Displays game history information to verify game outcome and resolve player disputes, and machine history data for recent games played in chronological order. Also provides history data for security events, tilts, bills and tickets in, and EFT transactions.

[3] Options

Options to set machine-wide preferences, game-specific preferences, attract sequences, and communication setup such as IGT SAS ®, WAMM Address and channel.

[4] I/O Tests

Provides access to diagnostic routines for all inputs and outputs for the purpose of testing displays and features in the machine.

[5] Game Tests

Options to test game pay tables and to verify reel strip stops.

[6] Out of Service Mode

Displays “Out of Service” on the LCD to render a machine inoperative without turning the power off.

[7] Key Chip Displays setup/enable information for high-security access Configuration functions, including denomination selection, game selection, and (Display Only) bonus game selection or setup.

2-2

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Operator and Attendant Menus

2.2 Accounting Menu (Option: [1]) The Accounting menu provides access to the following information: • Machine master meters • Cumulative data from period meters • Specific game accounting information • Viewing of security meter information (door open, logic board access and coin drop box) • Error accounting (coin-in errors, bill jams, etc.) • Program version information on all firmware on the main processor board and firmware inside NETPLEX™ peripherals Meter data is displayed in credits unless the meter name indicates otherwise. Some functions may not be available depending upon machine configuration. Refer to Table 2-2 for brief descriptions of each of the accounting options, then to the table accompanying the description of each function for specific meter information. Specific software features vary depending upon jurisdiction. The information presented in this manual is intended to reflect all features available, but not necessarily those available in any specific  jurisdiction.

Table 2-2. Accounting Menu Options Option

January 15, 2003

Description

[1.1] Terminal Accounting

View cumulative and period accounting meters data.

[1.2] Game Accounting

View game and event meters.

[1.3] Bonus Specific Meter Accounting

View meters and related statistics specific to bonus games. Available only if the machine is configured to support generic bonus games or specific bonus games that contain game-specific accounting.

[1.4] Security Accounting

View security accounting meters.

[1.5] Error Accounting

View error accounting meters.

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Table 2-2. (cont’d) Accounting Menu Options Option

2.2.1

Description

[1.6] Version Accounting

Display version information of both machine and peripheral software.

[1.7] Master Progressive Accounting/General Progressive Accounting

View master progressive accounting meters. View general progressive accounting meters for WAP machines.

[1.8] WAMM Accounting

View accounting information on meters sent to a WAMM COMM in response to a meter poll.

[1.9] PSAMS Accounting

View terminal and game accounting information for machines using the Progressive Security and Accounting Management System (PSAMS). This option is not available on all machines.

Terminal Accounting (Option: [1.1]) The Terminal Accounting menu provides access to cumulative and period meter data.

Terminal Master Accounting (Option: [1.1.1])  Terminal Master Money Accounting (Option: [1.1.1.1]) Select the Master Money Accounting option to view meters required to  balance the machine and verify that its payback and hold percentages match their theoretical values. Refer to Table 2-3 for a summary of the meter information displayed.

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Table 2-3. Master Money Accounting Meters Code

Meter Name

Description

Coin In (Played)

Single denomination: number of credits wagered toward a game Multiple denomination: monetary amount of coins and credits wagered toward a game

MTA2

Coin Out (Won)

Single denomination: number of credits paid by the machine due to a win Multiple denomination: monetary amount of credits/coins paid by the machine due to a win; includes partial pay amounts (MTA2.1 + MTA2.2 + MTA2.3) • MTA2.1 = Number of credits/coins paid by the machine to the hopper or to the credit meter from the paytable • MTA2.2 = Number of credits/coins paid by the machine to the hopper or to the credit meter resulting from a progressive win • MTA2.3 = Number of credits/coins paid by the machine to the hopper or to the credit meter resulting from a system bonus

MTA3

Drop (Bill/Coin)

Sum of physical coins diverted to the drop plus credits issued or coins dispensed when the machine exchanges a bill

MTA4

Drop (Coin Only)

Sum of only physical coins diverted to the drop

MTA5

Canceled Credits

Single denomination: number of credits hand paid to a player due to a cashout amount greater than the hopper limit Multiple denomination: monetary amount of credits hand paid to a player due to a cashout amount greater than the hopper limit

MTA6

Single denomination: number of credits hand paid to the player Multiple denomination: monetary amount of credits hand paid to t he player MTA6.1 + MTA6.2 + MTA6.3 Jackpot Handpays • MTA6.1 = Number of coins/credits hand paid to a player from the paytable. • MTA6.2 = Number of credits hand paid to a player resulting from a progressive win • MTA6.3 = Number of credits hand paid to a player resulting from a system bonus

MTA7

Bonus Won

Total stand-alone bonus credits won

MTA8

True Coin In

Number of coins accepted by the coin acceptor

MTA9

True Coin Out

Number of coins dispensed from the hopper

MTA10

Payback %

Computed value based upon the ratio of (MTA2 + MTA6) to MTA1

MTA11

Hold%

Computed value based on 100% - MTA10

MTA12

Base Payback %

Computed value based upon the ratio of (MTA2 + MTA6 – MTA7 – MTA14 – MTA15 – MTA16) to MTA1

MTA13

Base Hold %

Computed value based on 100% – MTA12

MTA1

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Table 2-3. (cont’d) Master Money Accounting Meters Code

Meter Name

Description

MTA14

System Deductible Bonus Won

Single denomination: number of deductible bonus credits awarded by the system Multiple denomination: monetary amount of deductible bonus awarded by the system

MTA15

System Nondeductible Bonus Won

Single denomination: number of nondeductible bonus credits awarded by the system Multiple denomination: monetary amount of nondeductible bonus credits awarded by the system

MTA16

System Wager Matching Bonus Won

Single denomination: number of wager matching bonus credits awarded by the system Multiple denomination: monetary amount of wager of matching bonus awarded by the system

MTA17

Cashout Voucher

Total monetary value of tickets printed excluding handpay (jackpot) tickets

MTA18

Hopper Throughput

True coin in: Drop (Coin Only) – True coin out = MTA8 – MTA4 – MTA9. The machine displays a minus sign if the computed value is negative.

MTA19

Receipt Voucher

Monetary value of cashout handpay receipt tickets (not shown if ticket ticket printer is disabled)

MTA20

Jackpot Voucher

Total monetary value of jackpot tickets (not shown if ticket printer is disabled)

MTA21

Voucher Accepted

Total monetary value of tickets received by the bill acceptor (not shown if machine is not configured to accept tickets)

MTA22

W2-G Credits Won

Total number of W2-G credits awarded.

Master Statistics (Option: [1.1.1.2]) Select the Master Statistics option to view meters that contain statistical data including the number of games played, won and lost. Refer to Table 2-4 for a list of the statistics provided. Use the SPIN REELS switch to navigate through the display. The  button is not lit if the list is shorter than a page. Press the PLAY MAX CREDITS switch to exit the option.

Table 2-4. Master Terminal Statistics Code

Meter Name

Description

MTS1

Games Played

Number of games played

MTS2

Games Won

Number of games that resulted in a win

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Operator and Attendant Menus

Table 2-4. (cont’d) Master Terminal Statistics Code

Meter Name

Description

MTS3

Games Lost

Computed value equal to MTS1 – MTS2

MTS4

Games With 1 Cr

Number of games played with 1 coin/credit bet

MTS5

Games With 2 Cr

Number of games played with 2 coins/credits bet

MTS6

Games With 3 Cr

Number of games played with 3 coins/credits bet

MTS7

Games With 4 Cr

Number of games played with 4 coins/credits bet

MTS8

Games With 5 Cr

Number of games played with 5 coins/credits bet

MTS9

Games With 6 Cr

Number of games played with 6 coins/credits bet

MTS10

Games With 7 Cr

Number of games played with 7 coins/credits bet

MTS11

Games With 8 Cr

Number of games played with 8 coins/credits bet

MTS12

Games With 9 Cr

Number of games played with 9 coins/credits bet

MTS13

Games With 10+ Cr Number of games played with 10 or more coins/credits bet

Coin In Last Pri

Single denomination: Number of coins wagered since last progressive primary jackpot hit Multiple denomination: monetary amount of coins wagered since last progressive primary jackpot hit

MTS15

Coin In Last Sec

Single denomination: number of coins wagered since last progressive secondary jackpot hit Multiple denomination: monetary amount of coins wagered since last progressive secondary jackpot hit

MTS16

Jackpot Reset

Number of games since jackpot reset

MTS17

Bonus Triggered

Number of bonus games triggered

MTS18

Cashout Voucher

Number of nonjackpot tickets

MTS19

Cashout Handpays

Number of cashout handpays

MTS20

Receipt Voucher

Number of cashout handpay receipt tickets printed (not shown if ticket printer is disabled)

MTS21

Jackpot Voucher

Number of jackpot tickets (not shown if ticket printer is disabled)

MTS22

Voucher Accepted

Number of vouchers received by the bill acceptor (not shown if machine is not configured to accept tickets)

MTS14

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Master Bill Accounting (Option: [1.1.1.3]) Select the Master Bill Accounting option to view meters required to keep track of bills accepted by the bill validator. Table 2-5 provides a listing of the master bill accounting meters for U.S. currency. Refer to Table 2-6 for a list of the master bill accounting meters for international currency.

Table 2-5. Master Bill Accounting Meters – U.S. Currency Code

2-8

Meter Name

Description

MBA1

$1.00 Bills

Number of $1 bills accepted by machine

MBA2

$2.00 Bills

Number of $2 bills accepted by machine

MBA3

$5.00 Bills

Number of $5 bills accepted by machine

MBA4

$10.00 Bills

Number of $10 bills accepted by machine

MBA5

$20.00 Bills

Number of $20 bills accepted by machine

MBA6

$50.00 Bills

Number of $50 bills accepted by machine

MBA7

$100.00 Bills

Number of $100 bills accepted by machine

MBA8

Total Bill Count Number of bills accepted by machine

MBA9

Bill Credits

Number of credits/coins the machine exchanged for bills (available only in single denomination games)

MBA10

Bill Money

Dollar value of bills accepted by machine

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Table 2-6. Master Bill Accounting Meters – International Currency Code

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Meter Name

Description

MBA1

$1.00 Bills

Number of $1 bills accepted by machine

MBA2

$2.00 Bills

Number of $2 bills accepted by machine

MBA3

$5.00 Bills

Number of $5 bills accepted by machine

MBA4

$10.00 Bills

Number of $10 bills accepted by machine

MBA5

$20.00 Bills

Number of $20 bills accepted by machine

MBA6

$25.00 Bills

Number of $25 bills accepted by machine

MBA7

$50.00 Bills

Number of $50 bills accepted by machine

MBA8

$100.00 Bills

Number of $100 bills accepted by machine

MBA9

$200.00 Bills

Number of $200 bills accepted by machine

MBA10

$250.00 Bills

Number of $250 bills accepted by machine

MBA11

$500.00 Bills

Number of $500 bills accepted by machine

MBA12

$1,000.00 Bills Number of $1,000 bills accepted by machine

MBA13

$2,000.00 Bills Number of $2,000 bills accepted by machine

MBA14

$2,500.00 Bills Number of $2,500 bills accepted by machine

MBA15

$5,000.00 Bills Number of $5,000 bills accepted by machine

MBA16

$10,000.00 Bills

Number of $10,000 bills accepted by machine

MBA17

$20,000.00 Bills

Number of $20,000 bills accepted by machine

MBA18

$25,000.00 Bills

Number of $25,000 bills accepted by machine

MBA19

$50,000.00 Bills

Number of $50,000 bills accepted by machine

MBA20

$100,000.00 Bills

Number of $100,000 bills accepted by machine

MBA21

Total Bill Count Total number of bills accepted by the machine

MBA22

Bill Credits

Number of credits/coins the machine exchanged for bills (available only in single denomination games)

MBA23

Bill Money

Currency value of bills accepted by the machine

2-9

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GAME SOFTWARE: VISION SERIES PRODUCTS – RELEASE 9

Master EFT Accounting (Option: [1.1.1.4]) Select the Master EFT Accounting option to view meters required to keep track of electronic funds transfer (EFT) transactions. Refer to Table 2-7 for a list of master EFT accounting meters.

Table 2-7. Master EFT Accounting Meters Code

Meter Name

Description

MEA01

SAS EFTs Accepted Number of EFT transactions accepted from SAS controller

MEA02

SAS Total Money In MEA03 + MEA04 + MEA05

MEA03

SAS Cashable Money In

Monetary value of the cashable EFTs accepted from the SAS controller

MEA04

SAS Noncashable Money In

Monetary value of the noncashable EFTs accepted from the SAS controller

MEA05

SAS Promo Money In

Monetary value of the promotional EFTs accepted in credits from the SAS controller

MEA06

SAS Cashable Credits In

Number of cashable credits accepted from the SAS controller (available only in single denomination games)

MEA07

SAS Noncashable Credits In

Number of noncashable credits accepted from the SAS controller (available only in single denomination games)

MEA08

SAS Promo Credits In

Number of promotional credits accepted from the SAS controller (available only in single denomination games)

MEA09

SAS Money Cashed Out To The Host

Single denomination: number of credits uploaded to the SAS controller Multiple denomination: monetary value of the credits uploaded to the SAS controller

MEA10

Bally EFTs Accepted

Number of EFT transactions accepted from the Bally controller

MEA11

Bally Total Money In Computed value based upon MEA12 + MEA13

MEA12

Bally Cashable Money In

Monetary value of the cashable EFTs accepted from the Bally controller

MEA13

Bally Noncashable Money In

Monetary value of the non-cashable EFTs accepted from the Bally controller

MEA14

Bally Cashable Credits In

Number of credits relative to MEA12

MEA15

Bally Noncashable Credits In

Number of credits relative to MEA13

MEA16

Total Current Cashable Credits

Number of spendable cashable EFT credits

2-10

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Operator and Attendant Menus

Table 2-7. (cont’d) Master EFT Accounting Meters Code

Meter Name

Description

MEA17

Total Current Noncashable Credits

Number of spendable noncashable EFT credits

MEA18

Total Current Promo Credits

Number of spendable promotional EFT credits

Mechanical Meter Accounting (Option: [1.1.1.5]) Select the Mechanical Meter Accounting option to view additional meters to balance the machine. Refer to Table 2-8 for a list of mechanical meter data. Note:  This option is available only with the international version PROM.

Table 2-8. Mechanical Meter Accounting Code

Meter Name

Description

HM1

Coin In

Number of coins or credits wagered

HM2

Coin Out

Number of coins or credit won, including handpays

HM3

Coin Drop

Number of coins diverted to the drop box

HM4

Total Handpay

Total value of all attendant handpays, including jackpots and canceled credits

HM5

Bill Drop

Total monetary value of bills accepted

Period Accounting (Option: [1.1.2])  Period Terminal Accounting (Option: [1.1.2.1]) Select the Period Terminal Accounting option to view meters required to balance the machine and verify that its payback and hold percentages match their theoretical values. Refer to Table 2-9 for an overview of the period money accounting meters.

January 15, 2003

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GAME SOFTWARE: VISION SERIES PRODUCTS – RELEASE 9

Table 2-9. Period Terminal Accounting Meters Code

Meter Name

Description

PTA1

Per. Coin In (Played)

MTA1 activity since last period reset

PTA2

Per. Coin Out (Won)

MTA2 activity since last period reset

PTA3

Per. Drop (Bill/Coin)

MTA3 activity since last period reset

PTA4

Per. Drop (Coin Only) MTA4 activity since last period reset

PTA5

Per. Canceled Credits

MTA5 activity since last period reset

PTA6

Per. Jackpot Handpays

MTA6 activity since last period reset

PTA7

Per. Bonus Won

MTA7 activity since last period reset

PTA8

Per. Payback %

Computed value based upon the ratio of (PTA2 + PTA6) to PTA1

PTA9

Per. Hold%

Computed value based upon the ratio of the difference of PTA1 and (PTA2 + PTA6) to PTA1

PTA10

Per. Base Payback % Computed value based upon the ratio of (PTA2 + PTA6 – PTA7) to PTA1

PTA11

Per. Base Hold %

Computed value based upon the ratio of the difference of PTA1 and (PTA2 + PTA6 – PTA7) to PTA1

PTA12

Period System Deductible Bonus Won

MTA14 activity since the last period reset

PTA13

Period System Nondeductible Bonus MTA15 activity since the last period reset Won

PTA14

Period System Wager MTA16 activity since the last period reset Matching Bonus Won

PTA15

Period Cashout Voucher

2-12

MTA17 activity since the last period reset

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Operator and Attendant Menus

Period Statistics (Option: [1.1.2.2]) Select the Period Statistics option to view meters that contain statistical data, such as number of games played, won and lost. Refer to Table 210 for a description of the period terminal statistics.

Table 2-10. Period Terminal Statistics Code

Meter Name

Description

PTS1

Period Games Played

Number of games played since last period reset

PTS2

Period Games Won

Number of games won since last period reset

PTS3

Period Games Lost

Computed value equal to PTS1 – PTS2

PTS4

Period Bonus Number of stand-alone bonus games triggered Games Triggered since last period reset

Period Bill Accounting (Option: [1.1.2.3]) Select the Period Bill Accounting option to view meters required to keep track of bills accepted by the bill validator. Table 2-11 provides an outline of meter information specific to U.S. currency. Refer to Table 212 for a description of the meter information for international currency.

Table 2-11. Period Bill Accounting Meters – U.S. Currency Code

January 15, 2003

Meter Name

Description

PBA1

Per. $1.00 Bills

MBA1 activity since last period reset

PBA2

Per. $2.00 Bills

MBA2 activity since last period reset

PBA3

Per. $5.00 Bills

MBA3 activity since last period reset

PBA4

Per. $10.00 Bills

MBA4 activity since last period reset

PBA5

Per. $20.00 Bills

MBA5 activity since last period reset

PBA6

Per. $50.00 Bills

MBA6 activity since last period reset

PBA7

Per. $100.00 Bills

MBA7 activity since last period reset

PBA8

Per. Bill Count

MBA8 activity since last period reset

PBA9

Per. Bill Credits

MBA9 activity since last period reset

PBA10

Per. Bill Money

MBA10 activity since last period reset

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GAME SOFTWARE: VISION SERIES PRODUCTS – RELEASE 9

Table 2-12. Period Bill Accounting – International Currency Code

2-14

Meter Name

Description

PBA1

Per. $1.00 Bills

MBA1 activity since last period reset

PBA2

Per. $2.00 Bills

MBA2 activity since last period reset

PBA3

Per. $5.00 Bills

MBA3 activity since last period reset

PBA4

Per. $10.00 Bills

MBA4 activity since last period reset

PBA5

Per. $20.00 Bills

MBA5 activity since last period reset

PBA6

Per. $25.00 Bills

MBA6 activity since last period reset

PBA7

Per. $50.00 Bills

MBA7 activity since last period reset

PBA8

Per. $100.00 Bills

MBA8 activity since last period reset

PBA9

Per. $200.00 Bills

MBA9 activity since last period reset

PBA10

Per. $250.00 Bills

MBA10 activity since last period reset

PBA11

Per. $500.00 Bills

MBA11 activity since last period reset

PBA12

Per. $1,000.00 Bills

MBA12 activity since last period reset

PBA13

Per. $2,000.00 Bills

MBA13 activity since last period reset

PBA14

Per. $2,500.00 Bills

MBA14 activity since last period reset

PBA15

Per. $5,000.00 Bills

MBA15 activity since last period reset

PBA16

Per. $10,000.00 Bills

MBA16 activity since last period reset

PBA17

Per. $20,000.00 Bills

MBA17 activity since last period reset

PBA18

Per. $25,000.00 Bills

MBA18 activity since last period reset

PBA19

Per. $50,000.00 Bills

MBA19 activity since last period reset

PBA20

Per. $100,000.00 Bills

MBA20 activity since last period reset

PBA21

Per. Bill Count

MBA21 activity since last period reset

PBA22

Per. Bill Credits

MBA22 activity since last period reset

PBA23

Per. Bill Money

MBA23 activity since last period reset

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Period EFT Accounting (Option: [1.1.2.4]) Select the Period EFT Accounting option to view meters required to keep track of electronic funds transfer transactions. Refer to Table 2-13 for an overview of the period EFT accounting meters.

Table 2-13. Period EFT Accounting Meters Code

Meter Name

Description

PEA01

SAS EFTs Accepted

Number of EFT transactions accepted from the SAS controller

PEA02

SAS Total Money In

PEA03 + PEA04 + PEA05

PEA03

SAS Cashable Money In

Monetary value of the cashable EFTs accepted from SAS controller

PEA04

SAS Noncashable Money Monetary value of the noncashable EFTs accepted from SAS In controller

PEA05

SAS Promo Money In

Monetary value of the promotional EFTs accepted from SAS controller

PEA06

SAS Cashable Credits In

Number of cashable EFT credits accepted from SAS controller (available only in single denomination games)

PEA07

SAS Noncashable Credits In

Number of noncashable EFT credits accepted from SAS controller (available only in single denomination games)

PEA08

SAS Promo Credits In

Number of promotional EFT credits accepted from SAS controller (available only in single denomination games)

PEA09

SAS Money Cashed Out to Host

Single denomination: number of credits uploaded to the SAS controller Multiple denomination: monetary value of the credits uplo aded to the SAS controller

PEA10

Bally EFTs Accepted

Number of EFT transactions accepted from the Bally controller

PEA11

Bally Total Money In

Computed value based upon PEA12 + PEA13

PEA12

Bally Cashable Money In

Monetary value of the cashable EFTs accepted from the Bally controller

PEA13

Bally Noncashable Money In

Monetary value of the noncashable EFTs accepted from the Bally controller

PEA14

Bally Cashable Credits In Number of credits relative to PEA12

PEA15

Bally Noncashable Credits In

January 15, 2003

Number of credits relative to PEA13

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GAME SOFTWARE: VISION SERIES PRODUCTS – RELEASE 9

Clear Period Meters (Option: [1.1.2.5]) Select the Clear Period Meters option to set all period meter values to zero. Press the SPIN REELS switch when prompted to “Press RESET/ SPIN to clear period meters”, and all period meters are cleared. Press the PLAY MAX CREDITS switch to exit the function without clearing the meters.

2.2.2

Game Accounting (Option: [1.2]) Note:  The meters are submenus of of the Game Accounting option, and each paytable supported by the game has a corresponding meter.

Select the Game Accounting option to view meters that track game statistics and event counts for each paytable supported by the game PROM. Refer to Table 2-14 for a detailed description of the game meters.

Table 2-14. Game Accounting Meters Code

Meter Name

Description

Coin In

Single denomination: number of credits accetped as wagers on the game Multiple denomination: monetary value of credits (and coins) accepted as wagers on the game

GM2

Coin Out

Single denomination: number of credits awarded by the game Multiple denomination: monetary value of credits (and coins) awarded by the game

GM3

Games Played

Count of games played

GM4

Games Won

Count of games won

GM5

Jackpot Handpays

Monetary value of the credits awarded by attendant

GM6

Canceled Credits

Monetary value of the credits cleared by attendant

GM7

Bonus Won

Monetary value of the standalone bonus credits won when this game was active

GM8

System Bonus Won

Monetary value of the system bonus credits won (deductible + nondeductible + wager matching) when this game was active

GM1

2-16

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2.2.3

Operator and Attendant Menus

Bonus Specific Meters (Option: [1.3]) Select the Bonus Specific Meters option to view meters for generic  bonus games or specific bonus games that contain game-specific accounting.

Generic Bonus Game Accounting Meters (Option: [1.3.1])  Select the Generic Bonus Game Accounting Meters option to view meters for generic bonus games or specific bonus games that contain game-specific accounting. Refer to Table 2-15 for descriptions of the available meters. Note:  Codes BMA1 through BMA6 are generic to all standalone bonus games. Codes BMA7 through BMA11 are meters for Game Within a Game bonuses. A Game Within a Game bonus is defined as any “fever” or “times pay” mode that changes the award schedule, but still requires the player to insert money to play the game.

Table 2-15. Generic Bonus Game Accounting Meters Code

Meter Name

BMA1

Coin In (Played)

Number of coins and credits wagered toward a game

BMA2

Coin Out (Won)

Number of credits or coins paid by the machine

BMA3

Jackpot Handpays

Number of credits hand paid to the player

BMA4

Bonus Won

Total standalone bonus credits won

BMA5

Games Played

Total number of games played

BMA6

Bonus Triggered

Number of standalone bonus games triggered by the base game

BMA7

Bonus Coin In

Number of coins wagered toward game within a game bonuses

BMA8

Bonus Coin Out

Number of coins awarded by game within a game bonuses

BMA9

Bonus Games Played

Number of game within a game bonuses played

BMA10 Bonus Jackpot

January 15, 2003

Description

Number of credits hand paid due to a game within a game bonus jackpot

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GAME SOFTWARE: VISION SERIES PRODUCTS – RELEASE 9

Bonus Game Specific Accounting Meters (Option: [1.3.2])  Select the Bonus Game Specific Accounting Meters option to display meters specific to bonus games. This option displays information if the  bonus game supports bonus game specific accounting meters. If the PROM supports multiple paytables, these meters keep track of the play on each paytable. The Match Reel bonus game is currently the only game-specific bonus supported by Vision Series games. This type of bonus incorporates the Game Within a Game feature, and provides additional meters to support this type of bonus. One page of meters will be displayed for for each paytable. Refer to Table 2-16 for descriptions of the available meters.

Table 2-16. Match Reel Game Specific Bonus Meters Code

2-18

Meter Name

Description

MR1

Coin In (Played)

Total credits and coins accepted as wagers by the bonus specific game

MR2

Coin Out (Won)

Total credits and coins awarded by the bonus specific game

MR3

Games Played

Number of bonus games played

MR4

Games Won

Number of bonus games won

MR5

Jackpot Handpays

Number of credits hand paid by an Attendant

MR6

Match Reel Coin In

Total credits and coins accepted as wagers by the bonus specific game while the bonus was active

MR7

Match Reel Coin Out

Total credits and coins awarded by the bonus specific game while the bonus was active

MR8

Match Reel Games Played

Number of bonus specific games played while the bonus was active

MR9

Match Reel Games Won

Number of bonus specific games won while the bonus was active

MR10

Match Reel Total credits awarded by an Attendant Jackpot Handpays while the bonus was active

MR11

Match Reel Bonus Total standalone bonus credits won while Credits Won the bonus was active

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GAME SOFTWARE: VISION SERIES PRODUCTS – RELEASE 9

2.2.4

Operator and Attendant Menus

Security Accounting (Option: [1.4]) Select the Security Accounting option to view a summary of securityrelated events, such as: • The number of games played since last door open • The number times the door or processor tray was opened Refer to Table 2-17 for an overview of the security accounting meters. Codes SA9 through SA12 are not implemented on all machine configurations. Note:  This option is not available on all machine configurations.

Table 2-17. Security Accounting Meters Code

January 15, 2003

Meter Name

Description

SA1

Games Since Main Door

Number of games played since the last time the main door was opened

SA2

Games Since Drop Door

Number of games played since the last time the coin drop door or bill drop door was opened

SA3

Games Since Power Cycle

Number of games played since last machine power up

SA4

Main Door Opens

Number of main door opens

SA5

Coin Drop Opens

Number of coin drop door opens

SA6

Bill Drop Opens

Number of bill drop door opens

SA7

Card Cage Access

Number of processor board opens

SA8

Key Chip Access

Key Chip ID and last date used

SA9

Telltale Main Door Opens

Number of times the telltale circuitry detected a main door open during power down

2-19

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Table 2-17. (cont’d) Security Accounting Meters Code

2.2.5

Meter Name

Description

SA10

Telltale Coin Drop Opens

Number of times the telltale circuitry detected a coin drop door open during power down

SA11

Telltale Bill Drop Opens

Number of times the telltale circuitry detected a bill drop door open during power down

SA12

Telltale Card Cage Opens

Number of times the telltale circuitry detected a card cage open during power down

Error Accounting (Option: [1.5]) Select the Error Accounting option to view tilt information. A separate screen displays the errors that have occurred on the LCD. The video display error log (LCD tilts) is available only if an LCD is configured in the machine and programmed into the software. This log shows a list of recent LCD errors. Refer to Table 2-18 for a summary of the error accounting meters.

Table 2-18. Error Accounting Meters Code

2-20

Meter Name

Description

EA1

Coin In Jams

Number of coin-in jams

EA2

Coin In Seq. Errors

Number of coin-in sequence errors

EA3

Bill Jams

Number of bill jams reported by bill validator

EA4

Rejected Bills

Number of rejected bills reported by bill validator

EA5

Bill Validator Errors

Number of bill validator errors reported by bil l validator

EA6

Hopper Empties

Number of hopper empty tilts

EA7

Coin Out Jams Number of coin-out jam tilts

EA8

Extra Coin Outs

Number of extra coin-out tilts

EA9

Meter Disconnects

Number of mechanical meter disconnect tilts

EA10

Processor Faults

Number of processor faults

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Table 2-18. (cont’d) Error Accounting Meters Code

2.2.6

Meter Name

Description

EA11

Printer Errors

Number of errors reported by ticket printer

EA 12

Reel 1 Tilts

Number of reel 1 tilts

EA 13

Reel 2 Tilts

Number of reel 2 tilts

EA 14

Reel 3 Tilts

Number of reel 3 tilts

EA 15

Reel 4 Tilts

Number of reel 4 tilts

EA 16

Reel 5 Tilts

Number of reel 5 tilts

EA 17

General Reel Tilts

Number of general reel tilts

EA 18

Reels Disconnected

Number of reel disconnect tilts

EA 19

Reel 6 Tilts

Number of reel 6 tilts

EA 20

Reel 7 Tilts

Number of reel 7 tilts

EA 21

Reel 8 Tilts

Number of reel 8 tilts

EA 22

Reel 9 Tilts

Number of reel 9 tilts

EA 23

Reel 10 Tilts

Number of reel 10 tilts

Version Accounting (Option: [1.6]) Select the Version Accounting option to view version information related to machine and peripheral software, such as the game version number, bill validator version number and processor board ID. Refer to Table 2-19 for a description of the version accounting meters.

Table 2-19. Version Accounting Meters Code

January 15, 2003

Meter Name

Description

PV1

Game Version

Game PROM version number

PV2

Game Date

Game PROM date and time

PV3

Base Version

Base PROM version number

PV4

Base Date

Base PROM date

PV6

Bill Version

Bill validator version number

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Table 2-19. (cont’d) Version Accounting Meters Code

2.2.7

Meter Name

Description

PV7

Primary DotM Version

PV8

Printer Version Printer version number (standard printer)

PV9

Printer2 Version

Ticket printer version number (thermal printer)

PV10

Theoretical Payback %

The expected payback percentage of the game

PV11

Proc Board ID

Processor board ID

PV13

Spectrum Version

Spectrum version number

PV14

Version Name

Version PROM number

PV15

Version Date

Version PROM date and time

PV16

Sound Version Sound version number or “Not Configured”

PV17

Auxiliary Bonus Device Version

If an auxiliary device is present, the program version number for the device software

PV18

Auxiliary Dot Matrix Version

If an auxiliary VFD is present , the VFD version number

VFD version number

Master Progressive Accounting (Option: [1.7]) Select the Master Progressive Accounting option to view accounting information on non-WAP progressive jackpot hits by level. Refer to Table 2-20 for information about the progressive accounting meters. Note:  This option is displayed only on non-WAP machines. In addition, the General Progressive Accounting [1.7.1] and WAP Accounting [1.7.2] options are not displayed on non-WAP machines.

Table 2-20. Master Progressive Accounting Meters Code

2-22

Meter Name

Description

PA1

Level 1 Hits

Number of progressive level 1 jackpot hits

PA2

Level 2 Hits

Number of progressive level 2 jackpot hits

PA3

Level 3 Hits

Number of progressive level 3 jackpot hits

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Table 2-20. (cont’d) Master Progressive Accounting Meters Code

Meter Name

Description

PA4

Level 4 Hits

Number of progressive level 4 jackpot hits

PA5

Level 5 Hits

Number of progressive level 5 jackpot hits

PA6

Level 6 Hits

Number of progressive level 6 jackpot hits

PA7

Level 7 Hits

Number of progressive level 7 jackpot hits

PA8

Level 8 Hits

Number of progressive level 8 jackpot hits

PA9

Total Progressive Hits

Sum of PA1 through PA8

General Progressive Accounting (Option: [1.7.1])  Select the General Progressive Accounting option to view accounting information on WAP progressive jackpot hits by level. Refer to Table 221 for information about the progressive accounting meters. Note:  This option is available only on WAP machines. In addition, the Master Progressive Accounting Meters shown in Table 2-20 are not displayed on WAP machines.

Table 2-21. General Progressive Accounting Meters Code

January 15, 2003

Meter Name

Description

PA1

Level 1 Hits

Number of progressive level 1 jackpot hits

PA2

Level 2 Hits

Number of progressive level 2 jackpot hits

PA3

Level 3 Hits

Number of progressive level 3 jackpot hits

PA4

Level 4 Hits

Number of progressive level 4 jackpot hits

PA5

Level 5 Hits

Number of progressive level 5 jackpot hits

PA6

Level 6 Hits

Number of progressive level 6 jackpot hits

PA7

Level 7 Hits

Number of progressive level 7 jackpot hits

PA8

Level 8 Hits

Number of progressive level 8 jackpot hits

PA9

Total Progressive Hits

Sum of PA1 through PA8

2-23

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WAP Accounting (Option: [1.7.2])  Select the WAP Accounting option to view accounting information on WAP meters. Refer to Table 2-22 for an overview of the WAP accounting meters. Note:  This option is available only on WAP machines. In addition, the Master Progressive Accounting Meters shown in Table 2-20 are not displayed on WAP machines.

Meters WA1 through WA5 and WA9 through WA11 are displayed only for WAP Type 2 games. Meters WA12 through WA23 are displayed only for WAP Type 7 games.

Table 2-22. WAP Accounting Meters Code

2-24

Meter Name

Description

WA1

Coin In Total

Monetary value of the coins wagered towards a game

WA2

Coin Out Total

Monetary value of the coins won excluding system awards

WA3

Handpay Total

Monetary value of the coins hand paid excluding system awards

WA4

Coin In Total Monetary value of the coins wagered towards Since Last JP since the last jackpot

WA5

Coin Drop Total

Number of coins diverted to the drop box

WA6

Progressives Won

Number of progressive hits

WA7

Games Won

Number of games won

WA8

Games lost

Number of games lost

WA9

Coin In Tilts

Number of coin in tilts

WA10

Door Opens

Number of main door opens

WA11

Resets

Number of power resets

WA12

Total Money In

Total amount of money inserted into the machine

WA13

Total Money Out

Total amount of money cashed out to the hopper or printer

WA14

Money In (Bills)

Total amount of money credited by the bill validator

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Table 2-22. (cont’d) WAP Accounting Meters Code

2.2.8

Meter Name

Description

WA15

Money In (Coins)

Total amount of money credited by the coin acceptor

WA16

Money Out (Hopper)

Total amount of money cashed out to the hopper

WA17

Money Out (Nonprogressive Handpays)

Total amount of money cashed out via hand pays, not including progressive awards

WAMM Accounting (Option: [1.8]) Select the WAMM Accounting option to view accounting information on meters sent to a WAMM CCOM in response to a meter poll. Refer to Table 2-23 for an overview of the WAMM accounting meters. Note:  This option is not available on all machine configurations.

Table 2-23. WAMM Accounting Meters Code

January 15, 2003

Meter Name

Description

WA1

Coin In Total

Monetary value of the coins wagered towards a game

WA2

Coin Out Total

Monetary value of the coins won excluding system awards

WA3

Handpay Total

Monetary value of the coins hand paid excluding system awards

WA4

Bonus Credits Monetary value of the credits won in the bonus Won game

WA5

Coin Drop Total

Monetary value of the coins diverted to the drop box

WA6

Progressives Won

Amount won on progressive level 1 hits

WA7

Games Won

Number of games won

WA8

Games lost

Number of games lost

WA9

Coin In Tilts

Number of coin-in tilts

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Table 2-23. (cont’d) WAMM Accounting Meters Code

2.2.9

Meter Name

Description

WA10

Main Door Opens

Number of main door opens

WA11

Resets

Number of power resets

WA12

Machine Address

WAMM machine address

PSAMS Accounting (Option: [1.9]) Select the PSAMS Accounting option to view accounting information for machines that use the Progressive Security and Accounting Management System (PSAMS). Note:  This option is not available on all machine configurations.

PSAMS Terminal Accounting (Option: [1.9.1])  The PSAMS Terminal Accounting option displays PSAMS meter information for the machine. Refer to Table 2-24 for a detailed list of available accounting information.

Table 2-24. PSAMS Terminal Accounting Meters Code

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Meter Name

Description

PS1

Money In

Bills and coins accepted by the machine

PS2

Money Out

Money paid out by the machine in cents

PS3

Credits

Amount of credits on the machine’s credit meter

PS4

Drop

Number of bills accepted and coins diverted to the drop box

PS5

Handpay

Money hand paid excluding progressive wins

PS6

Bills In

Monetary amount of bills accepted

PS7

Reserved 1

Reserved meter 1

PS8

Reserved 2

Reserved meter 2

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PSAMS Game Accounting (Option: [1.9.2])  Note:  The meters are submenus of of the Game Accounting option, and each paytable supported by the game has a corresponding meter.

The PSAMS Game Accounting option displays PSAMS meter information for each paytable on the machine. Refer to Table 2-25 for a detailed list of available accounting information.

Table 2-25. PSAMS Game Accounting Meters Code

January 15, 2003

Meter Name

Description

PG1

Money Played

Amount wagered toward a game

PG2

Money Won

Amount won from game play, excluding progressive wins

PG3

Games Won

Total number of games won

PG4

Games Played

Total number of games played

PG5

Bonus Wagered

Amount wagered toward a bonus game

PG6

Bonus Won

Bonus amount won, independent of paytable

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2.3 History Displays (Option: [2]) The History menu permits access to information stored in the machine event logs. The event logs provide information about: • Games played • Entry and exit into menus • Errors • Option changes • Tilts • Bill and ticket acceptance • Security-related events Events are typically displayed in reverse chronological order. Refer to Table 2-26 for brief descriptions of each history display.

Table 2-26. History Menu Options Option

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Description

[2.1] Game

Display the last 25 games played, beginning with most recent game

[2.2] Main Event

Display a record of all activity, with date and time events occurred, including entry into and exit from menus, errors, and option changes

[2.3] Security

Display all game security-related events

[2.6] Tilt History

Display tilt events with date and time they occurred

[2.7] Money-In History

View information about the bills, tickets and EFT credits accepted, with date and time of acceptance, beginning with most recent transaction

[2.8] Money-out History

Display information about credits paid out by the machine by cashout, from an EFT controller (not available in all jurisdictions), and by ticket (not available in all jurisdictions)

[2.9] Progressive History

Display a record of progressive jackpot hit information

[2.10] System Bonus History

Display the last 25 bonuses awarded

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Game History Displays (Option: [2.1])

Game History (Option: [2.1.1])  Select the Game History option to display information about the 10 most recent games played and up to the last 50 bonus steps. The most recently completed game is shown first, followed by previous games in reverse chronological order. The information can be used to verify game outcome to resolve player disputes. Use the following steps to view game history information: 1. Turn the Attendant key when prompted. The reels spin to the stops reached in the most recent game and the meters display the credits won, total credits and coins played. 2. Press the CHANGE and CASH/CREDIT switches to navigate forward and backward through the games. 3. Press the SPIN REELS switch to cycle through the events for a game. The following events occur: • Reels spin to the stops • LCD displays the related bonus activity • VFD shows information such as date and time the game was played, the reel stop numbers, and the credits won, total credits and coins played. 4. Press the SPIN REELS switch again to view the up to the last 50  bonus steps. 5. Press the PLAY MAX CREDITS switch to exit.

Game State History {Option: [2.1.2])  Note:  This option is available only from the Operator menu.

The Game State History screen displays a record of recent machine states. Use this option when working with IGT Engineering to troubleshoot a machine problem. The individual states are coded and identified by number. The most recent state is shown first, followed by previous states in reverse order. These states are not time-date stamped. Press the SPIN REELS switch to page down through the list of events. The button is not lit if the list of records is shorter than a page.

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Main Event History (Option: [2.2]) Select the Main Event History option to display a listing of machine activity. This screen provides a record of all processing events, and can  be used to diagnose possible problems. The most recent history for the machine is shown first, followed by previous events in reverse chronological order. The display includes events such as: • Entry into and exit from a menu • Option changes • Power cycles • Errors • Clear events • Tilts • Game starts • Meter credits • Door opens The date and time are shown for each event. Press the SPIN REELS switch to page down through the list of events. The button is not lit if the list is shorter than a page.

2.3.3

Security History (Option: [2.3])

Generic Security History (Option: [2.3.1])  The Generic Security History option displays all game security-related events, such as machine power up, door access, and key chip menu access. The screen displays the events in reverse chronological order, and the date and time of each event. Press the SPIN REELS switch to page down through the list. The button is not lit if the list is shorter than a page.

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Bonus Setup History (Option: [2.3.2])  The Bonus Setup History option displays the bonus settings that were on the machine before the configuration was last changed. Note:  This option cannot be accessed if generic bonus games are not supported by the machine.

The screen displays the events in reverse chronological order, and the date and time of each event. Press the CHANGE and CASH/CREDIT switches to navigate forward and backward through the list. Press the SPIN REELS switch to browse the next group of settings. The switch is not lit if the list is shorter than a page.

Bonus Meters History (Option: [2.3.3])  Note:  This option cannot be accessed if generic bonus games are not supported by the machine.

The Bonus Meters History option displays the snapshot meters for standalone bonus games. The machine saves the last 10 bonus meter snaphots. Press the SPIN REELS switch to change the snapshot being viewed. Press the CHANGE and CASH/CREDIT switches to navigate forward and backward through a list of meters. Press the BET MAX CREDITS switch to exit the screen. Refer to Table 2-27 for a description of the meter data displayed.

Table 2-27. Bonus Meters History Display Code

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Meter Name

Description

# Snapshot Back

Current location in the list of 10 available meter snapshots

Keychip

Date and time the key chip procedure was last performed

Bonus Theme

Bonus graphics theme supported by the LCD

Payback Percentage

Bonus game payback percentage

BMA1

Coin In (Played)

Number of coins and credits wagered toward a game

BMA2

Coin Out (Won)

Number of coins and credits paid by the machine due to a win, including partial pay amounts

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Table 2-27. (cont’d) Bonus Meters History Display Code

2.3.4

Meter Name

Description

BMA3

Drop (Coin Only)

Number of coins diverted to the drop

BMA4

Jackpot Handpays

Number of credits hand paid to the player

BMA5

Bonus Won

Total standalone bonus credits won

BMA6

Games Played Number of games played

BMA7

Bonus Triggered

Number of times the machine triggered the standalone bonus game

BMA8

Bonus Coin In

Number of coins wagered toward a Game Within a Game

BMA9

Bonus Coin Out

Number of coins won during a Game Within a Game

BMA10

Bns Games Played

Number of games played during a Game Within a Game session

BMA11

Bonus Jackpot

Number of handpay credits in a Game Within a Game session

Tilt History (Option: [2.4]) The Tilt History screen displays a list of all game tilt conditions. The most recent tilt is shown first, followed by previous tilts in reverse chronological order. This display includes events such as: • VFD failures • Individual reel tilts • Meter disconnects • Hopper empties • Printer errors • Stacker opens • Reel mechanism disconnects

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The display includes the date and time of each event. Use the SPIN REELS switch to navigate through the display. The button is not lit if the list is shorter than a page. Press the PLAY MAX CREDITS switch to exit the option.

2.3.5

Money-In History (Option: [2.5])

Bill-In History (Option: [2.5.1])  The Bill-In History screen displays a listing of the last 25 bills accepted. The most recent bill accept is shown first, followed by previous accepts in reverse chronological order. The display includes the bill denomination, and the date and time of each accept. Use the SPIN REELS switch to navigate through the display. The  button is not lit if the list is shorter than a page. Press the PLAY MAX CREDITS switch to exit the option.

Voucher-In History (Option: [2.5.2])  Note:  This screen does not appear if the machine is not configured to accept tickets.

The Voucher-In History screen displays a listing of the last 50 tickets accepted. The most recent ticket accept is shown first, followed by previous accepts in reverse chronological order. The display includes the ticket amount, date and time of each accept. Use the SPIN REELS switch to navigate through the display. The  button is not lit if the list is shorter than a page. Press the PLAY MAX CREDITS switch to exit the option.

EFT History (Option: [2.5.3])  The EFT History screen displays a log of accepted credits. The display includes the date and time of acceptance, the type (cashable, noncashable or promotional) and the controller (SAS). Use the SPIN REELS switch to navigate through the display. The  button is not lit if the list is shorter than a page. Press the PLAY MAX CREDITS switch to exit the option.

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Money-Out History (Option: [2.6]) The Money-Out History screen displays a log of credits paid by the machine, including credits paid to an EFT controller, by ticket or by cash. The display includes the following information: • Date and time of the cash out, and the amount • For EFT transactions, the type (cashable, noncashable or promotional) and the controller (SAS) Use the SPIN REELS switch to navigate through the display. The  button is not lit if the list is shorter than a page. Press the PLAY MAX CREDITS switch to exit the option.

Ticket History (Option: [2.6.1])  The Ticket Transactions screen displays a log of credits paid out via ticket by the machine. The display includes the following information: • Date and time of the cash out, and the amount • For EFT transactions, the type (cashable, noncashable or promotional) and the controller (SAS) Use the SPIN REELS switch to navigate through the display. The  button is not lit if the list is shorter than a page. Press the PLAY MAX CREDITS switch to exit the option.

Other Transactions (Option: [2.6.2])  The Other cashout history screen displays records of cashout or win payments from the hopper or printer, and wins requiring a hand pay. The display includes the following information: • Date and time of the cash out, and the amount • For EFT transactions, the type (cashable, noncashable or promotional) and the controller (SAS) Use the SPIN REELS switch to navigate through the display. The  button is not lit if the list is shorter than a page. Press the PLAY MAX CREDITS switch to exit the option.

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Progressive History (Option: [2.7]) The Progressive History screen displays a record of progressive  jackpot hits. Note:  This option is available only on non-WAP machines.

Terminal (Option: [2.7.1])  The Terminal History screen displays jackpot hit information, such as the jackpot date, time, amount, and level for all progressive controllers. Use the SPIN REELS switch to navigate through the display. The  button is not lit if the list is shorter than a page. Press the PLAY MAX CREDITS switch to exit the option.

2.3.8

System Bonus History (Option: [2.8]) The System Bonus History screen displays the last 25 bonuses awarded by the SAS host. Each record contains the total amount of credits awarded, the tax status, and the bonus type. Use the SPIN REELS switch to navigate through the display. The  button is not lit if the list is shorter than a page. Press the PLAY MAX CREDITS switch to exit the option.

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2.4 Options Menu (Option: [3]) The Options menu provides access to the machine setup. Refer to Table 2-28 for brief descriptions of each of the options available. This menu cannot be entered while the machine is in a tilt condition. Note:  This menu and the options on this menu are accessible only from the Operator menu.

Table 2-28. Selections Available on the Options Menu

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Option

Description

[3.1] Machine Options

Configure credit mode, drop door candle indication, time setup, machine limits, partial pay, hand pay amounts, and game speed parameters.

[3.2] Sound Options

Adjust game and attract mode volume, reel spin and stop sounds, the mechanical bell and credit roll-up sounds.

[3.3] Bill Accept Options

Enable or disable the bill acceptor. Set the bill pay mode, configure bill acceptor tilt handling and the bill rejection limit.

[3.4] Communication Options

Configure the SAS, Bally Miser and WAMM/LAP setups.

[3.5] Download Options

Download software to NETPLEX devices such as the bill acceptor or reprogram the LCD unit.

[3.6] Bonus Graphic Theme Setup

Configure the video graphic theme to display for the bonus games available. This option is available only on machines with generic bonus games.

[3.7] Game Selection

Enables the player to play games without releasing the player panel switch. This option is available with the international version PROM only.

[3.8] Language Options

Select the language to display to the player, terminal, and Operator and Attendant. This option is available only with the international version PROM.

[3.9] Tournament Options

Enable or disable tournament game mode and configure tournament settings. This option is available only when the Tournament Game (Type 14) is used.

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2.4.1

Operator and Attendant Menus

Machine Options (Option: [3.1])

Credit Option (Option: [3.1.1])  Use the Credit Option screen to select from one of the following four credit modes: • Credit – all credits are paid to the credit meter until the player presses the cash out button. Note:  The credit option is the only option available when the ticket printer is enabled.

• Noncredit – all credits are paid from the hopper unless the win is greater than the hopper limit. Otherwise, the machine will require a hand pay. The machine does not allow EFT and will act like a bill changer while in this mode, regardless of bill validator pay mode settings. • Player Initiated Credit – initiated when the player presses the CASH/CREDIT switch while the machine is idle with zero credits on the credit meter. The player-initiated credit option defaults to the noncredit mode when the credit meter remains at zero for more than 30 seconds, or when any accumulated credits are cashed out. • Player Initiated Noncredit – initiated when the player presses the CASH/CREDIT switch while the machine is idle, has zero credits on the credit meter and is in credit mode. The player-initiated noncredit option defaults to the credit mode if the game is idle for 30 seconds, and remains in the credit mode when credits are cashed out. To set the credit mode, use the following steps: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

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Candles (Option: [3.1.2])  Reactive Candle Timer (Option: [3.1.2.1]) Use the Reactive Candle Timer screen to set the candle flash rate. If enabled, the candle flash rate progressively increases for the following conditions: • Handpays • Any tilts not related to the machine’s doors • System errors The candle will increase its flash rate to the next flash rate after the time period expires. Set the value to a number between 1 and 99 minutes. To disable the timer, set the value to 0. Use the following steps to set the timer: 1. The screen displays the current setting. Press the CHANGE switch to navigate between the digits. 2. Press the CASH/CREDIT switch to increment the current digit. 3. Press the SPIN REELS switch to reset the value to the previous setting, or press the PLAY MAX CREDITS switch to save the new setting and exit the screen.

Door Closure Candle On/Off(Option: [3.1.2.2]) Use the Door Candle screen to enable or disable the door candle. If enabled, a candle lamp flashes for one complete game to indicate main/bill door closure. If disabled, the candle does not flash after the main/bill door is closed. Use the following steps to enable or disable the door candle: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Drop-Door Candle (Option: [3.2.2.3]) Use the Drop-Door Candle screen to enable or disable the drop door candle. If enabled, the bottom level on the candle flashes at twice the normal door-open rate when the drop door is opened. If disabled, the candle is not affected when the drop door is opened. Use the following steps to enable or disable the drop-door candle:

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1. Navigat Navigatee throug through h the list list of setting settingss using using the the CHANGE and CASH/CREDIT switches. PLAY MAX CREDITS switch to exit the screen and save 2. Press the PLAY the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Set Time (Option: [3.1.3])  Use the Set Time screen to adjust the time and date on the real-time clock (RTC). Use the following procedure to set the real-time clock: 1. The scre screen en displa displays ys the curr current ent settin setting. g. Press Press the the CHANGE switch to navigate between the digits. 2. Press the CASH/CREDIT switch to increment the current digit. 3. Press the SPIN REELS switch to reset the value to the previous setting, or press the PLAY MAX CREDITS switch to save the new setting and exit the screen.

Limits (Option: [3.1.4])  Select the Limits screen to adjust the hopper, credit, jackpot and bill acceptor credit limits: • Hopper Hopper Limit Limit – determines the maximum number of coins the machine will pay from the hopper. • Credit Credit Limit Limit – sets the maximum number of credits that the machine will allow on its credit meter. If the player attempts to insert more coins, the machine will divert them to the coin tray. • Jackpo Jackpott Limit – determines the maximum number of credits that can be won from one game before the machine triggers a hand pay condition. This limit must be greater than or equal to the hopper limit. • Bill Credit Credit Limit Limit – defines the maximum number of credits that can be put on the credit meter by inserting a bill. The limit must  be less than the credit limit and a nd $2,500. Use the following procedure to set the machine limits: 1. The curre current nt limits limits are displ displaye ayed d on the screen screen.. Press Press the CASH/  CREDIT switch to navigate between fields.

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2. Press the SPIN REELS switch to change the limit amount. Use the following switches to change the value: a. CHANGE – to navigate among the digits  b. CASH/CREDIT – to increment a digit 3. Press the SPIN REELS switch to reset the value, or press the PLAY MAX CREDITS switch to save the changes and exit the field. 4. Press the PLAY MAX CREDITS switch to save the changes and exit the screen.

Partial Pay (Option: [3.1.5])  Note:  This menu and the associated options are available only on non-WAP machines, when the printer is disabled.

Partial Pay Amount (Option: 3.1.5.1]) Select the Partial Pay Amount option to set the amount paid from the hopper when a single win exceeds the hopper limit. The partial pay amount is paid from the hopper before the machine locks up for a hand pay. Note:  The partial pay amount cannot be set to a value greater than the hopper limit.

Use the following steps to configure the partial pay amount: 1. The scr screen een displ displays ays the the current current settin setting. g. Press Press the the CHANGE switch to navigate between the digits. 2. Press the CASH/CREDIT switch to increment the current digit. 3. Press the SPIN REELS switch to reset the value to the previous PLAY MAX CREDITS switch to save the new setting, or press the PLAY setting and exit the screen.

Odd Pay (Option: [3.1.5.2]) Select the Odd Pay option to enable or disable payment of fractional dollar amounts from the hopper. If enabled, the hopper will pay the fractional amount before the machine locks up for a hand pay, allowing the hand pay to be an even dollar amount. Note:  This option is available only when the game is in tokenization mode.

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Use the following steps to enable or disable odd pays: 1. Navigat Navigatee throug through h the list list of setting settingss using using the the CHANGE and CASH/CREDIT switches. 2. Press the PLAY PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Handpay Display (Option: [3.1.6])  Select the Handpay Display screen to enable or disable display of the hand pay amount on the VFD/LCD. If enabled, the machine machi ne displays a hand pay message and the amount to be paid. If disabled, only the hand pay message is displayed. Use the following steps to enable or disable the handpay display: 1. Navigat Navigatee throug through h the list list of setting settingss using using the the CHANGE and CASH/CREDIT switches. 2. Press the PLAY PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Player Cashout Menu (Option: [3.1.7])  If the machine’s ticket printer is enabled, the player may divide the cashout amount between the hopper and a ticket. When the player presses the CASH/CREDIT switch, the game uses the limits configured using the Player Coin Limit option, and the number of credits on the meter to determine the eligible cashout devices. The game then prompts the player with the available options. Note:  To use this option, the machine must be b e equipped with a thermal ticket printer and the appropriate software, and the ticket printer must be enabled.

Enable/Disable (Option: 3.1.7.1]) Use the following steps to enable or disable the player cashout option: 1. Navigat Navigatee throug through h the list list of setting settingss using using the the CHANGE and CASH/CREDIT switches. 2. Press the PLAY PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

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Player Coin Limit (Option: 3.1.7.2]) This option configures the maximum amount that can be paid from the hopper when payouts are split between the hopper and the printer using the Player Cashout option. Note:  The player coin limit cannot be greater than the hopper limit.

Use the following steps to configure the player coin limit: 1. The screen displays the current setting. Press the CHANGE switch to navigate between the digits. 2. Press the CASH/CREDIT switch to increment the current digit. 3. Press the SPIN REELS switch to reset the value to the previous setting, or press the PLAY MAX CREDITS switch to save the new setting and exit the screen.

Quick Coin (Option: 3.1.7.3]) The Quick Coin feature enables the player to generate a partial cashout from the hopper. Use the Quick Coin option to determine the amount of partial cash the player can request. If the amount on the credit meter is less than the quick coin amount, the player cannot request a partial cashout. Use the following steps to configure the quick coin amount: 1. The screen displays the current setting. Press the CHANGE switch to navigate between the digits. 2. Press the CASH/CREDIT switch to increment the current digit. 3. Press the SPIN REELS switch to reset the value to the previous setting, or press the PLAY MAX CREDITS switch to save the new setting and exit the screen.

W2-G Setup (Option: [3.1.8])  Note:  The machine hardware must include the proper harnessing and an extra reset switch for the W2-G feature to function properly.

Select the W2-G Setup menu to configure W2-G settings. The purpose of this feature is to minimize the number of jackpot hand pays.  Jackpots can be reset to the credit meter under the following conditions: • The win must be equal to or greater than the lower jackpot limit

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• The win must be less than the upper jackpot limit • Current credits plus the win must be equal to or less than the credit limit

W2-G Controller (Option: [3.1.8.1]) Set the controller to one of the following: • Controlled by SAS – the jackpot cannot be reset until authorization is sent to the machine by the SAS system. The operator must turn the W2-G reset key to place the win on the credit meter. • Controlled by the operator – the operator may turn the Attendant key to hand pay the win, or the W2-G reset key to reset the win to the credit meter. Note:  If SAS authorization is required, SAS must communicate on the primary channel. Refer to Section 2.4.4 for procedures to set the communication channel.

Use the following procedure to set the W2-G controller: 1. Turn the W2-G reset key when prompted. The screen displays the current setting. 2. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 3. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

W2-G Limit (Option: [3.1.8.2]) Use the following procedure to configure the W2-G limit: 1. Turn the second reset key when prompted. The screen displays the current setting. 2. Press the CHANGE switch to navigate between the digits. 3. Press the CASH/CREDIT switch to increment the current digit. 4. Press the SPIN REELS switch to reset the limit to the previous value, or press the PLAY MAX CREDITS switch to save the new setting and exit the screen.

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Machine Serial Number (Option: [3.1.9])  Note:  The serial number entered on this screen must match the number on the machine’s model tag.

Configure a machine serial number up to nine digits for transmission to the WAP/WAMM system. Use the Machine Serial Number screen to set the serial number as follows: 1. The screen displays the current setting. Press the CHANGE switch to navigate between the digits. 2. Press the CASH/CREDIT switch to increment the current digit. 3. Press the SPIN REELS switch to reset the value to the previous setting, or press the PLAY MAX CREDITS switch to save the new setting and exit the screen.

Printer (Option: [3.1.10])  Select the Printer menu to configure the ticket printer. Note:  Printer configuration screens cannot be accessed if the machine does not have an enabled ticket printer.

Data Entry (Option: [3.1.10.1]) Use the following steps on the Data Entry screen to enter the establishment name and address that will be printed on all cash out tickets: 1. The screen displays the current ticket data. Press the SPIN REELS switch to navigate through the fields. 2. Press the BET ONE CREDIT switch to move through the characters in a field. 3. Press the CHANGE and CASH/CREDIT switches to change the current character. The SELECT list at the top of the screen displays the available characters and numbers. 4. Press the PLAY MAX CREDITS switch to exit the screen and save the changes.

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Print Button (Option: [3.1.10.2]) Enables or disables the PRINT button display on the screen. Note:  This option is available only if the machine is configured with an impact or dot matrix printer.

Use the following steps to enable or disable this feature: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Remainder (Option: 3.1.20.3]) Determines the minimum amount that remains on the credit meter when the machine automatically cashes out due to an exceeded credit limit. Use the following steps to set the remainder: 1. The screen displays the current setting. Press the CHANGE switch to navigate between the digits. 2. Press the CASH/CREDIT switch to increment the current digit. 3. Press the SPIN REELS switch to reset the value to the previous setting, or press the PLAY MAX CREDITS switch to save the new setting and exit the screen.

Printer Tilts (Option: [3.1.10.4]) The Printer Tilt Setup screen sets the level of machine tilt that will occur when the printer has an error: • Soft Tilt – the top level of the candle flashes, and the reason for the tilt is displayed on the VFD when either the main door or bill door is opened • Hard Tilt – game play halts until the tilt is cleared Note:  IGT recommends configuring the machine to create a hard tilt when the printer has an error.

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Use the following steps to set the printer tilt: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Split Pay (Option: [3.1.11])  Select the Split Pay menu to configure split pay parameters. Note:  The machine must be equipped with a thermal printer with the appropriate software, the ticket printer must be enabled and the hopper limit must be greater than zero to use this option.

If the payout is not divisible by the hopper denomination, the coin pay limit is ignored and the entire amount is paid by ticket.

Enable/Disable (Option: [3.1.11.1]) If the Split Pay option is enabled, a payout equal to or less than the coin pay limit is made from the hopper and the amount above the coin pay limit, if any, is paid by ticket. A jackpot condition locks up the machine, and the screen displays CALL ATTENDANT – JACKPOT. If the Split Pay option is disabled, the entire payout amount is paid from the hopper if the amount is equal to or less than the coin pay limit. If the amount is above the coin pay limit, the entire amount is paid by ticket. Enable or disable split pay as follows: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

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Limits (Option: [3.1.11.2]) If the payout amount is above the coin pay limit, the entire payout amount is paid by ticket. A jackpot condition locks up the machine, and the screen displays CALL ATTENDANT – JACKPOT. Note:  The coin pay limit cannot be set to a value greater than the hopper limit.

Set the coin pay limit as follows: 1. The screen displays the current setting. Press the CHANGE switch to navigate between the digits. 2. Press the CASH/CREDIT switch to increment the current digit. 3. Press the SPIN REELS switch to reset the value to the previous setting, or press the PLAY MAX CREDITS switch to save the new setting and exit the screen.

2.4.2

Sound Options (Option: [3.2])

Volume Control/Game Volume (Option: [3.2.1])  Note:  If the machine has an LCD/M-Slave installed, some sounds are played by that device. Use the Setups and Info options provided by the LCD/M-Slave to control those sounds. The options on this menu affect only the sounds generated by the base machine.

Game Volume (Option: [3.2.1.1]) Use the Game Volume option to set the volume for game play music and sound effects. Set the volume using the following procedure: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Money Volume (Option: [3.2.1.2]) Use the Money Volume option to set the volume for monetary transactions, such as bill in and out and ticket in and out.

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Set the volume using the following procedure: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Reel Spin Sound (Option: [3.2.2])  Note:  This option is not available on all machine configurations.

Select the Reel Spin Sound screen to enable or disable spin sounds. If the spin sound is enabled, a random note melody plays while the reels are spinning. If disabled, no sound is made while the reels spin. Enable or disable spin sounds using the following procedure: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Reel Stop Sound (Option: [3.2.3])  Note:  This option is not available on all machine configurations.

Select the Reel Stop Sound screen to determine the sound played when the reels come to a stop. The following sounds are available: • None • Speaker (produced by the sound processor) • Solenoid (handle-solenoid clicks) Set the stop sound using the following procedure: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

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Mechanical Bell (Option: [3.2.4])  Select the Mechanical Bell screen to indicate when the bell should ring. The following options are available: • Off  • Ring for all wins • Ring for hand pays only Configure the bell using the following procedure: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Rollup Tones (Option: [3.2.5])  Note:  This option is not available on all machine configurations.

Use the Roll Up Tones screen to set the sound played while credits are awarded to the player: • Rollup tones – normal (single tone) • Rollup melody – enhanced melody Configure rollup tones using the following procedure: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Multimedia (Option: [3.2.6])  This menu allows the operator to configure the machine for specific multimedia options if a Multimedia Lite board is installed.

Audio Mode (Option: [3.2.6.1]) Set the playback sound to mono or stereo depending on the wiring harnesses and hardware options in the machine.

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Configure the audio mode using the following procedure: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Attract Time (Option: [3.2.6.2]) When the machine enters idle mode with no credits on the meter, the machine plays a random attract sound once. Use the Attract Time option to configure the amount of time that elapses before the machine plays the random attract sound. Set the attract time using the following steps: 1. The screen displays the current setting. Press the CHANGE switch to navigate between the digits. 2. Press the CASH/CREDIT switch to increment the current digit. 3. Press the SPIN REELS switch to reset the value to the previous setting, or press the PLAY MAX CREDITS switch to save the new setting and exit the screen.

Attract Volume (Option: [3.2.6.3]) Use the Attract Volume option to configure the volume level at which the attract sound is played. 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Reel Spin Option (Option: [3.2.6.4]) Note:  This option is not available on all machine configurations.

Use the Reel Spin Option screen to configure the sound made while the reels spin: • Generic – universal stereo melody • Enhanced – one or more enhanced stereo melodies

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• S-Plus™ Legacy – random S-Plus notes Note:  To play the S-Plus Legacy reel spin sounds, the appropriate sound chip must be installed on the Multimedia Lite board.

1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Handpay Option (Option: [3.2.6.5]) Note:  This option is not available on all machine configurations.

Use the Handpay Option screen to configure the sound made while the machine is waiting for a hand pay: • Game Theme – stereo sounds that are part of the game theme • S-Plus Legacy – random S-Plus notes 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Rollup Option (Option: [3.2.6.6]) Note:  This option is not available on all machine configurations.

Use the Rollup Option screen to configure the sound made while credits rollup on the meter, and during coin in, bill in and cash out: • Game Theme – stereo sounds that are part of the game theme • S-Plus Legacy – random S-Plus notes 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

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Haywire Option (Option: [3.2.6.7]) Note:  This option is not available on all machine configurations.

Use the Haywire Option screen to configure the sound made when the machine is in Haywire!® mode: • Game Theme – stereo sounds that are part of the game theme • S-Plus Legacy – random S-Plus notes 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

2.4.3

Bill Acceptor (Option: [3.3])

Enable/Disable (Option: [3.3.1])  Select the bill acceptor Enable/Disable screen to configure whether or not the bill validator accepts bills. Use the following steps to enable or disable the bill acceptor: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Bill Pay Mode (Option: [3.3.2])  Select the Bill Pay Mode screen to configure how bills are paid when accepted by the machine: • To Credit Always – causes the credit meter to increment • According to Credit Mode – uses the credit type configured on the Credit Mode screen • To Hopper Always – exchanges bills for coins paid from the hopper, even if the player has selected the credit mode 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches.

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2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Bill Tilts (Option: [3.3.3])  The Bill Tilts setup screen configures the machine tilt that occurs when the bill acceptor fails. Select one of the following tilt options: • Ignored/No Tilt – bill acceptor tilts have no effect on the machine • Soft Tilt – the top level of the candle flashes, and the reason for the tilt is displayed on the VFD when either the main door or bill door is opened • Hard Tilt – game play halts until the tilt is cleared All tilts are cleared by opening and closing the main door. Use the following steps to set the bill validator tilt: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Bill Rejection Limit (Option: [3.3.4])  The Bill Rejection Limit screen configures the machine to notify an attendant when a player is having difficulty inserting a bill into the bill validator. When the bill rejection limit is reached, the change lamp on the candle is automatically illuminated. Pressing the CHANGE switch or inserting an acceptable bill turns the lamp off. If set to 0, the change lamp is not affected by rejected bills. Use the following procedure to set the bill rejection limit: 1. The screen displays the current setting. Press the CHANGE switch to navigate between the digits. 2. Press the CASH/CREDIT switch to increment the current digit. 3. Press the SPIN REELS switch to reset the value to the previous setting, or press the PLAY MAX CREDITS switch to save the new setting and exit the screen.

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2.4.4

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Communication Options (Option: [3.4]) Use the following pages to set communication parameters such as channels and polling addresses.

SAS Setup (Option: [3.4.1])  Primary and Secondary Channels (Option: [3.4.1.X]) The setup screens for the SAS primary and secondary channels are the same, but are accessed by different menu options.

SAS Primary and Secondary Address (Option: [3.4.1.X.1])  Select the SAS Address screen to set the SAS polling address. Valid values are from 1 to 127. • If set to 0, SAS communications are disabled. • Typically, the address is set to 1 if there is a player tracking (PT) device inside the machine. • Addresses 2 through 127 are used when the machine is connected directly to a site controller. Use the following procedure to set the address for the primary or secondary channel: 1. The screen displays the current setting. Press the CHANGE switch to navigate between the digits. 2. Press the CASH/CREDIT switch to increment the current digit. 3. Press the SPIN REELS switch to reset the value to the previous setting, or press the PLAY MAX CREDITS switch to save the new setting and exit the screen.

SAS Primary and Secondary Channel (Option: [3.4.1.X.2])  Select the SAS Channel screen to configure the channel used by the SAS communication protocol. The default is channel 2 (DCS port on the machine's mother board). The default for the SAS secondary controller is OFF. Use the following steps to set the channel number: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches.

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2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

SAS Primary and Secondary Link Down (Option: [3.4.1.X.3])  Note:  This option is available only on single denomination, non-WAP machines.

Select the SAS Link Down screen to configure the game to automatically disable itself when the communications link fails. Game play is automatically enabled when the communication link is restored. Use the following steps to configure the link down setting: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

SAS Primary and Secondary Hand Pay (Option: [3.4.1.X.4])  The SAS Hand Pay Polling option determines if the game can repeatedly send out a hand pay notification. If enabled, the game sends out a notification every 15 seconds until the host requests the hand pay information. If disabled, the game sends only one notification. Enable or disable hand pay notification using the following steps: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

SAS Primary and Secondary Game Event (Option: [3.4.1.X.5])  The Game Event option determines whether or not the machine reports game exceptions to the host. Enable or disable game event notification using the following steps: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches.

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2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

SAS Config (Option: [3.4.1.3]) Note:  This option is available only with the international version PROM.

Select the SAS Config screen to assign SAS long polls to the primary or secondary channel. All messages are communicated via the primary channel by default. Note:  This screen is available only when the Operator menu is accessed while the machine is in idle mode.

Use the following procedure to configure SAS long polls: 1. Press the CHANGE switch to select a poll from the list. 2. Press the CASH/CREDIT switch to toggle the value of the selected item. 3. Press the SPIN REELS switch to reset the value of the currently active field to the previous setting, or press the PLAY MAX CREDITS switch to save the settings and exit the screen.

Validation Security (Option: [3.4.1.4]) Validation security allows the machine to protect validation information if communications with the EZ Pay Ticket System are interrupted. When the validation buffer is full, the machine locks up and displays TERMINAL DISABLED BY SAS. The machine also locks up if the host has not sent the proper validation ID number. If disabled, the machine does not write additional information to the validation buffer or send it to the EZ Pay Ticket System. Therefore, additional hand pay information is lost. Note:  This option must be enabled to use the EZ Pay Ticket System. The screen does not appear if the ticket printer is disabled.

Enable or disable validation security using the following procedure: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches.

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2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Bally Miser Setup (Option: 3.4.2])  Miser Protocol (Option: [3.4.2.1]) The Miser Protocol screen determines which protocol is used. The machine defaults to the 906912 protocol, but older Bally PT devices may require the 906820 protocol. If the machine is configured to play only generic bonus games, a third protocol option – Bally Miser Protocol With Bonus Support – allows the controller to select the machine's bonus game. Note:  If the machine is configured to play non-specific bonus games only, then this page will have a third protocol option that enables Bally bonus configuration options. The Bally controller will be able to select one of the 10 bonus configurations remotely.

Use the following steps to configure Bally Miser protocol: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Miser Channel (Option: [3.4.2.2]) The Miser Channel screen determines which channel is used by the Miser communication protocol (RS232 port on the machine's communication board). The default is channel 3. Use the following steps to configure the Bally Miser channel: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

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WAMM, LAP, and WAP Setup (Option: [3.4.3])  WAMM/LAP Address (Option: [3.4.3.1]) Note:  This option is not available on WAP machines.

The WAMM/LAP Address option configures the WAMM/LAP polling address. Valid values are from 0 to 63. Address 0 is typically not used because machines default to that address after memory tilts. Use the following steps to set the WAMM/LAP address: 1. The screen displays the current setting. Press the CHANGE switch to navigate between the digits. 2. Press the CASH/CREDIT switch to increment the current digit. 3. Press the SPIN REELS switch to reset the value to the previous setting, or press the PLAY MAX CREDITS switch to save the new setting and exit the screen.

WAP Address (Option: [3.4.3.1]) Note:  This option is available only on WAP machines.

The WAP Address option configures the WAP polling address. Valid values are from 0 to 63. Address 0 is typically not used because machines default to that address after memory tilts. Use the following steps to set the WAP address: 1. The screen displays the current setting. Press the CHANGE switch to navigate between the digits. 2. Press the CASH/CREDIT switch to increment the current digit. 3. Press the SPIN REELS switch to reset the value to the previous setting, or press the PLAY MAX CREDITS switch to save the new setting and exit the screen.

WAMM/LAP Channel (Option: [3.4.3.2]) Select the WAMM/LAP Channel screen to determine which channel to use for WAMM/LAP communications. The value can be set to channel 8 or OFF. Channel 8 is the fiber-optic channel on the machine’s communication board.

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Use the following steps to configure the WAMM/LAP channel: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

WAP Channel (Option: [3.4.3.2]) Select the WAP Channel screen to determine which channel to use for WAP communications. The value can be set to channel 8 or OFF. Channel 8 is the fiber-optic channel on the machine’s communication  board. Use the following steps to configure the WAP channel: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

PSAMS Setup (Option: [3.4.4])  Use the following configuration options to configure machines that use the Progressive Security and Accounting Management System (PSAMS).

PSAMS Machine Address (Option: 3.4.4.1]) Select the PSAMS Machine Address option to set the PSAMS polling address. Valid values range from 0 to 127. Use the following procedure to set the address for the primary or secondary channel: 1. The screen displays the current setting. Press the CHANGE switch to navigate between the digits. 2. Press the CASH/CREDIT switch to increment the current digit. 3. Press the SPIN REELS switch to reset the value to the previous setting, or press the PLAY MAX CREDITS switch to save the new setting and exit the screen.

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Machine Serial Number (Option: [3.4.4.2]) Configure a machine serial number up to nine digits for transmission to the PSAMS system. Note:  The serial number entered on this screen must match the number on the machine’s model tag.

Use the Machine Serial Number screen to set the serial number as follows: 1. The screen displays the current setting. Press the CHANGE switch to navigate between the digits. 2. Press the CASH/CREDIT switch to increment the current digit. 3. Press the SPIN REELS switch to reset the value to the previous setting, or press the PLAY MAX CREDITS switch to save the new setting and exit the screen.

Denomination (Option: [3.4.4.3]) Select the Denomination option to set the machine’s denomination. The machine denomination setting determines how accepted bills and progressive values are converted to credits. The default value is zero. 1. The current denomination is displayed. Press the SPIN REELS switch to edit the field. 2. Press the CHANGE and CASH/CREDIT switches to change the field value. 3. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the field's value.

PSAMS Communication Channel (Option: [3.4.4.4]) The PSAMS communication channel defaults to a value of eight, the fiber optic channel on the machine’s communication board. This value cannot be changed.

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2.4.5

Operator and Attendant Menus

Download (Option: [3.5])

NETPLEX™ Devices (Option: [3.5.1])  The pass-through operation is reserved for special purposes only, such as reprogramming a display device or the bill validator. Press the SPIN REELS switch at the prompt to begin the pass-through operation. Press the PLAY MAX CREDITS switch to exit the screen.

Video Display (LCD) (Option: [3.5.2])  The pass-through operation is reserved for special purposes only, such as reprogramming the LCD. Press the SPIN REELS switch at the prompt to begin the pass-through operation. Press the PLAY MAX CREDITS switch to exit the screen.

2.4.6

Bonus Graphic Theme Setup (Option: [3.6]) Note:  This option is available only on non-WAP machines that use generic bonus games.

Select the Bonus Graphic Theme Setup option to change the graphic theme of the bonus game on the LCD. If the bonus game has only one graphic theme, the screen displays only the theme name. Use the following steps to configure the bonus graphic theme: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

2.4.7

Game Selection (Option: [3.7])

Spin Repeat (Option: [3.7.1])  If enabled, this option allows the player to control play as follows: • For machines with the international version PROM, play repeats without releasing the player panel switch. The button remains active as long as it is pressed. The BET MAX switch starts the game with the maximum number of coins wagered. The SPIN REELS switch repeats the previous wager and starts the game.

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• For all other machines, the player presses the SPIN REELS switch to repeat the existing wager. The button is disabled if the machine does not have enough credits to repeat the wager. Use the following steps to enable or disable spin repeat: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Auto Spin (Option: [3.7.2])  Note:  This option is not available on all machine configurations.

Use the Auto Spin option to change the way free spins for Multi Pull (Type 76) games are played: • Auto Spin Enabled – the spins occur automatically. • Auto Spin Disabled – the game prompts the player to press the SPIN REELS button. 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

2.4.8

Language Options (Option: [3.8]) Note:  This option is available only with the international version PROM.

When this option is enabled and multilingual support is provided, the Operator may use this option to select the language displayed to the player, Operator and Attendant. This is a programmer-defined option with a default mode of disabled.

Player (Option: [3.8.1])  Use the Player option to select the language displayed to the player on the VFD.

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1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Attendant VFD (Option: [3.8.2])  Use the Attendant VFD option to select the language displayed to the player on the VFD. 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Attendant LCD (Option: [3.8.3])  Use the Attendant LCD option to select the language displayed to the player on the VFD. 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

2.4.9

Tournament Options (Option: [3.9]) The Tournament Options menu is available only when the Tournament Game (type 14) is used.

Enable/Disable (Option: [3.9.1])  The Enable/Disable option enables and disables tournament game mode. In some jurisdictions, this item defaults to enabled and cannot  be changed. Use the following steps to enable or disable tournament game mode: Note:  Tournament mode cannot be enabled if there are credits on the credit meter.

1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches.

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2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Timers (Option: [3.9.2])  Select the Timers option configure the tournament game period in minutes and seconds. Valid values range from zero to 99 minutes and 59 seconds. The following restrictions apply: • International version PROM - the Start Timer is the only item that can be configured. • All other PROMs - the Start Timer, Pause Timer and End Timer can be configured. To set the Pause Timer and End Timer, the Start Timer value must be greater than zero. The default setting for the Start Timer is 30 minutes. Use the following steps to configure the timer: 1. The screen displays the current setting. Press the CHANGE switch to navigate between the digits. 2. Press the CASH/CREDIT switch to increment the current digit. 3. Press the SPIN REELS switch to reset the value to the previous setting, or press the PLAY MAX CREDITS switch to save the new setting and exit the screen.

Play Mode (Option: [3.9.3])  Select the Play Mode option to configure the game play type. The following types are supported: • Normal – the player presses the PLAY MAX CREDITS switch, or wagers and presses the SPIN REELS switch to start the game. • Auto-bet – the game automatically wagers the maximum bet and the player presses the SPIN REELS switch to start the game. • Auto-spin – the game automatically starts without waiting for the player to press the SPIN REELS switch after pressing the PLAY MAX CREDITS switch. • Auto-bet and auto-spin – the game automatically places the wager and starts the game until the tournament session ends. Use the following steps to configure the play mode: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches.

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2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Credits (Option: [3.9.4])  Select the Credits option to configure the number of credits allocated to tournament game play. The default setting is 2500 and the maximum is 9999. Use the following steps to configure tournament play credits: 1. The screen displays the current setting. Press the CHANGE switch to navigate between the digits. 2. Press the CASH/CREDIT switch to increment the current digit. 3. Press the SPIN REELS switch to reset the value to the previous setting, or press the PLAY MAX CREDITS switch to save the new setting and exit the screen.

Flash Lamp (Option: [3.9.5])  Select the Lamp Flash option to configure the candle operation for a winning game. The following candle operation settings are available: • Flash three seconds for top wins – the candle flashes slowly for three seconds when the top jackpot is awarded. • Flash 15 seconds for top wins (default) – the candle flashes slowly for 15 seconds when the top jackpot is awarded. • Flash during payout of top win – the candle flashes slowly during rollup of the entire jackpot amount on the VFD. • Flash during payout of all wins – the candle flashes slowly during rollup of any win amount on the VFD. Use the following steps to configure the lamp flash: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

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Payout Rate (Option: [3.9.6])  Select the Payout Rate option to configure instantaneous or incremental credit rollup. The value defaults to instantaneous. Use the following steps to configure the payout rate: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Pulse Train (Option: 3.9.7])  Select the Pulse Train option to enable or disable transmission of progressive coin-in pulses during tournament mode. Use the following steps to configure this parameter: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

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2.5 I/O Tests (Option: [4]) The I/O Tests menu can be accessed from the Operator and Attendant menus. Refer to Table 2-29 for a description of the options available on the I/O Tests menu. Some of the following menus and options are not available from the Attendant menu.

Table 2-29. I/O Tests Menu Options Option

2.5.1

Description

[4.1] Input Tests

Test door, cabinet and processor inputs

[4.2] Output Tests

Test door and cabinet outputs and processor LEDs

[4.3] Auto-configure Netplex Devices

Perform an auto-configuration of NETPLEX devices such as the VFD or the bill acceptor

[4.4] Sound Test

Test the sounds programmed for the machine

[4.5] 7-Segment Display Test

Test the seven-segment displays

[4.6] Dot Matrix Display Test

Test the vacuum fluorescent display

[4.7] Hopper/Printer

Test the hopper to make sure it is functioning properly and reports hopper statistical information. Test the ticket printer to ensure it is functioning properly.

[4.8] Bill Acceptor

Test the bill acceptor

[4.9] Reel Lamps Test

Test reel lamp operation for back-lit reels

Input Tests (Option: [4.1]) The Input Tests menu provides access to the input diagnostic test pages. Each input circuit is listed by name and is followed by a 1 (active) or 0 (inactive). Some circuits use optics or nonmechanical switches and are normally followed by a 1 to indicate that they are active.

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Door Input Tests (Option: 4.1.1])  Standard (Option: [4.1.1.1]) Test the standard, 5-, 6- or 7-button main door inputs as follows: 1. The screen displays the status of the door inputs. Refer to Table 230 for a list of inputs and their initial values. 2. Press the corresponding switch to verify its function, or insert a coin to test the coin-in signals. Note:  Pressing the BET MAX switch will cause the screen to exit if the switch is functioning properly.

Table 2-30. Standard Door Input Test Switches

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Input Name

Initial Value

Select Line Switch

0

Switch 2

0

See Pays Switch

0

Switch 4

0

Slant=0/Upright=1

0 or 1

Change Switch

0

Spin Switch

0

Cashout Switch

0

Bet Max Switch

0

Bet One Switch

0

Coin-in 1

1

Coin-in 2

1

Coin-in 3

1

Coin-in 4

0

Coin-in 5

0

Coin-in 6

0

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10-Button (Option: 4.1.1.2]) Test the main door inputs on the 10-button player panel extension/ template as follows: 1. The screen displays the status of the door inputs. Refer to Table 230 for a list of inputs and their initial values. 2. Press the corresponding switch to verify its function, or insert a coin to test the coin-in signals. Note:  Pressing the BET MAX switch will cause the screen to exit if the switch is functioning properly.

Table 2-31. Door Input Test Switches (10-Button Player Panel) Input Name

Initial Value

Switch 1

0

Switch 2

0

Switch 3

0

Switch 4

0

Switch 5

0

Switch 6

0

Switch 7

0

Switch 8

0

Switch 9

0

Switch 10

0

Extension (Option: [4.1.1.3]) Note:  This option is available only on selected Vision Series games with player interface switches in the top box.

Use the Extension option to test the top-box switches as follows: 1. Press the CHANGE or CASH/CREDIT switch to select a menu item that corresponds with one of the five buttons below the LCD/ M-Slave.

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2. Press and hold the selected top-box button. Confirm that the state of the button changes from zero to one on the LCD/M-Slave screen. 3. Release the button. Confirm that the state of the button changes from one to zero on the LCD/M-Slave screen. 4. Press the PLAY MAX CREDITS button to exit the option.

Cabinet Input Test (Option: 4.1.2])  Test circuits located on or in the cabinet, such as the slot handle and the hopper, as follows: 1. The screen displays the status of the cabinet inputs. Refer to Table 2-32 for a list of inputs and their initial values. 2. Trigger the corresponding input to verify its function.

Table 2-32. Cabinet Input Test Switches Input Name Slot Handle (optional)

0

Coin Out

1

Hopper Motion Detect

0

Hopper Full

0

Progressive Setup Switch

0

Meter Connect

1

Reversible Hopper

0

SEF Port 6

0

Aux Reel Connect

0

SEF Port 4

0

SEF Port 2

0

Aux Key

0

Hopper Level (0 - Low, 1 - 1/3 Full, 2 - 2/3 Full, 3 Full)

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Initial Value

Dependent on hopper level

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Processor Input Tests (Option: [4.1.3])  Test circuits that provide input to the processor, such as machine door and reel optics, as follows: 1. The screen displays the status of the processor inputs. Refer to Table 2-33 for a list of inputs and their initial values. 2. Trigger the corresponding input to verify its function.

Table 2-33. Processor Input Tests Processor Input Light Pen Switch

Initial Value 1

Main Door

Toggles between 0 and 1

Coin Drop Door

Toggles between 0 and 1

Attendant Key Switch

1

Operator Switch

1

Logic Board

1

Bill Validator Door

Toggles between 0 and 1

Low Battery 1

1

Low Battery 2

0

Reel 1 Optic

1*

Reel 2 Optic

1*

Reel 3 Optic

1*

Reel 4 Optic

1*

Reel 5 Optic

1*

Reel Mech Disconnect

0

*If reel optic is present and functioning properly, otherwise the value will be zero.

2.5.2

Output Tests (Option: 4.2]) The Output Tests menu provides access to the output diagnostic test pages. The output circuit toggles between activated and deactivated when the SPIN REELS switch is pressed. Note:  This menu is accessible only from the Operator menu.

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Door Output Test (Option: [4.2.1])  Standard Door Output Test (Option: [4.2.1.1]) Test the following 5-, 6-, or 7-button main door outputs on standard switch panels: • Select Line Switch Lamp • Switch 2 Lamp • See Pays Switch Lamp • Switch 4 Lamp • Change Switch Lamp • Spin Switch Lamp • Cashout Switch Lamp • Bet Max Switch Lamp • Bet One Switch Lamp • Coin Lockout • Coin Diverter Use the following steps to test door outputs: 1. Press the CHANGE and CASH/CREDIT switches to navigate through the list of outputs. 2. Press the SPIN REELS switch to run a test, or press the PLAY MAX CREDITS switch to exit the screen.

10-Button (Option: [4.2.1.2]) Test the switch lamps 1 through 10 on the 10-button switch panel extension/template as follows: 1. Press the CHANGE and CASH/CREDIT switches to navigate through the list of outputs. 2. Press the SPIN REELS switch to run a test, or press the PLAY MAX CREDITS switch to exit the screen.

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Paylines Test (Option: [4.2.1.3]) Test payline 1 through 9 outputs on the main door as follows: 1. Press the CHANGE and CASH/CREDIT switches to navigate through the list of outputs. 2. Press the SPIN REELS switch to run a test, or press the PLAY MAX CREDITS switch to exit the screen.

Extension (Option: [4.2.1.4])] Note:  This option is available only on selected Vision Series games with player interface switches in the top box.

Use the Extension option to test the top-box switches as follows: 1. Press the CHANGE or CASH/CREDIT switch to select a menu item that corresponds with one of the five buttons below the LCD/ M-Slave. 2. Press the SPIN REELS switch to run a test. Confirm that the selected switch lights properly. 3. Press the PLAY MAX CREDITS button to exit the option.

Cabinet Outputs Test (Option: [4.2.2])  Test the following output circuits located on or in the cabinet: • Hopper Brake • Hopper Safety • Hopper Direction • Jackpot • Candle 1 Lamp • Candle 2 Lamp • Candle 3 Lamp • Candle 4 Lamp • Mechanical Meter 1 • Mechanical Meter 2 • Mechanical Meter 3

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• Mechanical Meter 4 • Mechanical Meter 5 • Mechanical Meter 6 • Bell • Slot Handle Release Use the following steps to test cabinet outputs: 1. Press the CHANGE and CASH/CREDIT switches to navigate through the list of outputs. 2. Press the SPIN REELS switch to run a test, or press the PLAY MAX CREDITS switch to exit the screen.

Processor Output Test (Option: [4.2.3])  Test the processor LEDs using the following procedure: 1. The screen displays the initial values of the LEDs. Press the CHANGE and CASH/CREDIT switches to navigate through the list. 2. Press the SPIN REELS to run a test, or press the PLAY MAX CREDITS to exit the screen.

2.5.3

Auto-Configure NETPLEX™ Devices (Option: [4.3]) Note:  This screen is accessible only from the Operator menu.

Use the Auto-configure Netplex Devices screen to automatically configure the NETPLEX devices installed in the machine, such as the  bill validator, printer, VFD and spectrum display. 1. Use the CHANGE and CASH/CREDIT switches to navigate forward and backward through the list of installed devices. 2. Press the SPIN REELS switch to run the autoconfiguration for the selected device. The screen indicates that the autoconfiguration is in progress. 3. Press the PLAY MAX CREDITS switch to exit the screen.

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Sound Test (Option: 4.4])

Sound Test (Option: [4.4.1])  Test the standard game sounds as follows: 1. The screen displays a list of sounds that can be tested. Press the CHANGE and CASH/CREDIT switches to navigate through the list of sounds. 2. Press the SPIN REELS switch to play the selected sound. 3. Press the PLAY MAX CREDITS switch to exit the screen.

MMLB Sound File Test (Option: [4.4.2])  Use the MMLB Sound File Test option to test the WAV file theme sound on the Multimedia Lite Board as follows: 1. The screen displays a list of sounds that can be tested. Press the CHANGE and CASH/CREDIT switches to navigate through the list of sounds. 2. Press the SPIN REELS switch to play the selected sound. 3. Press the PLAY MAX CREDITS switch to exit the screen.

2.5.5

Display Test (Option: [4.5]) Test all segments of the seven-segment display that appear in the Winner Paid, Credits, and Coins Played windows. Press the SPIN REELS switch to start and stop the test. During test execution, the segments of each display light up in sequence. Press the BET MAX CREDITS switch to exit the screen.

2.5.6

Dot Matrix (VFD) Display Test (Option: [4.6]) Test dot matrix function on the VFD. The VFD is tested as follows: • All dots ON • All dots OFF • Horizontal sweep • Vertical sweep Press the SPIN REELS switch to start or pause the test. Press the PLAY MAX CREDITS switch to exit the screen.

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Hopper/Printer (Option: [4.7]) The Hopper/Printer Test menu tests hopper payout and proper functioning of the ticket printer. Note:  This menu is accessible only from the Operator menu.

Hopper Test (Option: [4.7.1])  If the hopper is functioning properly, it will pay out ten coins. Turn the attendant key when prompted, and press the SPIN REELS switch to test hopper operation.

Print  Test (Option: [4.7.2])  Note:  This option is not available if the ticket printer is disabled.

Use the Print Test screen to print a sample ticket, or to eject a blank ticket from the printer as follows: 1. Press the CHANGE and CASH/CREDIT switches to navigate through the list of tests. 2. Press the SPIN REELS switch to run the selected printer test. 3. Press the PLAY MAX CREDITS switch to exit the screen.

2.5.8

Bill Acceptor (Option: [4.8]) The following tests verify that the bill acceptor hardware and software are functioning properly. Note:  This menu is accessible only from the Operator menu.

Bill Test (Option: [4.8.1])  The bill validator can be set to accept and stack or scan and reject a test  bill. Use the following steps to test the bill acceptor: 1. Press the CHANGE and CASH/CREDIT switches to navigate through the list of tests. “Bill rejection” is the default test.

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2. Press the SPIN REELS switch to run the selected test: • To test bill rejection, insert a bill into the acceptor. The acceptor scans and rejects the bill. • To test bill acceptance, insert a bill into the acceptor. The acceptor stacks the bill. The bill validator door must be open to run this test. The value of the test bill is displayed on the VFD and LCD, if possible. 3. Press the PLAY MAX CREDITS switch to exit the screen.

CRC Checks (Option: [4.8.2])  Use the Cyclic Redundancy Check menu to audit the bill validator firmware. The 4-digit and 8-digit CRC checks can be accessed from this menu.

4-Digit CRC (Option: 4.8.2.1]) and 8-Digit CRC (Option: [4.8.2.2]) 1. The screen provides edit fields for the program address and seed. Press the CHANGE and CASH/CREDIT switches to navigate  between the fields. 2. Press the SPIN REELS switch to enter a value into the selected field. a. Press the CHANGE and CASH/CREDITS switches to change a digit in the selected field.  b. Press the SPIN REELS switch to reset the field to its original value. c. Press the PLAY MAX CREDITS switch to exit the field. 3. Navigate to the Calculate CRC field and press the SPIN REELS switch to run the test. The screen displays the result. 4. Press the PLAY MAX CREDITS switch to exit the screen.

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Bonus Device Test (Option: [4.9])

Top Lamps Test (Option: [4.9.1])  The Top Lamps Test screen tests the top lamp operation on the light  board. Press the SPIN REELS switch to start and stop the test. Press the PLAY MAX CREDITS switch to exit the test. Note:  This option is available only on WAP machines.

Regis Device Test (Option: [4.9.2])  The Regis Device Test option tests the top-box bonus device for the Regis’ Cash Club™ game. The test launches automatically. Press the SPIN REELS button to suspend the test. Press the PLAY MAX CREDITS button to exit the test.

Aux. Bonus Device Test (Option: [4.9.3])  Note:  This menu item is available only if the machine is equipped with a NETPLEX bonus device in the top box, such as a ball dispenser.

The Aux. Bonus Device Test option tests ball-dispensing bonus devices. Press the SPIN REELS button to cycle through all of the balls in the container.

Bonus Lamps Test (Option: [4.9.4])  The Bonus Lamps Test option tests top-box lamp operation. Press the SPIN REELS button to trigger illumination of the lamps in succession. When all of the lamps have been tested, all of the lamps are turned on for one second. The test ends when the lamps are turned off. The test sequence automatically repeats. Press the SPIN REELS button to suspend the test, or press the PLAY MAX CREDITS button to end the test.

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Top Box Device Tests (Option: [4.9.5])  Dice LED Device Test (Option: [4.9.4.1]) Use the Dice LED Device Test option to test the lights surrounding the top-box dice. Press the SPIN REELS button to to trigger illumination of the lights. The lights around each die illuminate in a clockwise sequence. Press the SPIN REELS button to suspend the test, or press the PLAY MAX CREDITS button to end the test.

Seven Segment Test (Option: [4.9.4.2]) Use the Seven Segment Test to test the 7-segment displays in the top box bonus device. The test executes a series of display pa tterns on the displays. Press the SPIN REELS button to suspend the test, or press the PLAY MAX CREDITS button to end the test.

LED Test (Option: [4.9.4.3]) Use the LED Test option to test the bonus level indicator LEDs in the top-box bonus device. Press the SPIN REELS button to trigger illumination of the LEDs from bottom to top. Press the SPIN REELS  button to suspend the test, or press the PLAY MAX CREDITS button to end the test.

Reel Backlights (Option: [4.9.4.4]) Use the Reel Backlights option to test the backlit reels in the top box. Press the SPIN REELS button to trigger simultaneous illumination of the lamps at four levels of intensity – off, low, medium and high. Press the SPIN REELS button to suspend the test, or press the PLAY MAX CREDITS button to end the test.

Reel Tivolis (Option: [4.9.4.5]) Use the Reel Tivolis option to test the Tivoli light strands surrounding each reel in the top box. Press the SPIN REELS button trigger simultaneous flashing of the lights, followed by a bottom-to-top sequence. Press the SPIN REELS button to suspend the test, or press the PLAY MAX CREDITS button to end the test.

Reel Payline Indicators (Option: [4.9.4.6]) Use the Reel Payline Indicator option to test the lamp operation on the payline indicator device, typically an arrow, for each reel in the top  box. Pres the SPIN REELS button to trigger simultaneous flashing of the lights. Press the SPIN REELS button to suspend the test, or press the PLAY MAX CREDITS button to end the test.

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Bonus Reel Light Ring Test (Option: [4.9.5])  Note:  This option is available only on four-reel games.

Use the Bonus Reel Light Ring Test option to test the operation of the LEDs surrounding the fourth reel on the Big Times Pay game. Press the SPIN REELS button to illuminate the LEDs in a clockwise sequence. Press the SPIN REELS button to suspend the test, or press the PLAY MAX CREDITS button to end the test.

Barcrest Lamps Test (Option: [4.9.5])  Note:  This option is available only on machines with Barcrest top boxes.

Use the Barcrest Lamps Test option to test the lamp operation in the top box. Press the SPIN REELS button to trigger illumination of the lamps in sequence, followed by a one-second illumination of all of the lamps at once. The lamps are then turned off. The test repeats automatically. Press the SPIN REELS button to suspend the test, or press the PLAY MAX CREDITS button to end the test.

Barcrest LEDs Test (Option:[4.9.6])  Note:  This option is available only on machines with Barcrest top boxes.

Use the Barcrest LEDs Test option to test operation of the 7-segment displays in the top box. The test executes a series of display patterns on the displays. Press the SPIN REELS button to suspend the test, or press the PLAY MAX CREDITS button to end the test.

2.5.10 Reel Lamps Test (Option: [4.10]) The Reel Lamps Test screen tests the reel lamp operation for machines with backlit reels. Press the SPIN REELS switch to start and stop the test. Press the PLAY MAX CREDITS switch to exit the test.

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2.6 Game Tests (Option: [5]) The Game Tests menu provides access to reel strip and paytable tests. Refer to Table 2-34 for a brief description of the available options. Note:  This menu is accessible only from the Operator menu.

Table 2-34. Game Tests Menu Options Option

2.6.1

Description

[5.1] Reel Strip Test

Verify that the symbols appearing on the reels are correct and that the reels spin to the correct stops

[5.2] Base Paytable Test

Verify payouts for any reel stop and wager combination

[5.3] Bonus Paytable Test

Test bonus devices used in WAP and standalone games

Reel Strip Test (Option: [5.1]) The Reel Strip Test screen verifies that the symbols appearing on the reels are correct and that the reels spin to the correct stops as follows: 1. Turn the Attendant key when prompted. The reels move to the first stop. 2. Press the CHANGE and CASH/CREDIT switches to modify the reel stops. 3. Press the SPIN REELS switch to automatically cycle through the virtual stops in numeric order. Press the SPIN REELS switch again to pause the test. 4. Press the PLAY MAX CREDITS switch to exit the screen.

2.6.2

Base Paytable Test (Option: [5.2]) The Paytable Test screen verifies that the game is paying out the correct amounts. Use the following steps to run the test: 1. Turn the Attendant key when prompted. 2. Enter a reel stop number for each of the reels: a. Press the CHANGE switch to navigate between reels.

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 b. Press the CASH/CREDIT switch to increment the reel stop number. The software limits these values to numbers between 1 and 22. 3. Press the SPIN REELS switch to position the reels in the requested combination. The VFD displays the award that is associated with the symbol combination. The cursor moves to the bet amount field. 4. Press the CHANGE or CASH/CREDIT switches to change the bet amount. The VFD and LCD display the win amount for the revised wager. 5. Press the SPIN REELS switch to run another test or the PLAY MAX CREDITS switch to exit the screen.

2.6.3

Bonus Device Test (Option: [5.3]) Select the Bonus Device Test option to confirm the values associated with virtual stops on machines with a bonus device in the top box and verify the accuracy of the game’s paytable. Use the following steps to run the bonus device test: 1. Press the CASH/CREDIT switch to increment the virtual stop for the bonus device and press the CHANGE switch to decrement the virtual stop. The VFD displays the physical stop of the bonus device and the corresponding win amount. 2. If testing a wheel-based device, press the SPIN REELS switch to cause the wheel to spin to the indicated stop. 3. Press the PLAY MAX CREDITS switch to exit the screen.

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2.7 Out of Service Mode (Option: [6]) Use the Out of Service mode to set the machine mode to “Out of Service,” “In Service” or “Reserved.” If the machine mode is “Out of Service” the LCD displays an “Out of Service” message. The machine cannot be played unless its mode is “In Service.” The Out of Service mode remains in effect until the mode is changed.

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Section 3 Key Chip Menus The Key Chip menus allow setup of various sensitive machine and game parameters, and is available only after performing the key chip replacement procedure. Refer to Section 4.3 for detailed instructions. Note:  Specific software features vary depending upon jurisdiction. The information presented in this manual is intended to reflect all features available, but not necessarily those available in any specific  jurisdiction.

Information in this section includes: • Section 3.1, Key Chip Config I Menu (Option: [7.1]) – provides detailed instructions for the menus and options that are available on the Key Chip menu. • Section 3.2, Key Chip Config II Menu Options (Option: [7.2]) – provides detailed instructions for the menus and options that are available on the Key Chip II menu.

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3.1 Key Chip Chip Confi Config g I Menu Menu (Opt (Option ion:: [7.1] [7.1])) The options on the Key Chip Config menu vary by jurisdiction. The following options typically require the key chip and cannot be changed from the Operator menu. Refer to Table 3-1 for a brief description of the Key Chip Config menu options.

Table 3-1. Key Chip Config Menu Options Menu/  Option

Description

Denomination

Deternine the game denomination when the machine is powered up for the first time.

Game Selection

Determine the game’s paytable.

Bonus Menu

If the base PROM supports standalone bonus games, select and configure the standalone bonus game.

Progressive/  WAP System Setup

Configure features and levels for progressive games. The WAP System Setup menu is available only on WAP machines.

EFT EFT Contr Control ol

Determ Determine ine the differ different ent modes modes of EFT EFT oper operati ation. on.

Machine Machine Type Config Configure ure the the machi machine ne type. type.

3.1. 3. 1.1 1

Token oken Setup Setup

Set the token token value value (not (not availa available ble in in all juri jurisdi sdicti ctions ons). ).

Candle Stage Setup

Select the appropriate candle type for the machine (international version only).

Money Format

Set the bill acceptor currency symbol, thousand separator, and decimal separator (international version only).

Options

Configure hard meter monitoring options (international version only) and enable or disable player initiated cashouts of partial token credits.

Deno Denomi mina nati tion on (Opt (Optio ion: n: [7.1 [7.1.1 .1]) ]) Note:  This option is available only on non-WAP machines.

Select the Denomination option to set the machine’s denomination. The machine denomination setting determines how accepted bills and progressive values are converted to credits. The default value is zero.

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1. The curr current ent denomi denominati nation on is display displayed. ed. Press Press the the SPIN REELS switch to edit the field. 2. Press the CHANGE and CASH/CREDIT switches to change the field value. 3. Press the PLAY PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the field’s value.

Accounting Denomination (Option: [7.1.1.1])  Note:  This option is not available if the game is configured only to accept multiples of the hopper denomination.

Use the Accounting Denomination option to change the denomination for meters displayed by the Terminal Master Money Accounting and Period Terminal Accounting Options. 1. Navigat Navigatee throug through h the list list of setting settingss using using the the CHANGE and CASH/CREDIT switches. 2. Press the PLAY PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Coin Denomination (Option: [7.1.1.2])  Use the Coin Denomination option to determine how the machine converts accepted bills, tickets, EFT transations and progressive values to machine credits. For example, if the coin denomination is set to 25 cents, a dollar is converted to four credits on the credit meter. 1. The scre screen en displa displays ys the curr current ent settin setting. g. Press Press the the CHANGE switch to navigate between the digits. 2. Press the CASH/CREDIT switch to increment the current digit. 3. Press the SPIN REELS switch to reset the value to the previous setting, or press the PLAY MAX CREDITS switch to save the new setting and exit the screen.

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Player Denomination (Option: [7.1.1.3])  Use the Player Denomination option to configure the denomination options available to the player. Note:  The denomination cannot be less than the accounting denomination.

If the game is configured only to accept multiples of the hopper denomination, the denomination must be a multiple of the hopper denomination.

1. Press the CHANGE and CASH/CREDIT switches to navigate through the list of denominations. 2. Press the PLAY MAX CREDITS switch to select the denomination or press the SPIN REELS switch to exit the screen.

3.1. 3. 1.2 2

Game Ga me Se Sele lect ctio ion n (Opt (Optio ion: n: [7.1 [7.1.2 .2]) ]) Use the Game Selection screen to determine the game’s paytable. The number of paytables available depends on the base PROM installed. This screen cannot be accessed if only one paytable is available. Set the paytable using the following procedure: 1. Navigat Navigatee throu through gh the the list list of value valuess using using the the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

3.1 .1.3 .3

Bonu Bonus s Men Menu u (Opt (Optiion: on: [7. [7.1. 1.3] 3]))

Bonus Game Configuration (Option: [7.1.3.1])  Note:  This option is available only if the machine is configured for generic bonus games.

Select the Bonus Game Configuration option to select up to 10 standalone bonus games to associate with the base game. The types of  bonus games available depend on the t he Base PROM used and the LCD program version. Use the following steps to configure bonus games: 1. Press the CHANGE and CASH/CREDIT switches to navigate through the list of bonus fields.

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2. Press the SPIN REELS switch to display the list of bonus games for the selected bonus field. Select a game using the following steps: a. Press the CHANGE and CASH/CREDIT to navigate through the list of available bonus games.  b. Press the PLAY MAX CREDITS switch to select the bonus game, or press the SPIN REELS switch to reset the value. 3. Press the PLAY MAX CREDITS switch to exit the screen and save your changes.

View Bonus Game Settings (Option: [7.1.3.2])  Note:  This option is available only if the machine is configured for generic bonus games.

Select the Bonus Game Settings option to configure bonus game parameters. If the parameter settings result in a payback percentage that is greater than the maximum allowed by the Key Chip, the payback area of the screen displays “---.--%” to indicate that the payback percentage is invalid. When this condition occurs, the parameters cannot be saved. Exiting the screen will restore the original  bonus values. Use the following steps to configure the bonus games: 1. Press the CHANGE and CASH/CREDIT switches to navigate through the list of parameters. Press the SPIN REELS switch to change the value of the desired parameter. 2. Press the CHANGE switch to select the digit to modify. Press the CASH/CREDIT switch to increment the digit’s value. 3. Press the SPIN REELS switch to revert to the parameter’s original value or press the PLAY MAX CREDITS switch to save the changes to the field. 4. Press PLAY MAX CREDITS to save the changes and exit the screen or press the SPIN REELS switch to revert to the original values.

Bonus Game Selection (Option: [7.1.3.3])  Note:  This option is available only if the machine is configured for generic bonus games.

Select the Bonus Game Selection option to select one of 10 available  bonus games.

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Key Chip Menus

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Use the following steps to activate a bonus game: 1. Press the CHANGE and CASH/CREDIT switches to navigate through the list of bonus games. The screen displays the highlighted game’s theoretical payback percentage. If the percentage exceeds the maximum allowed by the Key Chip, the screen displays “---.--%” to indicate that the payback percentage is invalid. 2. Press the PLAY MAX CREDITS switch to select the bonus game or press the SPIN REELS switch to exit the screen.

Global Setup (Option: [7.1.3.4])  This screen is enabled for games that support any of the global parameters. If a game-specific bonus game is installed, this screen allows the operator to set the User Input Timeout option, which determines the amount of time that the player has to push the SPIN REELS switch before the game automatically starts the non-linked  bonus game. Use the following procedure to configure the user input timeout: 1. If more than one item can be configured, press the CHANGE and CASH/CREDIT switches to navigate to the desired parameter. 2. Press the SPIN REELS switch to edit the selected parameter. 3. Press the CHANGE switch to move from one digit to another. 4. Press the CASH/CREDIT switch to increment the digit. 5. Press the PLAY MAX CREDITS switch to exit the field. 6. Press the PLAY MAX CREDITS switch to save the changes and exit the screen, or press the SPIN REELS switch to reset the settings to their original values.

System Bonus On/Off (Option: [7.1.3.5])  This screen enables or disables the SAS bonusing capability. To enable this option, the polling address must be set to 001. Enabling this option activates the bonus pays and multiple jackpot modes at the same time. Use the following steps to enable or disable SAS bonusing: 1. Navigate through the list of values using the CHANGE and CASH/CREDIT switches.

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2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Link On/Off (Option: [7.1.3.6])  Note:  This option is not available on WAP machines.

This screen enables or disables SAS link bonusing. To enable this option, the polling address must be set to 001. If disabled, the game ignores all link bonus messages. Use the following steps to enable or disable SAS link bonusing: 1. Navigate through the list of values using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Link Setup (Option: [7.1.3.7])  Note:  This option is not available on WAP machines.

If the link-bonusing option is enabled, this screen allows the operator to set the following bonus parameters: • Max Win – allows the operator to set the maximum number of credits for a win from a link bonus. The machine accepts link messages from the host as long as the amounts are less than this limit. • Host Timeout – determines how long the game should wait for communication with the system before a link-down condition occurs. • User Input Timeout – determines the amount of time the player has to push the SPIN REELS switch before the game automatically starts the link-bonus game. Use the following steps to configure the link setup: 1. Navigate through the list of values using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

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3.1.4

GAME SOFTWARE: VISION SERIES PRODUCTS – RELEASE 9

Progressive/WAP System Setup (Option: [7.1.4])

Controller Select (Option: [7.1.4.1])  Note:  This option is available only on non-WAP machines.

Use the Controller Select option to associate a progressive controller with a progressive level using the following steps: 1. Press the CHANGE and CASH/CREDIT switches to navigate through the list of progressive levels. Press the SPIN REELS switch to select the level to configure. 2. Use the CHANGE and CASH/CREDIT switches to navigate through the list of available controllers: • None • SAS • Link • Stand-alone Press the PLAY MAX CREDITS switch to select a controller and return to the progressive level list. 3. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the levels to their previous configuration.

Confirm Paytable (Option: [7.1.4.1])  Note:  This option is available only on WAP machines.

After a cold power up, a WAP machine’s paytable must be configured. The default value of “no paytable selected” will prevent the game from functioning. For non-WAP games, configure the following information for each paytable: • Limit Amount – the highest jackpot amount the player can win • Current Amount – the current amount shown on the spectrum or progressive seven-segment display • Add Percentage – percentage of the wager that is contributed toward the progressive jackpot

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• Base Amount – the amount the progressive jackpot resets to after a win • The Current Amount and Base Amount cannot be set to a value higher than the Limit Amount. Note:  This information is recovered from EEPROM after all system errors, except a base PROM change.

Select the paytable to confirm the denomination and system name using the following steps: 1. Navigate through the list of values using the CHANGE and CASH/CREDIT switches. 2. For non-WAP games, use the following steps to set the paytable parameters: a. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches.  b. Press the SPIN REELS switch to edit a field. c. Press the CHANGE switch to move from one digit to another within the field. d. Press the CASH/CREDIT switch to increment the digit. e. Press the PLAY MAX CREDITS switch to exit the field. 3. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Level (x) (Option: [7.1.4.1.x]) Use the Level option to select a progressive controller: • None • SAS • Link • Stand-alone 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

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Key Chip Menus

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Progressive Display Setup (Option: [7.1.4.2])  Note:  This option is available only on non-WAP machines.

Select the Progressive Display Setup option to enable or disable display of progressive amounts on the LCD. Progressive amounts are not displayed if a bonus game is enabled. Use the following steps to enable display of progressive amounts on the LCD: 1. Navigate through the list of values using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Metering Units (Option: [7.1.4.2])  Note:  This option is available only on WAP machines.

WAP money meters are sent to the CCOM in credits by default. Some configurations may require that these meters be in cents, enabling machines of different denominations to share the same progressive  jackpots on one communications loop. Configure the parameter using the following steps: 1. Navigate through the list of values using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Stand Alone Setup (Option: [7.1.4.3])  Note:  This option is available only on non-WAP machines.

Select the paytable to configure the progressive levels for each standalone progressive game: • Limit Amount – the highest jackpot amount the player can win • Current Amount – the current amount shown on the spectrum or progressive seven-segment display • Add Percentage – percentage of the wager that is contributed toward the progressive jackpot

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• Base Amount – the amount the progressive jackpot resets to after a win Note:  The Current Amount and Base Amount cannot be set to a value higher than the Limit Amount.

Use the following steps to configure each level: 1. Navigate through the list of values using the CHANGE and CASH/CREDIT switches. 2. Press the SPIN REELS switch to edit a field. 3. Press the CHANGE switch to move from one digit to another within the field. 4. Press the CASH/CREDIT switch to increment the digit. 5. Press the PLAY MAX CREDITS switch to exit the field. 6. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

SAS Progressive Group (non-WAP) (Option: [7.1.4.5])  Select the SAS Progressive Group option to associate the game’s progressive levels to a SAS host using the following steps: 1. Press the SPIN REELS switch to edit the field. 2. Press the CHANGE switch to move from one digit to another. 3. Press the CASH/CREDIT switch to increment the digit. 4. Press the PLAY MAX CREDITS switch to exit the field. 5. Press the PLAY MAX CREDITS switch to save the changes and exit the screen, or press the SPIN REELS switch to reset the settings to their original values.

3.1.5

Electronic Funds Transfer (EFT) Control (Option: 7.1.5]) The EFT Control screen sets the mode of EFT Operation: • EFT disabled – turn off EFT (default value) • EFT SAS controller – allows EFT via the SAS host • EFT Bally controller – allows EFT via the Bally host

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Key Chip Menus

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Use the following steps to configure the EFT controller: 1. Navigate through the list of values using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

3.1.6

Machine Type (Option: [7.1.6]) The machine type must be set to slant-top or upright following a cold power up. If the option selected does not match the hardware used, the machine will tilt. Use the following steps to configure the machine type: 1. Navigate through the list of values using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

3.1.7

Tokenization (Option: 7.1.7)

Token Setup (Option: [7.1.7.1])  Note:  This option is not available in all jurisdictions. A value greater than one forces the game into credit mode and may change the hopper limit.

Use the Token Setup screen to set the credit value associated with a token. Valid values are from 1 to 100. Set the token value using the following steps: 1. Press the SPIN REELS switch to edit the field. 2. Press the CHANGE switch to navigate between digits, or press the CASH/CREDIT switch to increment the current digit. 3. Press the PLAY MAX CREDITS switch to save the setting and exit the screen, or press the SPIN REELS switch to reset the value.

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Partial Token Payout (Option: [7.1.7.2])  Note:  This option is available only with the international version PROM.

Select the Partial Token Payout option to enable or disable playerinitiated cashouts of partial token credits. This parameter’s default setting is enabled. The following conditions apply: • If the option is enabled for a machine with a hopper-only configuration, partial token credits are hand paid. • If the option is disabled, partial token payouts are not allowed. • If the machine is configured with a ticket printer, partial token payouts are enabled automatically. Player-initiated cashouts for partial token credits will be paid by ticket. • If the SAS EFT function is enabled, the machine will upload the partial token credits to the host. Use the following steps to configure partial token payouts: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

3.1.8

Candle Stage Setup (Option: 7.1.8]) Note:  This option is available only with the international version PROM, and it does not apply to WAP games.

This screen allows selection of the appropriate candle type for the machine. To set the candle type, use the following steps: 1. Navigate through the list of values using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

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Key Chip Menus

3.1.9

GAME SOFTWARE: VISION SERIES PRODUCTS – RELEASE 9

Money Format (Option: [7.1.9]) Note:  This option is available only with the international version PROM, and it does not apply to WAP games.

Use the Money Format screen to set the bill acceptor currency symbol, thousand separator, and decimal separator. Use the following steps to configure the money format: 1. Press the CHANGE and CASH/CREDIT switches to navigate through the available fields – symbol, 1,000s indicator and decimal separator. 2. Press the SPIN REELS switch to enter the desired field. 3. To set the currency symbol: a. Press the CHANGE switch to navigate through the positions in the field.  b. Press the CASH/CREDIT switch to change the selected character. c. Press the SPIN REELS switch to reset the field, or press the PLAY MAX CREDITS switch to exit the field and save the changes. 4. To set the 1,000s indicator: a. Press the CHANGE and CASH/CREDIT switches to toggle the separator value between the available options.  b. Press the SPIN REELS switch to reset the field or, press the PLAY MAX CREDITS switch to exit the field and save the changes. 5. To set the decimal separator: a. Press the CHANGE and CASH/CREDIT switches to toggle the separator value between the available options.  b. Press the SPIN REELS switch to reset the field or, press the PLAY MAX CREDITS switch to exit the field and save the changes. 6. Press the PLAY MAX CREDITS switch to save the changes and exit the screen, or press the SPIN REELS switch to reset the values for all fields.

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3.1.10 Options (Option: 7.1.10]) The Options screen allows the operator to select hard meter monitoring options: 1. Press the CHANGE and CASH/CREDIT switches to navigate through the options. 2. Press the SPIN REELS switch to enter the selected screen.

Hard Meters (Option: [7.1.10.1])  Note:  This option is available only with the international version PROM, and it does not apply to WAP games.

Use the Hard Meters screen to select hard meter monitoring options for the Coin Drop mechanical meter. The following settings are available: • Coins only – international jurisdictions • Coins and bills – all other jurisdictions Use the following steps to set the hard meter monitoring options: 1. Navigate through the list of values using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Coin-In (Option: [7.1.10.2])  Note:  This option is available only with the international version PROM, and it does not apply to WAP games.

The Coin-In screen sets the machine to one of the following coin-in options: • Coins to game only – coins inserted after the machine exceeds the maximum bet are returned to the player • Coins to game and credit – coins inserted after the machine exceeds the maximum bet will be added to the credit meter until the machine exceeds the credit limit • Coins to credit only – all coins inserted will be added to the credit meter

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To set the coin-in option, use the following steps: 1. Navigate through the list of settings using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

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3.2 Key Chip Config II Menu Options (Option: [7.2]) The options on the Key Chip Config II menu vary by jurisdiction. The following options typically require the key chip and cannot be changed from the Operator menu. Refer to Table 3-2 for a brief description of Key Chip Config II menu options.

Table 3-2. Key Chip II Menu Options Menu/Option

3.2.1

Description

[7.2.1] Validation Type

Configure SAS validation.

[7.2.2] Printer

Set ticket printer options.

[7.2.3] Voucher

Enable or disable voucher options.

[7.2.4] Remote Handpay Reset

Enable or disable resetting of handpay conditions by the host machine for game connected to a SAS controller.

[7.2.5] Coinless Mode

Enable or disable coinless mode.

Validation Type (Option: [7.2.1]) SAS validation allows the EZ Pay Ticket System to verify payouts and handpays: 1. Navigate through the list of values using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting. Note:  This option must be set to Enhanced to use the EZ Pay Ticket System.

3.2.2

Printer (Option: [7.2.2])

Enable/Disable (option: [7.2.2.1])  Use the Enable/Disable screen to enable or disable the ticket printer: 1. Navigate through the list of values using the CHANGE and CASH/CREDIT switches. January 15, 2003

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2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

Handpay Receipts (Option: [7.2.2.2])  Use the Handpay Receipts screen to enable or disable printing of receipts for jackpots and hand pays. Note:  When this menu item is enabled on a non-WAP game, the machine does not print tickets for progressive jackpots.

For WAP games, the machine prints a ticket with a zero amount under some circumstances, such as a game with a non-cash prize.

1. Navigate through the list of values using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

3.2.3

Voucher (Option: [7.2.3]) Use the Voucher screen to enable or disable ticket redemption by the machine: 1. Navigate through the list of values using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

3.2.4

Remote Handpay Reset (Option: [7.2.4]) Note:  This option is not available for WAP or stand-alone WAP games.

Use the Remote Handpay reset option to enable or disable resetting of the machine from the SAS host after the machine enters a hand pay condition. 1. Navigate through the list of values using the CHANGE and CASH/CREDIT switches.

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2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

3.2.5

Coinless Mode (Option: [7.2.5]) Use the Coinless option to enable or disable coinless mode. When the machine is in coinless mode, the hopper and coin acceptor are disabled. All money-in and money-out handling is is performed via EFT transactions. Note:  The coinless mode can only be enabled when the machine is connected to a SAS controller.

Use the following steps to enable or disable coinless mode: 1. Navigate through the list of values using the CHANGE and CASH/CREDIT switches. 2. Press the PLAY MAX CREDITS switch to exit the screen and save the changes, or press the SPIN REELS switch to reset the value to the previous setting.

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Section 4 IC Chip and Flash Memory Card Procedures This section describes key chip setup procedures available as an option in the Operator Menu in Vision Series software. Information in this section includes: • Section 4.1, IC Chip Replacement – describes procedures to follow when replacing the IC chips on the processor board. • Section 4.2, Sound SIMM Board Replacement – provides procedures for removing and installing the sound SIMM board on processor boards that support stereo sound. • Section 4.3, Key Chip Procedure – provides procedures for installing the key chip to access key chip setup options. • Section 4.4, Clear Chip Procedure – provides procedures for using clear chips to clear RAM, EEPROM or both. • Section 4.5, Flash Memory Cards – explains use of flash memory cards used in the LCD for bonus games and customized attract mode displays. • Section 4.6, Game Program Change – provides procedures for changing game programs.

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IC Chip and Flash Memory Card Procedures

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4.1 IC Chip Replacement To remove or install integrated circuit (IC) chips on the processor  board, see Figures 4-1 and 4-2, and proceed as follows. Note:  Check with state and local laws, and record the accounting data before removing game program chips. Chip removal clears all current accounting data.

For jumper locations on the processor board, see the processor (video controller) board schematic in the appropriate electronic diagrams and parts manual.

SOUND SIMM

MULTIMEDIA LITE BOARD

J1 MOTHERBOARD

J2 MOTHERBOARD

U17 REEL DATA

U46 GAME PROM (GME2) U21 BASE PROM

U19 GAME PROM (GME1)

00000042-111700

Figure 4-1. Component Locations, Vision Processor Board for Stereo Sound (p/n 755-105-0X)

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J1 MOTHERBOARD

J2 MOTHERBOARD U17 REEL DATA

U46 GAME PROM (GME2)

U19 GAME PROM (GME1) U21 BASE PROM

00000043-111700

Figure 4-2. Component Locations, Vision Processor Board for Mono Sound (p/n 755-105-0X)

4.1.1

IC Chip Replacement

Removal  The ICs intended for field replacement are the two game PROMs (U19 and U46) and the base PROM (U21) shown in Figures 4-1 and 4-2. Caution:  Chip removal and replacement instructions should be followed carefully to avoid damaging both the individual program chips and the circuit board itself. These devices are staticsensitive and should be handled by qualified personnel only .

1. Open the machine door and turn the power off. Important:  Ground yourself to neutralize static that can damage both the ICs and the processor board.

2. Remove the processor tray. 3. Place the processor tray on a stable, flat surface. Caution:  Prying against the circuit board with a pointed object may damage the traces under the IC socket.

4. Locate the chip(s) to be replaced and, after grounding yourself, carefully remove with a chip extractor.

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IC Chip and Flash Memory Card Procedures

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Installation  1. Handling the computer chip only by the ends, visually align it by matching the orientation notch, located at one end of the chip, with the notched outline on the processor board. Caution:  If the computer chip is placed into its socket in the wrong direction or with one or more pins ("legs") out of position, the chip may be damaged when the machine power is turned on.

2. The two sets of "legs" on each computer chip are generally spread a little wider apart than the openings in the receptacle. If the legs appear too wide for the receptacle, adjust the alignment by using a chip installation tool of the correct size. If an installation tool is not available, it may be possible to spring the legs into alignment by placing the chip on its side on a flat, nonconductive surface and gently tilting the chip just enough to  bend all of the legs inward a little on each side. 3. When the chip is properly aligned, use gentle hand pressure to push it into the socket. Check both sides of the chip to be sure that all legs are engaged correctly before pushing all the way down into its seat. 4. Install the processor tray and lock into place. 5. Turn the machine power on. Refer to the Operator and Attendant Menu section of this manual for information about selecting programmable game options. Refer to the Troubleshooting: Game  Machines manual to resolve any error messages that may appear on the video monitor. 6. Close and lock the machine door.

4.1.2

SS PROM Installation Use the previous removal and installation instructions but insert this chip with the un-notched end closest to the unmarked end of socket U17. This chip has 28 pins but the socket has 32. See Figure 4-3 for details.

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SS PROM

SOCKET

U17 00000039-111700

Figure 4-3. SS PROM Installation

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IC Chip and Flash Memory Card Procedures

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4.2 Sound SIMM Board Replacement The sound SIMM board contains the game sounds used in machines with stereo sound (refer to Figure 4-1). Each board is individually programmed for a specific game theme. Note:  This board must be replaced when changing game themes.

Removal  1. Press the small, metal tabs on both sides of the mount that holds the board, and the board releases. 2. Gently pull the board away from the mount.

Installation  1. Place the board into the mount at an angle and let it rest on the small, metal tabs. 2. Gently press down on the board until it snaps into place. The metal tabs will hold the board in place on the mount.

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IC Chip and Flash Memory Card Procedures

4.3 Key Chip Procedure Key chips are used to perform certain machine activities that are sensitive or require higher authority than the normal technician with access to the Operator menu. The key chip is required to change machine parameters such as the denomination, pay table or selected games. Follow this procedure to use the key chip. Note:  The key chip version must be compatible with the base EPROM on the processor board being changed.

1. Verify that there are no tilts, credits available, or games in progress on the machine. 2. Use the procedure in Section 4.1 to remove the Base EPROM from the processor board and replace it with the key chip. 3. Reinstall the processor board in the machine. 4. Turn the machine power on. When the key chip has been recognized, the two amber LEDs farthest from the operator switch light and stay lit. • If the left LED lights, but not the right, then an error occurred. Repeat the procedure to verify that the key chip is correctly installed. • If the right LED lights, but not the left, the key chip failed  because the processor board identification does not match. • If neither LED lights, the key chip is bad. 5. Turn the machine power off and replace the key chip with the base EPROM. 6. Reinstall the processor board in the machine. 7. Turn the machine power on and the key chip menu appears on the LCD. 8. Perform the setup changes necessary and exit the key chip menu. Refer to the procedures in the Key Chip Menu section for detailed information. Note:  The key chip menu times out after approximately two minutes of inactivity.

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4.4 Clear Chip Procedure The clear chips are required to clear RAM, EEPROM or both. Use Table 4-1 to determine which clear chips are necessary to perform the clear operation desired. Note:  Clearing RAM will erase all accounting and event information from the machine. Clearing EEPROM will reset all machine and game setup parameters to defaults.

Clear chips are not available in all gaming or lottery jurisdictions. Contact IGT or the appropriate agency to determine whether these chips are available in a particular jurisdiction.

Table 4-1. Clear Chip Configurations Chip Number*

Description

IVC00097

Clears all RAM and all EEPROM

IVC00096

Clears all RAM

*Numbers subject to change; current as of publication date.

1. Verify that there are no tilts, credits available, or games in progress on the machine. 2. Use the procedure in Section 4.1 to remove the base EPROM from the processor board and replace them with the set of clear chips (refer to Table 4-1). 3. Reinstall the processor board in the machine. 4. Turn the machine power on and watch the two rightmost, amber colored LEDs on the processor tray next to the test switch. The following table lists the memory conditions that are indicated on the LEDs.

Table 4-2. Processor Board LED Indicators LED Status

4-8

Memory Condition

Both OFF

Program CRC is incorrect or the test is still running

Alternate flashing

Both RAM tests failed

Right LED flashing

256K RAM good

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Table 4-2. (cont’d) Processor Board LED Indicators LED Status

Memory Condition

Right LED ON

1-megabyte RAM good

Left LED OFF

EEPROM not tested (with IVC00096) or EEPROM test failed (with IVC00097)

Left LED flashing

512-byte EEPROM good (both LEDs flash together if 256K RAM)

Left LED ON

2048-byte EEPROM good

5. Turn the machine power off and replace the clear chips with the  base PROM. 6. Reinstall the processor board in the machine. 7. Turn the machine power on and follow instructions on the screen to clear the error messages.

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4.5 Flash Memory Cards Flash memory cards are used in Vision Series machines to display  bonus games as well as standard and customized attract modes on the LCD. There are two flash card locations on the LCD: one on top of the unit and one on the side opposite the hinge. • The top location is for the flash card used for the bonus games; it must always be installed for the machine to operate. • The side location is for the optional custom attract mode flash card.

4.5.1

Flash Memory Card Replacement Caution:  Do not remove flash memory cards from the LCD unit without first turning the machine power off. Damage to the flash card or the LCD electronics may result.

Removal  1. Open the machine door and turn the power off. 2. Remove the top box glass. Refer to the appropriate maintenance procedures manual for details. 3. See Figure 4-4 and press the release button for the flash card to be removed. Carefully pull the flash card straight out of the LCD unit.

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FLASH CARD RELEASE BUTTON

LCD HOUSING

00000040-111700

Figure 4-4. Flash Card Removal

FLASH CARD

RELEASE BUTTON GUIDE

00000041-111700

Figure 4-5. Flash Card Installation

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Installation  1. See Figure 4-5 and carefully insert the flash card into the socket until resistance is felt. Note:  The flash card will only go into the socket in the correct orientation. If it slides in and stops short of full insertion, pull the flash card out, turn it around and reinsert into the socket.

2. Carefully push the flash card fully into position. The release button will return to its out position and the flash card will be flush with the LCD housing (see Figure 4-4). 3. Turn the machine power on. Refer to Section 2 for information about selecting programmable attract mode options. Refer to the Troubleshooting: Game Machines manual to resolve any error messages that may appear on the displays. 4. Close and lock the machine door.

4.5.2

Setups (LCD Options) The LCD stores these settings in its flash memory. For more information on available settings, refer to the program summary report (PSR) for the ATA version installed.

4.5.3

Flash Card Programming with Vision Builder Software Custom graphic and audio displays are loaded onto flash cards using the Vision Builder program that runs on the Windows® 95 operating system. Contact IGT Firmware Engineering for details on this program. PC hardware is necessary for operation.

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4.6 Game Program Change Use the following procedure to replace game programs in Vision Series machines equipped with an LCD. Note:  Game program changes are highly regulated in certain gaming  jurisdictions. Some jurisdictions require the presence of a gaming agent during this procedure. Verify state and local legal requirements before changing programs.

Newer flash memory cards may require more memory in the LCD. Ensure that the LCD has sufficient memory before changing programs.

1. Turn the machine power off. 2. Remnove the processor board from the machine, and remove the game, stepper base and version PROMs from the processor board (refer to Section 4.1.1). 3. Remove the Bonus Game Module (BGM) from the LCD (refer to Section 4.5). 4. Install the new game, stepper base and version PROMs on the processor board and return the board to the machine (refer to Section 4.1.1). 5. Install the new sound SIMM board if the machine has stereo sound (refer to Section 4.2). 6. Install the new BGM in the top slot of the LCD and install the RFA card in the slot on the left side of the LCD (Refer to Section 4.5). 7. Turn the machine power on. The LCD indicates the status of the game replacement. 8. When the LCD displays the “Enter new time” prompt, turn the machine power off. 9. Remove the RFA card and turn the machine power on. When the VFD indicates that the machine is experiencing a RAM error, turn the Attendant key. 10. When prompted by the message on the VFD, press the operator switch on the processor board, hold for two to three seconds, then release. The game program change is complete when the LCD and VFD display game play messages.

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Section 5 Game Software Testing Use the following procedure when the machine is in the idle mode to verify that the game program software is operating correctly. 1. Turn the machine power off. Open the machine door, unlock and remove the processor board. Verify that the program numbers on the game ICs are compatible with the machine hardware options and that they are installed correctly. 2. Replace the processor board. Power up the machine and use the Diagnostic option on the Operator or Attendant menu to check inputs, outputs, and set options. Note:  If the software does not seem to drive a particular hardware component, contact an IGT agent to verify software capabilities.

3. Play enough games to verify correct operation of the games and player panel switches. 4. Use the Accounting Menu to verify that software data is being metered and the desired options are selected. 5. Close and lock all doors.

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Glossary ABS Acres Bonusing System™ This is a complete data collection and bonusing system using Acres Gaming, Inc. proprietary technology. It gathers information from a casino’s gaming machines and distributes it to thirdparty slot accounting systems, such as IGS. AC Alternating Current An electric current that reverses its direction at regularly recurring intervals. access path The procedure used by a database management system to access data stored in a database. access time The time a computer takes to locate and transfer data to or from storage. Composed of seek time and transfer rate. Account Control Executive (ACE) This software consists of the processes and databases used to define and maintain configuration details, accounting information and reporting. Accounting Analysis System (AAS) The computer software system used to provide a database of information. The AAS uses various menu options to create and print reports. accounting option The software option that displays statistics accumulated in game play, such as the number of coins-in or the number of credits won. address 1) The unique number assigned to each component of a larger system. 2) In data transmission, a code for a specific terminal. ADSC Accounting Data System Communicator Used with the IGT Wide Area Progressive Security And Accounting System to receive and transmit data between the ADS and CCOM. agent file A program that performs an information gathering or processing task in the background. This type of program is typically given a very small and welldefined task. aging period A time period during which information (usually video lottery ticket information) is held in a readily accessible database for verification purposes. algorithm A procedure for solving a particular mathematical problem in a finite number of steps.

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alternating progressive A progressive system in which there are two meters each associated with the top award on the gaming machine(s). One meter is set to a higher  base amount than the other. During play on the machine(s), the meters both progress at the same rate and an arrow, or other indicator, flashes back and forth  between the two meters. When the jackpot is ultimately hit, the player wins whichever amount the arrow is indicating. analog Varying smoothly and continuously over a range, rather than changing in discreet jumps. For example, a 12-hour clock face is an analog device that shows the time of day by continuously changing the position of the clock’s hands. archive 1) To copy programs and data onto an auxiliary storage medium, such as a disk or a tape, for long-term retention. 2) To store data for anticipated normal longterm use. 3) A procedure for transferring image information from an online optical storage medium to an offline medium. asynchronous Not synchronized by a mutual timing signal or clock. asynchronous transmission A method of data transmission in which the receiving and sending devices don’t share a common timer, and no timing data is transmitted. Each information character is individually synchronized, usually by the start and stop of bits. The time interval between characters isn’t necessarily fixed. ATA Advance Technology Attachment ATA cards are used in Vision machines to program the LCD. These programs are responsible for playing sounds and displaying information such as tilt messages and Operator and Attendant Menu options. The Bonus Game Module (BGM) is an ATA card that programs the LCD to perform  bonus game functions. attendant The person who has access to accounting, diagnostics and other attendant functions by turning the attendant key switch on the machine. attendant menu The menu entered by turning the attendant key switch on a machine which allows access to accounting, diagnostics and other a ttendant functions. This menu appears on the screen and shows what options are available.

Glossary - 1

attract mode Visual and/or music options intended to attract players when the machine is in the idle mode.

the door of of some machines machines belly glass The lower glass on the that shows the denomination, paytable or game theme.

option that enables a player to wager the autobet An option same number of credits as the previous game simply by pressing the Deal-Spin-Start switch.

screen button that, when when touched, touched, Bet Down A screen decrements the number of credits wagered toward a game and returns them to the credit meter. If the button remains touched, the bet will continue to decrement at a determined rate until the bet reaches one.

cycles through through each autocycle The machine automatically cycles test without operator or attendant intervention. option that, when selected selected in the the self test autohold An option mode, automatically holds suggested winning combinations of cards and displays a HELD message above the cards in a game. award insert A separate piece of glass or film used when the exterior glass panel has an opening for an award insert, such as “4000 coins.” axiohm printer A small, thermal printer utilizing 62 mm (2.5) paper to print both receipts and reports off of the CVT, the cashier, cashier, and the audit station. It prints at a t a rate of 50 mm (2) per second.

surrounding the game background color The screen color surrounding elements and the game-related information. backup 1) A term term pertaining to procedures procedures or standby equipment available for use in the event of fa ilure or overloading of the normally used procedures or equipment. 2) To To make a copy of a program or data in case the original is lost, damaged or otherwise inaccessible. bank controller Data condenser; responsible for communication between DCNs and other system components. banner A setup or downloadable downloadable message which is scrolled across the main menu screen to attract or inform a player. bar machines A collective collective term referring to to slant-top slant-top and flat-top machines, as opposed to upright machines. barcode scanner See handheld terminal. base amount The starting amount for for a progressive  jackpot which is also the amount that is displayed after the progressive is hit. battery backup Auxiliary power power provided provided to a computer computer so that volatile information is not lost during a power failure.

RAM chip with a built-in battery battery battery-backed RAM A RAM for preserving the contents if machine power is turned off. baud A unit unit of data transmission transmission speed. speed.

Glossary - 2

switch or screen Bet Max (Bet Five, etc.) A player panel switch  button that wagers wagers either the maximum number of credits the machine will accept or, if insufficient credits exist, all remaining credits. that Bet One A player panel switch or screen button that wagers one credit each time it is pressed. that, when touched, increments increments Bet Up A screen button that, the number of credits wagered toward a game and decrements them from the credit meter. If the button remains touched, the bet will continue to increment at a determined rate until the bet reaches maximum coins-in or the credit meter reaches zero. bill acceptor (same as bill validator) Optional assembly that accepts valid paper bills and causes the host machine to either dispense change or issue credits.

options are are credit credit bill acceptor pay mode The available options only (pays only in the form of credits), player initiated (pays either credits or cash depending on the player initiated selection) and noncredit. bill validator (same as bill acceptor) Optional assembly that accepts valid paper bills and causes the host machine to either dispense change or issue credits.

door which prevents access access to the the bill validator door The door  bills accumulated by the bill validator. validator. having two two different different binary Characterized by having components or by having only two alternatives or values available. binary system 1) A number number system that uses only 0 and 1 as digits. 2) The representation of numbers in the base-2 system, using only the two digits 0 a nd 1. A single binary digit – a 0 or a 1 – is called a bit. bit A contraction contraction of binary digit. The smallest unit of information that a computer can hold. The value of a bit is either 1 or 0. bit rate The speed at which bits are transmitted, usually expressed as bits per second or bps. BITBLITZ IGT proprietary proprietary designed designed video controller on the processor board which provides unmatched speed, resolution and animation capabilities.

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adjustment built into into the paytable of a gaming bonus An adjustment machine to pay the player additional coins for a given win as a reward for playing the maximum coins. For example, on a three coin multiplier game, a particular combination might pay 100 coins with one coin played, 200 coins with two coins played, and 500 coins with the maximum of three coins played. The 500 coin pay in this case contains a 200 coin bonus for playing with the maximum coins. Bonus button Used for interaction with with ABS. Allows the player to confirm receipt of bonus. bonus pay Expanded pay for top awards won with maximum coins bet, greater than a linear multiple of the wager. wager. If the top t op award multiplier (number of coins paid per coin bet) is 300 for one to four coins bet, it might be 900 for five (max) coin bet. See multiplier pay. bonus server Microcomputer used for bonusing applications. boot (same as power up)  To start up a computer. bps (bits per second) (same as bit rate)  The speed at which  bits are transmitted, transmitted, usually expressed as bits per second second or bps. browse An option in various menus that allows the user to view data in a file without changing the information.

area of memory memory set aside for the specific buffer 1) An area purpose of holding data until it is needed. 2) A holding area of the computer’s memory where information can  be stored by one program or device and then read read at a different rate by another. path along which information information is transmitted transmitted bus 1) A path electronically within a computer. 2) An electrical or electronic connection between devices. bus specification The specification describing the physical characteristics of the bus and the protocol that governs the use of the bus. buy-a-pay A type of game in which the player buys various paying combinations by playing more coins. Usually, Usually, buy-a-pay games will pay their top award only if the maximum coins have been played. byte A unit of information consisting of eight bits.

exterior, laminated wood shell that that surrounds cabinet The exterior, the metal enclosure on some machines. casino used to handle and store store cage A secure area in a casino large amounts of money. cancel 1) A keyboard operation operation that deletes the line currently being typed. 2) To end a task before it is completed. candle See Service Light .

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CAP Color Attribute PROM Contains color definitions used to build images on the screen during each phase of a video game.

printed-circuit board that plugs into one of the the card 1) A printed-circuit computer’s expansion slots, allowing the computer to use one or more peripheral devices such as disk drives. 2) A printed-circuit board or card connected to the bus in parallel with other cards. card box (Player Tracking or PT unit) The card box (PT unit) has a card reader that scans a member ’s card and sends the card ID number to the system so the records can be accessed. It also has a display unit to greet the member, show points, etc. card cage A sealed box in the machine that houses the programmed information for the game type being played. It requires a key to access it. This is also called the lower module. card reader This is basically a player tracking input function although LEDs (ERR and OK) are available as outputs for a reader without a display. There are currently two different types of cards and card readers: 1) The Hollerith type that uses a card with punched holes for encoding and a reader utilizing LEDs and phototransistors to read it. 2) The mag stripe that uses a card with up to three magnetically encoded tracks and a reader equipped with a magnetic head to read card data.

common jackpot jackpot carousel A collection of machines with a common linked together via fiber-optic cables in one specific area or location. cash out A switch that that converts machine machine credits to cash or payable vouchers. The Cash Out switch on the player panel activates this machine function. fu nction.

from a video lottery terminal cash slip A printed ticket from (VLT) (VLT) that is redeemed for cash in l ieu of direct payment as with a gaming machine. Cathode Ray Tube (CRT) An electronic tube with a screen, such as a television picture tube, upon which information can be displayed. CC Cluster Controller 1) A down-line processor that collects data from a number of machines, then transmits concentrated data over a single communications channel. 2) A communication device that stores, validates and forwards accounting and security data to the central system. The most common cluster controllers are CVTs, LCTs, LCTs, and LCOMs. 3) An intelligent communications device at a remote site that is responsible for polling the machines. CCITT Consultative Committee on International Telegraphy Telegraphy sets and Telephony An international committee that sets standards and makes recommendations for international communication.

Glossary - 3

wide area area CCOM Casino Communicator Used with all wide progressive systems, such as Megabucks® or Quartermania® systems. central processor processor located at a central computer The central central site. Central Computer System (CCS) In linked games, monitors game machine operation and collects accounting and security information. Central Processing Unit (CPU) The brain of the computer; the microprocessor microprocessor that performs the actual computations in machine language.

where the central central system is is central site The physical place where located. hardware at the central site, along central system The hardware with the software used to operate and control the retail sites. CFE Communications Front-End 1) A processor on the network that is between the Real Time System’s processor and the cluster controllers at the remote site. The CFE is responsible for communicating with and polling the cluster controllers. When it is polled by the real time system it responds with the data gathered from the CCs. 2) A computer system that controls the transfer of data from the cluster controller to the central system.

character generator generator chip CG Character Generator chip. A character located on a processor board that generates images on video monitors.

Clerk Validation Terminal Plus (CVT-Plus) A cluster controller having an 80960 processor and a keyboard (as opposed to the original CVT’s 8032 processor, keyboard, and built-in printer). The cluster controller stores the data collected from the machines located at a particular location. Used by a cashier to validate printed cash-out tickets (for lottery games) prior to cash redemption.

timing device that generates the basic periodic clock 1) A timing signal used to control the timing of all operations in a computer. computer. 2) A device that records the progress of real time, or some approximation of it, and whose contents are available to a computer program. parameter RAM and clock chip A special chip in which parameter the current setting for the date and time are stored. This chip is powered by a battery when the system is off, thus preserving the information. microprocessor executes executes clock speed The rate at which a microprocessor instructions. Cluster Controller (CC) 1) A down-line processor that collects data from a number of machines, then transmits concentrated data over a single communications channel. 2) A communication device that stores, validates and forwards accounting and security data to the central system. The most common cluster controllers are CVTs, LCTs, LCTs, and LCOMs. 3) An intelligent communications device at the remote site that is responsible for polling the machines.

symbol that has a widely understood understood character Any symbol meaning and thus can convey information. Some characters include letters, numbers and punctuation.

CMOS memory Complementary Metal Oxide Semiconductor data for most most IGT memory RAM chips used to store data games. These can also come in a package with a built-in  battery to preserve preserve the contents contents if machine power is lost. See Battery-Backed RAM .

checksum The result of an arithmetic operation operation on the number of bits in a sequence, used to verify the integrity of game data in the EPROM.

coaxial cable A special type of communications cable that permits transmission of data at high speed. Usually employed by local networks.

board containing containing embedded embedded circuits circuits and circuit board A board an attached collection of integrated circuits (chips).

electronic coin acceptor acceptor mechanism mechanism coin comparitor An electronic that receives and validates coins deposited in the machine. A coin comparitor uses a sample coin against which incoming coins are compared for validity.

network of wires, wires, chips, resistors and other circuitry A network electronic devices and connections. CISC Complex Instruction Set Computer A type of central processing unit found in the majority of personal computers. It requires several clock pulses to complete one instruction.

container in the bottom of the cabinet coin drop box The container that catches and holds coins from f rom the coin-in assembly. assembly.

Clerk Validation Terminal (CVT) A cluster controller that has a keyboard and the ability to print s ales reports. The cluster controller stores the data collected from the machines located at a particular location. Used by a cashier to validate printed cash-out tickets (for lottery games) prior to cash redemption.

machine where where coins are paid coin tray Metal tray on a machine out or returned.

Glossary - 4

coin drop-box sensor switch This switch monitors the number of times the drop (cash) door is opened.

wagered. The The coin-in assembly receives, receives, coin-in Coins wagered. verifies, counts and appropriately routes coins deposited in the machine. The coin-in meters (mechanical and software) accumulate total coin-in numbers.

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coin-out Coins or credits won and paid, or credits won and wagered. The coin-out meters (mechanical and software) accumulate total coin-out numbers. collective remote candle Several machines connected to one candle. communication 1) The flow of information from one point (the source) to another (the receiver). 2) The act of transmitting or making known. 3) The process by which information is exchanged between individuals through the use of a commonly accepted set of symbols. communication mode An operating state in which a serial card or port is prepared to exchange data and signals with a modem or other type of data communication equipment (DCE). communication system Any one of several system configurations linking machines and a control device (LCOM, CVT or modem) via fiber-optic cables to a central computer for the purpose of gathering accounting data. communications channel The physical means of connecting one location or device to another for the purpose of transmitting and receiving data. Coaxial cables, fiber optics, microwave signals, telephone lines and satellite communications all serve as communication channels. Communications Front-End (CFE) 1) A processor on the network that is between the Real Time System’s processor and the cluster controllers at the remote site. The CFE is responsible for communicating with and polling the cluster controllers. When it is polled by the real time system it responds with the data gathered from the CCs. 2) A computer system that controls the transfer of data from the cluster controller to the central system.

contribution The percentage of total play into a machine that is applied to the progressive jackpots and reserve funds. The number is divided by all locations on line  based on the amount of play per each game at that location. control character A non printing character that controls or modifies the way information is printed or displayed. controlling central agency The entity that has full responsibility for the operation and maintenance of the gaming system. coprocessor An auxiliary processor that is designed to relieve the demand on the main processor by performing a few specific tasks. CPU Central Processing Unit The major component of a computer system with the circuitry to control the interpretation and execution of instructions. CRC Cyclic Redundancy Check Signals, sent between microprocessor devices, to prevent tampering or incorrect data being sent. credit One credit is equal to the denomination of the game  being played. Games are played using credits for ease of displaying the amount bet and won. credit limit The maximum number of credits the machine will accumulate before causing either a hopper-pay, handpay or cashout ticket situation. credit play Allows all awards, except the top award and handpays, to accumulate on the Credits display rather than dispensing from the hopper. Some game versions allow player-selected credit or noncredit play. credits cancelled Credits handpaid (but not won), that are cashed out of the credit meter. These credits could come from either a coin-in or a bill acceptor.

communications protocol A set of communication rules that provides for error checking between devices and ensures that transmitted data are not lost.

credits collected The sum of credits won and credits cancelled that are paid out during cashout.

concentrator Data control switch to route data flow to/ from the slot bank(s) and bonus server, and to/from the slot bank(s) to IGS.

Cross Validation Unit (XVU) A device that allows several clerk validation terminals (CVTs) to share ticket data s o that patrons can redeem tickets at any other systemlinked CVT or machine.

configuration 1) A general-purpose computer term that can refer to the way a computer is set up. 2) The total combination of hardware components that make up a computer system. 3) The software settings that allow various hardware components of a computer system to communicate with one another. configuration workstation Console for ABS and the only user interface with the system; configures parameters for ABS. configure To change software or hardware actions by changing settings.

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CRT Cathode-Ray Tube An electronic tube with a screen, such as a television picture tube, upon which information can be displayed. current contribution amount The value of the prize contribution at the current point of time. cursor 1) The moving, sliding, or blinking symbol on a CRT screen that indicates where the next character will appear. 2) A symbol displayed on the video monitor in the self test mode indicating where the user ’s next action will take effect.

Glossary - 5

CVT Clerk Validation Terminal A cluster controller that has a keyboard and the ability to print sales reports. The cluster controller stores the data collected from the machines located at a particular location. Used by a cashier to validate printed cash-out tickets (for lottery games) prior to cash redemption.

DCN Data Collection Node An electronic circuit board connected to each game in the Acres Bonusing System™. It handles communication between the host and machine, receives bonus promotions from bonus servers, and sends bonus-related information to bonus servers, concentrator and host.

CVT-Plus Clerk Validation Terminal Plus A cluster controller having an 80960 processor and a keyboard (as opposed to the original CVT’s 8032 processor, keyboard, and built-in printer). The cluster controller stores the data collected from the machines located at a particular location. Used by a cashier to validate printed cash-out tickets (for lottery games) prior to cash redemption.

DCS Data Communication System One of several optional communication systems whereby the machine sends selected data to an external accounting device.

DACOM Dutch Asynchronous Communication System A data collection system used only in Holland. daisy chain A colloquial term for a group of devices connected to a host device, where the fir st device in the chain is connected to the host, the second device is connected to the first and the third device is connected to the second, and so on. To link together sequentially. data  Information. data bits In the stream of bits being sent from a computer to a peripheral device or another computer, the bits that contain meaningful information.

DCU Data Collection Unit A device capable of collecting and storing information (real-time data) from up to 32 card boxes. It also receives data and messages from the FEC for transfer to the card boxes. decimal number A numeral, usually of more than one digit, representing a sum in which the quantity represented by each digit is based on a radix of 1 0. The digits used are 0, 1, 2, 3, 4, 5, 6, 7, 8, 9. decimal system The commonly used form of number representation, in which numbers are expressed in the  base-10 system, using the ten digits 0 through 9. default A value, action, or setting that a computer system assumes, unless the user gives an explicit instruction to the contrary.

data bus The path along which general information is transmitted within the computer.

degauss To correct video display discoloration by neutralizing the magnetic field of a video monitor using a special degaussing tool.

data byte The bytes that contain meaningful information in the stream of bytes sent from the computer to a peripheral device or another computer.

delete 1) To remove or eliminate, as to erase data from a field or to eliminate a record from a file. 2) A method of erasing data.

data communications 1) The movement of encoded information by means of electrical transmission systems. 2) The entire process and science of enabling digital devices, such as computers, to communicate with each other.

denomination A factor that determines the monetary value of one unit of credit.

data encryption A coding technique used to secure sensitive data by mixing or jumbling the data according to a predetermined format. database A collection of information organized in a form that can be readily manipulated and sorted by a computer user. database management system A software system for organizing, storing, retrieving, analyzing and modifying information in a database. day meters The data resulting from the last daily poll of the machines. They provide the data on the number of games played and won, dollars played and won, and other critical information. DC Direct Current An electric current flowing in one direction.

Glossary - 6

diagnostics The mode in which the machine can be tested for module replacement. Tests for I/O (input/output), peripherals, display devices, and other hardware may be included. dialog box A window that appears over the main screen to provide information to the user or to request information from the user. The dialog box normally requires a response or acknowledgment from the user. digital Represented in a discrete (noncontinuous) form, such as numerical digits or integers. Digital-to-Analog Converter (DAC) A device that converts quantities from digital to analog form. DIP switch Dual In-line Package switch A small switch that can be manually set for one of two different values (usually on or off). DIP switches are used on PC boards for setting up various machine configurations. disable When machines are disabled, games cannot be played, but security event information is still communicated to the central computer.

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disk A flat, circular, magnetic surface, serving as a medium for storing information. Disk Operating System (DOS) An operating system whose principal function is to manage files and communicate with one or more drives. display A general term to describe what is seen on the screen of the display device of a computer. display board This is the player tracking output accessory to the SMIB logic board. It contains an encased vacuum fluorescent display, the driver and negative power supply for the display, a VIP light, a display control chip and a connection to the logic board. diverter The portion of the coin-in assembly that channels coins to either the hopper or the drop box. double up An extended game play available to the player to double his current winnings.

EEPROM Electrical Erasable Programmable Read-Only  Memory Many IGT machines utilize an EEPROM chip on the motherboard to store backup game data. EGM Electronic Gaming Machine A gaming machine that collects and dispenses credits, and houses the games. This term is also synonymous with VGM, VGD, VLT, machine and gaming machine. EISA Extended Industry Standard Architecture A 32-bit wide  bus architecture designed for PCs that supports multiprocessing and uses either an Intel 80386, 80486, or Pentium microprocessor. Electronic Funds Transfer (EFT) A cashless method of paying for goods or services. Electronic signals between computers are used to adjust the accounts of the parties involved in a transaction. Commonly used to make periodic payments, such as insurance premiums. enable To activate, usually with a software command.

download To transfer files or information from one computer to another, or from a computer to a peripheral device such as a printer.

enclosure The metal body that houses internal machine components. The enclosure is often installed in a cabinet.

drop Coins or bills in the drop box.

encryption The password used to encrypt a message in communications.

drop box The container in the bottom of the cabinet that catches and holds coins when the hopper is full. In bill acceptors, the lower compartment where bills are deposited. drop door The door normally on the bottom of the machine or in the stand which prevents access to the coin drop. drop-door sensor switch Monitors the number of times the drop (cash) door is opened. drop hold percentage Also referred to as coin room percentage. Expression used in some casinos to denote what percentage of the total drop of a gaming machine is money actually won. Calculated as follows:

Total Drop - (Fills + Jackpots) Total Drop Drop-In Bar (DIB) A physical package format where the machine is set into a horizontal bar counter-top or contained in a cabinet. dual-monitor module Optional video monitor assembly made to attach to and work with a video machine. DUART/UART Dual Universal Asynchronous Receiver/  Transmitter and Universal Asynchronous Receiver/  Transmitter A communication IC that can interface  between a microprocessor and a serial channel. E-Squared See EEPROM .

End of Day (EOD) See End of Period. End of Period (EOP) A period of time after which game play, coin-in, coin-out and other gaming performance parameters are verified to provide operational control and management information. enrollment The process of qualifying a component for participation in a network. Enter key A key that confirms an entry or sometimes a command. EPROM Erasable Programmable Read-Only Memory A nonvolatile medium for program instructions. Game programs and video graphics are stored on EPROMs. error A data processing problem. The machine enters the tilt mode, an error message displays and game play is suspended until the problem is corrected. escalator In slant-top and flat-top machines, the part of the hopper that carries coins up to the coin tray. ESD Electrostatic Discharge The discharge of electrical energy that occurs when a charged body comes into close proximity to an object of lesser or opposite charge. Ethernet A high-speed local area network that consists of a cable technology and a series of communication protocols. It is a registered trademark of the Xerox Corporation. Ethernet cable systems A system of high-performance coaxial cables widely used in the communications industry.

January 15, 2003

Glossary - 7

Eurocredit A coin-in/credit system used in some gaming machines that allows the player to insert coins over and above the maximum number that is playable on a pergame basis. There is an operator-selectable maximum credit limit on the Eurocredit machines and pl ayers can insert coins at their discretion until this limit is reached. Eurocredit machines are most popular in casinos outside the U.S. Euro noncredit A credit mode where once the maximum  bet is reached, all inserted coins are accumulated as credits in the credits meter up to the credit limit. Any single win greater than the hopper limit is hand paid. All other wins are paid from the hopper to the coin tray. The credit limit is set in self test. event log Allows an operator or attendant to view metered events recorded by the machine. exception log A paper record of all reported abnormal events generated on a wide area progressive system. exception message A message that is printed on the exception printer for any abnormal conditions that cause status to alter from normal. expanded paytable glass The lower glass on a machine that shows an extension of the upper glass paytable. expanded reel The term used to describe an electronic slot machine in which the number of reel stops in the computer program is greater than the number of stops on the actual reels of the slot machine. extended industry standard architecture (EISA) A 32-bit wide bus architecture designed for PCs that supports multiprocessing and uses either an Intel 80386, 80486, or Pentium microprocessor. EZ Pay System which allows ticket validation at the electronic gaming machine (EGM), clerk validation terminal (CVT), and cashier ’s window. FAT File Allocation Table The table that the operating system (OS) uses to locate files on a disk. FCON Fiber Converter An electronic device that converts fiber-optic light signals to electrical signals for 4-wire transmission. FEC Front-End Controller A dedicated computer that polls machine data from the DCUs for transfer to the Transaction Processor (TP). It also sends information from the TP back through the DCUs to the card boxes. All messages and data, whether received or sent by the FEC, must be in RS-232 computer readable code. fiber optics The transmission of information with light energy as the transmission carrier and plastic or glass as the medium.

Glossary - 8

fiber-optic cable A transmission medium that carries pulses of light over strands of glass . Fiber optics can carry hundreds of millions of bits per second over thousands of miles. Since the glass fibers are carrying light, they do not receive outside interference and do not lose appreciable strength. Fiber-optic transmission reduces errors in transmission. A f iber-optic cable contains two glass strands. Each strand or fiber is covered in a sheath made of plastic. fiber-optic interface board Any one of several optional PC boards that convert electronic digital data to light for fiber-optic transmission. Fiber T A device for branching fiber-optic communication runs or amplifying a fiber run that exceeds 80 feet. field A single piece of information, the smallest unit normally manipulated by a database management system. A record is made up of one or more fields. Field Service Manual (FSM) An IGT service publication covering machine hardware, including: installation, maintenance, troubleshooting, disassembly and assembly, parts lists, wiring diagrams and schematics. field service supplement An IGT service publication that describes hardware and software specific to a certain machine or jurisdiction. file Any named ordered collection of information stored on a disk. File Allocation Table (FAT) The table that the operating system (OS) uses to locate files on a disk. filename The name that identifies a file. fill Coins that are added to the hopper of a gaming machine that has become empty as a result of player wins. firmware Programs stored permanently in read-only memory (ROM). FLASH Also referred to as programmable and erasable read-only memory which is a device that allows data to  be rewritten. flash card A credit card-sized memory device used in the LCD unit for bonus game and attract message storage. flat-top A type of machine with a flat top, designed for installation in a bar cabinet. The game is viewed from above the machine while the player is typically seated. floppy disk A disk made of flexible plastic, as opposed to a hard disk made of metal. fluorescent flasher Controls the fluorescent lights on the machine that indicate the player is in bonus mode.

January 15, 2003

format 1) The form in which information is organized or presented. 2) The general shape and appearance of a printer’s output. 3) To divide a disk into tracks and sectors where information can be stored. frequency The number of complete cycles transmitted per second, usually expressed in hertz. full-duplex communication A method of data transmission where two devices transmit data simultaneously. This method allows the receiving device to echo back each character of the message as it is received. function keys Specially designed keys that, when pressed, initiate a function on a computer keyboard, word processor or graphics terminal. funding entity The entity that accounts for and finances a prize amount. game A program designed to offer a player chances to win prizes by betting some unit of credit of the correct denomination. There can be several games in one machine. game closed mode In linked games, describes suspension of normal game play by the central computer system. game code The second half of the model code; it refers to which game type is represented by glass or software (i.e.,  Joker Poker = XX65.) game play mode The operational mode that exists when the machine is functioning properly and a customer is playing a game. game speed The pace at which a game is played. This may be set by a player or an operator in the setup mode. ghost A stop on a slot reel which does not contain a slot symbol. gigabyte (GB) A unit of measurement equal to 1024 megabytes. group A set of progressive prizes with a reserve fund. The prizes all have the same base denomination and funding entity. half-duplex communication A way of communicating  between one computer and another computer, or a peripheral device in which data can only be sent or received, not both at one time. hand In video poker games, one set of five cards. A standard poker game consists of an original hand, and after the player keeps or rejects cards, a final hand. Wins or losses are based on the final hand. handpay Money award paid by an attendant rather than  being dispensed by the machine. handheld terminal (same as wand or scanner)  A portable device used to read machine data and then download the information to a computer.

January 15, 2003

handle pulls The total number of pulls of the machine handle. Also known as games played. hard count The counting of money generated by gaming operations in the form of coins. hard drop The controlled process of removing coins from gaming machines. hard meters An internal accounting system that is displayed on mechanical meters on all video and reel gaming machines. These meters are not resettable, i.e. they are at zero when the machine is built and they continue to count the cumulative number of coins in, out, etc. throughout the life of the machine. hertz (Hz) An expression used to describe the frequency of the power line voltage supplied to the gaming machine, e.g., 50 hertz, 60 hertz. hexadecimal system The representation of numbers in the  base-16 system using the ten digits, 0 through 9, and the six letters, A through F. hit frequency A term used to describe the average frequency at which winning game outcomes will occur on a gaming machine. It is calculated by dividing the number of individual hits, or winning games, by the number of possible game outcome combinations. Hold The physical button on video poker machines that, when pressed, allows the player to keep cards in a poker game. hold percentage The percent of coins played that are retained or won by the gaming machine. It is calculated  by subtracting the payback percentage from 100 percent. holeywheel hopper A type of hopper mechanism, initially developed for large, heavy coins, that uses a punched rotating wheel to collect coins from the hopper  bowl, and separate them from the other coins for transport to the eject area. hopper An assembly inside the machine that receives, holds and dispenses coins. When the hopper is full, coins are diverted to the drop box. hopper probe A simple electromechanical sensing element located in the coin hopper. When the coin mass in the hopper bowl reaches and touches the hopper probe, a signal is sent to the microcomputer indicating that the hopper is full. See diverter . host computer 1) A central processing unit that provides the computing power for the remote terminals and peripheral devices connected to it. 2) The computer that is in charge during a telecommunications or local area network session. 3) The central controlling computer in a network of computers. host machine A machine used in conjunction with another assembly that cannot stand alone, such as a dualmonitor module or a bill acceptor.

Glossary - 9

hybrid A term utilized by phone companies to define the unit in telephone rooms where a phone company circuit ends and the in-house wiring begins. IBA Imbedded Bill Acceptor The bill acceptor is considered imbedded whether it is in a cabinet or top box format. See bill acceptor . icon 1) A symbol that graphically represents an object, a concept, or a message. 2) A pictorial representation of a software function. idle mode The condition that exists when a game is not  being played and no credits exist on the credit meter. IGS IGT Gaming Systems A comprehensive group of casino management products used by gaming sites for accounting and player tracking purposes. initialize 1) To set to an initial state or value in preparation for some computation. 2) To prepare a blank disk to receive information by organizing its surface into tracks and sectors (format).

jackpot reset switch (same as reset switch)  A key-activated switch that: (a) enables option selections within some self test pages; (b) enters and advances through the statistical data mode; and (c) resets the machine’s internal progressive parameters (as applicable) after a jackpot.  Java™ A cross-platform, object-oriented programming language developed by Sun Microsystems. jurisdiction An authority within which all gaming regulations are governed. K (same as kilobyte) A unit of measurement consisting of 1024 bytes. K can also stand for the number 1024 in which case Kbyte is used for kilobyte. Kbyte (same as kilobyte) A unit of measurement consisting of 1024 bytes. K can also stand for the number 1024 in which case Kbyte is used for kilobyte. kilobyte (K) A unit of measurement consisting of 1024  bytes. K can also stand for the number 1024 in which case Kbyte is used for kilobyte.

input The introduction of data from an external storage medium into a computer’s internal storage unit.

kilohertz (kHz) A unit of measurement of frequency, equal to 1,000 hertz.

input/output (I/O) The inputs and outputs of a machine. Typically, inputs are from switches, etc., and outputs are to lamps, etc.

LAN Local Area Network  A group of computers connected for the purpose of sharing resources.

insert A separate piece of glass or film that contains information not printed on the exterior glass panel. This can be award amounts, a paytable, or other important information. Intel 8032 Microprocessor The microprocessor used in certain SMART System floor devices, SMIB, DCU, and SMART card reader, as well as the CVT, S-Plus and PEPlus machines. interface 1) The point at which independent systems or device groups interact. The devices, rules or conventions  by which one component of a system communicates with another. 2) The part of a program that defines constants, variables, and data structures, rather than procedures. 3) The equipment that accepts electrical signals from one part of a computer system and renders them into a form that can be used by another part. 4) Hardware or software that links the computer to a device. 5) To convert signals from one form to another and pass them  between two pieces of equipment. interface card A card that handles the interface (or connection) between the computer and a particular peripheral device. IPT Imbedded Player Tracking Enables the owner/operator to identify and gather information about playing patterns on individuals through the use of customer membership cards.

Glossary - 10

LCD Liquid Crystal Display A color active-matrix display similar to a laptop personal computer. This display is located in the top box and is used for bonus games, custom attract messages and a variety of diagnostic and setup displays. LCT Local Communication Terminal A cluster controller that collects data from machines and transmits it to a central computer. LED Light Emitting Diode An electronic component that glows when supplied with a specified voltage, commonly used in digital displays and as status indicators. light box A plastic bracket containing fluorescent lights to illuminate the display glass. light pen A device used to make game selections directly on the screen in some video games, such as keno. line lights The payline lamps located adjacent to the pay lines in the reel glass of a multi-line slot machine. As coins are inserted, the lamps light in sequence, indicating the paylines that are activated. line up A type of game that utilizes spinning slot reels or a video simulation of reels. A win occurs when reel symbols line up in a specified manner. link Two or more machines that are connected to a progressive meter.

January 15, 2003

link/standalone progressive Link progressive applies when the machine is connected in series with a group of machines and also connected to a progressive controller. When correctly installed and active, the current progressive top awards are the same for all machines in that link. Standalone progressive applies when the machine is not connected in any way to other machines. Internal progressive amounts must be set for each machine. live system A computer that runs the wide area progressive games and displays the main system window. Local Area Network (LAN) A group of computers connected for the purpose of sharing resources. Local Area Progressive (LAP) A group of prizes that is paid by a funding entity other than the controlling central agency. lockout A solenoid device for disallowing coin or token acceptance. lockup This situation occurs during some tilt and error conditions. Game play is suspended but self test and statistical data modes are operational. log in (same as log on) To sign-in on a computer. log off (same as log out) 1) To stop using the computer. 2) The process of signing off the system. log on (same as log in) To sign-in on a computer. log out (same as log off) 1) To stop using the computer.  2) The process of signing off the system. logic door An electronics cage and lock which prevent access to the main processor board. See card cage. lottery A jurisdiction in which some form of gambling is allowed, but typically more restricted than gaming  jurisdictions. A system usually connected to a central computer via a communication system. loud bowl A large coin tray designed to resound loudly as coins are paid out. lower module A removable assembly within the machine. The chassis houses the power supply, motherboard, processor board, connector panels and various optional assemblies or PC boards. LSAMS Lottery Security, Accounting, Management System One of IGT’s lottery systems, i ncluding the communication protocol from the CS (central computer) to the CC (Cluster Controller) and from the CC to the machine. machine A gaming machine. This term is also synonymous with EGM, gaming machine, VGD, VGM and VLT. Sometimes a lottery terminal.

January 15, 2003

machine address (same as polling address)  A unique hexadecimal number resident on a processor board or communication board, and used by some accounting and communication systems for machine identification. machine door On machines, the main access door typically contains the player switches and/or other input devices, coin entry, key lock and various other assemblies. main door The door on the front of the machine which prevents access to the printer, hopper, front panel switches and other operator accessible items. main menu In a video game or software program, an initial selection screen where the player or operator chooses which game to play or portion of the program to run. master file Data stored in a computer system concerning relatively stable information such as machine serial numbers and denominations or personal data on club players for a player tracking system. max bet (same as max coin) The maximum number of coins or credits the game will accept for a single play. max coin (same as max bet)  The maximum number of coins or credits the game will accept for a single play. max hopper pay The determined amount of coins that the hopper will pay out before a handpay is needed. Should correspond with the amount that appears on the glass insert. max pay (same as max win)  The highest award on the game paytable. max win (same as max pay) The highest award on the game paytable. megabyte (MB) A unit of measurement equal to 1024 kilobytes, or 1,048,576 bytes. megahertz (MHz) A measure of transmission frequency equal to one million hertz. memory A hardware component of a computer system that can store information for later retrieval. memory location A unit of main memory that is identified by an address and can hold a single item of information of a fixed size. menu item A choice in a menu, usually a command to the current application. meters Counters. IGT machines utilize both mechanical and software meters to collect game play data. Hardware meters collect lifetime totals and cannot be reset. Software meters are displayed in the statistical data mode, and can be reset to zero.

Glossary - 11

microprocessor An integrated circuit on the computer’s main circuit board. The microprocessor carries out software instructions by directing the flow of electrical impulses through the computer. MIDI Musical Instrument Digital Interface An industry standard for music being produced digitally. mix The game types (poker, keno, reel slots, etc.), configurations (upright, slant-top, or flat-top machines), and denominations on the casino floor. An empirical ratio adjusted continuously by slot management. mode An operational state of the machine. IGT machines typically have five modes: game play, idle, statistical data, self test and tilt. modem (acronym for modulator/demodulator) A device that provides communication capabilities between pieces of computer equipment over common telephone lines. monitor A display device similar to a television screen used in video games to receive and display game and service information. monitor mask A molded plastic frame that surrounds the outside edges of the video monitor (or monitors) and enhances the screen display by reducing glare and light reflections from inside the machine. Montana-style credit A credit mode where all inserted coins are directed to the credits meter up to the credit limit. In order to place a bet toward the next game, the player must play a credit. A win that would cause the credits meter to exceed the credit limit is hopper paid. If this hopper pay amount is greater than the hopper limit, the amount is hand paid. All other wins are paid to the credits meter. The credit limit is set in self test. Anytime when coins are inserted, the player must play at least one game before they are allowed to cash out the accumulated credits. motherboard A PC board on the lower module that acts as an interface between the processor board and the electrical machine assemblies. MS-DOS  Microsoft Disk Operation System An operating system that governs the IBM PC and compatible computers. multi-coin game Allows the player the opportunity to increase the amount awarded by increasing the amount wagered. multi-denomination gaming A type of gaming that allows players to choose the value of each credit they wager from a denomination set configured by the operator. multi-line game Allows the player the opportunity to play multiple paylines on reel slots by increasing the amount wagered.

Glossary - 12

multiple level progressives Progressive amounts added to second, third, etc., pay levels and displayed. Limited only by machine program capability. multiplier pay Each win amount is a linear multiple of the number of coins or credits bet. See bonus pay. multiplexer (MPX or MUX) A device that allows several communications lines to share one computer data channel. NETPLEX An IGT proprietary multidrop serial communication link between the processor and all installed peripheral devices used to transfer information and allow control of peripherals. network 1) The result of two or more computers being connected to allow them to share the same software and information. 2) A system of interconnected computers and terminals. network administration Management of software and hardware that connects computers in a network. network administrator The person responsible for setting up and maintaining a network. Nevada-style credit A credit mode where coins may only  be inserted up to the maximum bet amount. Any single win greater than the hopper limit is hand pai d. All other wins are paid to the credits meter up to the maximum hopper setting. Nevada-style noncredit A credit mode in an S-Plus International game where coins may only be inserted up to the maximum bet amount. Any single win greater than the hopper limit is hand paid. All other wins are paid from the hopper to the coin tray. node 1) Any terminal, computer, or peripheral in a computer network. 2) The connecting point on a component, printed circuit board, or logic element where electrical connections can be made. noncredit mode The machine will accept no more than the max bet allowed per game, and all wins are paid out in coins or by an attendant at the time of the win. If a bill acceptor is present, it functions as a changer only. noncredit play The machine will accept no more than the max bet allowed per game, and all wins a re paid out in coins or by an attendant at the time of the win. If a bill acceptor is present, it functions as a changer only. note acceptor (same as note validator) Optional assembly that accepts valid paper notes and causes the host machine to either dispense change or issue credits. note acceptor pay mode The available options are credit only (pays only in the form of credits), player initiated (pays either credits or cash depending on the player initiated selection), and noncredit.

January 15, 2003

note validator (same as note acceptor) Optional assembly that accepts valid paper notes and causes the host machine to either dispense change or issue credits.

NT File System (NTFS) A type of system used by the Windows NT operating system that organizes and keeps track of files.

optic sensor An electronic device used to sense mechanical motion and provide an electrical signal of this motion to the microcomputer system. In most of the optic devices used throughout IGT products, there is an infrared (invisible) light source that emits a beam of light on a phototransistor. The device is strategically placed in the machine so that the mechanical motion which is  being sensed will block the light path, thus causing a signal change in the output of the phototransistor.

NTFS NT File System A type of system used by the Windows NT operating system that organizes and keeps track of files.

optical coin detection The technique of validating coins  being put in or being paid out of a gaming device using optical detectors.

NTSC decoder board An optional PC board that allows video machines to display an NTSC (National Television Standards Committee) signal. DIP switches on the board allow various configurations.

optimum A calculated payout percentage range for a poker game assuming an optimum (skilled) play strategy for each and every hand.

note validator door The door which prevents access to the notes accumulated by the note validator.

nudge The reels in this slot game move up or down one symbol when a nudge symbol hits. Examples of a nudge game are Slam Dunk, Balloon Bars and Knock Down. ODBC Open Database Connectivity A standard database access method developed by Microsoft that makes it possible to access any data from application, regardless of which database management system (DBMS) is handling the data. ODBC DSN Open Database Connectivity Data Source Name See also ODBC or Open Database Connectivity. The name of the source directory from which data is taken. offline Not currently communicating with host system. online Communicating with host system. Open Database Connectivity (ODBC) A standard database access method developed by Microsoft that makes it possible to access any data from any application, regardless of which database management system (DBMS) is handling the data. operator A machine operator, owner, service technician or any other person with access to the interior of the machine by opening the front door. operator menu The menu entered by pressing the test switch with the main door open that allows access to accounting, diagnostics, setup and other operator functions. This menu has an on screen display that shows what options are available. operator selectable A value or option that is selectable only by the operator from the operator menu. The default value is one selected at machine configuration.

January 15, 2003

optimum player return The theoretical payback percentage on a poker machine being played according to the best case strategy for each and every hand. ordered royal flush A poker game hand consisting of a royal flush positioned from left to right on the screen. OTP One-Time Programmable A memory device that only allows information to be loaded once and must be replaced if a change is needed. See ROM . out of service mode The machine is rendered inoperable without turning the power off. output 1) Data transferred from a computer’s internal storage unit to some storage or output device. 2) The final result of data that have been processed by the computer. page In video games, one full screen display of information as presented in the self test and statistical data modes. parallel interface A personal computer interface that uses a multiple-path communication line, often used for printer connection. partial pay A predetermined number of coins that is paid to the player from the machine coin hopper upon hitting a jackpot. The balance of the jackpot is paid by a n attendant. The number of coins paid in the partial pay is usually operator selectable. partitioned software A slot machine architecture in which the machine’s software program is broken down into two separate sections and stored in two separate memories. The overall machine operation instructions are stored separately from the reel strip and paytable information.

Glossary - 13

password A special word, code or symbol that must be presented to the computer system to gain access to its resources. Used for identification and security purposes.

amounts as a function of each paytable A chart of pay amounts winning combination and number of coins or credits bet. bottom glass that shows shows paytable glass The top and/or bottom the paytable for that machine. paytable insert A separate piece of glass or film used when the exterior glass has a grid printed on it, but needs an additional paytable insert behind it representing the paytable.

amount of money the player is payback percentage The amount expected to win divided by the amount of money played over a long period of time, expressed as a percentage. On games where there is a bonus pay on jackpots won with maximum coins played, the payback percentage will vary slightly, depending on how may coins per game are played. award from from a game. payout An award PCON Plastic Fiber Universal Converter A SMART System accessory that converts fiber-optic light signals from the DCUs to RS-232 computer readable code for the FEC. It also converts signals the other way (RS-232 to light). peripheral An intelligent intelligent input/output input/output device device connected connected to the machine such as a touchscreen, a printer, or a bill validator that communicates to the main processor via cables and proprietary interface software. PEROM Programmable and Erasable Read-Only Memory A device that allows data to be rewritten (same as FLASH). Personal Computer-Slot Accounting System (PC-SAS) A data collection package that involves machines linked together via fiber optics. physical coins-in The number of actual actual coins coins physically deposited into a game (differentiated from coin-in, which can be either a coin or a credit that is wagered).

where the spinning reel physical stop The actual places where can stop. There is a stop for each symbol shown on the reel strip. pinwheel A rotating rotating steel disc used in coin hoppers hoppers to dispense coins. Small metal pins or raised points located along the outer circumference of the pinwheel provide individual pockets where coins can ride along as the pinwheel rotates. As the coins reach the exit point of the hopper, hopper, they are stripped off the pi nwheel by the hopper knife. Play Max (same as Play X)  A screen button or a physical  button. The Play Max Max function bets the the maximum number of credits allowed provided there are enough credits on the credit c redit meter.

Glossary - 14

Play X (same as Play Max)  A screen button or a physical  button. The Play Max Max function bets the the maximum number of credits allowed provided there are enough credits on the credit meter. player digital display In reel slot machines, game information is presented as an LED digital display through windows on the slot glass. player panel switch (same as player switch)  An input switch that communicates player selections to the processor board. Some player switches also have functions in self test and statistical data modes. player selectable credit A gaming machine feature that allows the player to play the machine in either credit or noncredit mode. player server Controls displayed messages that go go to the vacuum fluorescent fl uorescent display. display. player switch (same as player panel switch) An input switch that communicates player selections to the processor  board. Some Some player switches also have functions functions in self test and statistical data modes. Player Tracking System (PTS) A data collection package that enables the owner/operator of IGT machines to identify and gather information about players via ID cards and readers.

electronic request for information, usually from poll 1) An electronic a central PC or other computer to various peripheral devices. 2) The process of gathering the meter information from each game and reporting it to the central computer. polling address (same as machine address) The address to which the machine responds during communication.

the screen screen pop-up menu A menu that appears on the anywhere other than in the standard s tandard menu bar location. connection that allows communication communication between between port The connection a digital system on a PC board and an external device. circuit that supplies the DC voltages voltages power supply A circuit required for the operation of an electronic system. Usually a power supply will convert AC line voltage to the needed DC voltage for a particular system. hardware component of a printed-circuit board A hardware computer or other electronic device, consisting of a flat, rectangular piece of rigid material, commonly fiber glass, to which integrated circuits and other electronic components are connected. printed ticket Some machines utilize a ticket printer rather than a coin hopper. When a win occurs and the player presses the Collect Winnings switch, a printed ticket dispenses from the machine and can then be redeemed for cash.

January 15, 2003

money ney that can be won by prize amount An amount of mo playing a game. This could be a fixed amount or in the case of a progressive prizes, an amount that increases  based on player activity activity.. prize base The initial prize amount amount for a progressive progressive prize. prize base reset This value replaces the the prize base value when a progressive prize is won. prize base revert When a progressive progressive prize is hit this value is copied to the prize base reset. This allows for a lower prize base reset when prizes are hit close together. together.

absolute maximum dollar amount amount that a prize cap The absolute prize amount can reach. has a prize contribution Each progressive prize has contribution percentage associated with it. This factor is applied to each unit of credit played on the games associated with the progressive prize. The resulting contribution amount is used to increment the pr ize amount. prize maximum The highest highest amount a prize can reach. reach. prize maximum boost The maximum dollar amount a prize amount can grow during a 24-hour period.

the likelihood of an probability A number expressing the occurrence of a specific event. hardware component component of of a computer computer that processor The hardware performs the actual computation by directly executing instructions represented in machine language and stored in main memory. processor board The printed circuit board assembly in IGT gaming machines that contains all of the microcomputer microcomputer system circuitry, circuitry, and sometimes the interface circuitry associated with the game inputs and outputs. Programmable Read-Only Memory (PROM) A type of ROM device that is programmed after fabrication, unlike ordinary ROM devices, which are programmed during fabrication. progressive A system of pooling a fraction of each wager into a cumulative fund that is available for a top-pay win. A game that increments the prize amount based on player participation. The three kinds of progressives are wide area, local area, and standalone.

progressive functions progressive controller Controls all progressive in a progressive link system (several machines linked together to increment progressive totals equally). progressive meter A display display meter, meter, linked to the progressive machine(s), that shows the potential prize amounts.

January 15, 2003

PROM Programmable Read-Only Memory Memory that can  be programmed by electrical pulses. Once programmed, it is read-only. protocol Generically the communication standard  between two serial serial devices. Often used to reference the the type of security, accounting and management systems that the machine is designed to communicate with.

active PRTS Progressive Real Time System This is the live or active system. It is in constant communication with all the devices that make up the online progressive system. The main communications interface of the PRTS is the system window. three or four page report PSR Program Summary Report A three that describes the features, capabilities, self test pages and statistical data information for a game’s program version. that PTS Player Tracking System A data collection package that enables the owner/operator to identify and gather information about players via ID cards and readers. pull-down menu A menu, usually used as an extension extension to the menu bar, that is hidden until you move the pointer to its title and press the mouse button. QUART Quad Universal Asynchronous Receiver Transmitter A communication device that provides four independent full-duplex asynchronous receiver/transmitter channels in one single package. RAID Redundant Array of Independent (or Inexpensive) Disks A type of disk drive that uses two or more drives in tandem for performance and fault tolerance (the system’s ability to respond to an unexpected hardware/software hardware/software failure.) The following RAID levels provide: Level 0: data striping (spreading out blocks of each file across multiple disks) but no redundancy. redundancy. This improves performance  but does not deliver fault tolerance. Level Level 1: disk mirroring. Level 3: same as Level 0, but reserves one dedicated disk to be used for error correction data. This level provides good performance and some level of fault tolerance. Level 5: data striping (at the byte level) and also stripe error correction information. This results in superior performance and good fault tolerance. RAM Random Access Memory A memory memory into which the user can enter information (write) and extract information (read). It is the working memory of the computer as well as the backup memory of game information that is stored in the CMOS RAM chip on the processor board.

from a population population so that each random A sample drawn from member of the population has an equal chance of being drawn. Random Access Memory (RAM) Volatile, olatil e, digital, digita l, read/ write memory that can easily have its bit pattern changed.

Glossary - 15

RBP Rapid Bonus Progressive A progressive configuration that can increment and pay on up to six levels of winning combinations, rather than just the top a nd second levels. Read-Only Memory (ROM) Memory whose contents can  be read but not not changed; used for for storing firmware.

term describing online computer computer processing processing real time A term systems that receive and process data quickly enough to produce output to control, direct, or affect the outcome of an ongoing activity or process.

RFA Resident Flash Array This is an onboard flash memory for the Vision LCD operating system that needs periodic updating to function with new releases of the bonusing game software. RISC Reduced Instruction Set Computer A type of central processing unit that usually has a smaller number of instructions that can be completed in 1-2 clock pulses.

contents can be ROM Read-Only Memory Memory whose contents read but not changed; used for storing firmware.

optional battery-backed battery-backed clock clock on the real time clock An optional processor board used by some games.

royal flush A poker game hand consisting of a 10, Jack, Queen, King, and Ace of the same suit.

Redundant Array of Independent (or Inexpensive) Disks (RAID) A type of of disk drive that that uses two or more drives in tandem for performance and fault tolerance (the system’s ability to respond to an unexpected hardware/software hardware/software failure.) The following RAID levels provide: Level 0: data striping (spreading out blocks of each file across multiple disks) but no redundancy. redundancy. This improves performance but does not deliver fault tolerance. Level 1: disk mirroring. Level 3: same as Level 0, but reserves on dedicated disk to be used for er ror correction data. This level provides good performance and some level of fault tolerance. Level 5: data s triping (at the byte level) and also stripe error correction information. This results in superior performance and good fault tolerance.

common standard standard for serial data RS-232 A common communication interfaces.

with a set of symbols on a slot reel strip A plastic strip with reel. information and reel strip list Provides exact paytable information symbol alignment on each reel, and is shipped with the machine or with new reel program orders.

RS-232 cable Any cable that is wired in accordance with the RS-232 standard.

standard for serial data communication RS-422 A standard interfaces, different from the RS-232 standard in its electrical characteristics and in its use of differential pairs for data signals. for a high-speed serial RS-485 The electrical interface for port. software which controls the RTS Real Time System The software collection of data from the CVT. SAMS Security Accounting Management System A system that provides a secure environment to operate electronic gaming devices at a remote location using a cluster controller for communications with the EGMs. SAS Slot Accounting System A data collection and accounting package developed by IGT. Data on machine activity is transmitted to a controller which, in turn, transmits the collected data to a computer.

replicated install During the server configuration process, SmartStart gives the user the option of creating a “Replicated Install” diskette which allows the user to save configuration information into “profiles,” which can then be used over and over to accelerate the installation process.

device schematic An abstract representation of a complex device or concept, such as an electrical schematic.

entity to reserve fund This account is used by the funding entity accumulate prize contributions to pay for the prize base. As prize amounts are won, the prize base reset is used to decrement the amount.

graphical representation representation of of a button screen button The graphical drawn on the video screen simulating the function of a physical button when the screen is touched within the screen button boundary.

reset amount The starting amount for a progressive  jackpot which is also the amount that is displayed after the progressive is hit.

vertical or horizontal movement of scrolling The vertical information (text or graphics) on a display screen in order to display additional information.

reset switch A key-activated key-activated switch that: enables option option selections within some self test pages; enters and advances through the statistical data mode; and resets the machine’s internal progressive parameters (as applicable) after a jackpot.

SDS™ Slot Data System An accounting system product of Bally Gaming Systems®.

software mode mode that allows processor processor self test mode The software  board input and output output tests and enables option option selections.

retail site An establishment establishment where where gaming machines are are played. This term is also synonymous with location, venue, and retail location.

self test switch A service control control switch that that enters and advances through the self test mode, and enables data transfer between the CMOS RAM and EEPROM chips.

Glossary - 16

scanner See handheld terminal.

January 15, 2003

Semi-Euro credit A credit mode where coins may only be inserted up to the maximum bet amount. Any single win greater than the hopper limit is hand paid. A win that would cause the credits meter to exceed the credit limit is hopper paid. All other wins are paid to the credit meter. The credit limit is fixed at 9999. SENET Synchronous Expansion Network  An IGT proprietary I/O controller capable of handling 256 inputs and 256 outputs (switches, lamps). An auxiliary multiplexed channel providing 2,048 additional outputs.

single/double progressive Refers to the progressive operations of one or two top awards. Single progressive allows only the top award to be progressive. Double progressive allows the top two awards to be progressive. SIS Slot Information System A data collection package that enables the owner/operator of machines to keep information on players, as well as accounting information and statistical information related to machine events.

serial communication Data communicated over a singlepath communication line, one bit at a time.

site An establishment where gaming machines are played. This term is also synonymous with location, venue, retail site, and retail location.

serial interface An interface driver that controls communication via serial ports, between application and serial peripheral devices.

site ID A number used by the system to identify a location data record based on the ADSC, modem and CCOM numbers.

serial number The machine serial number which is stamped into the serial number tag on the outside of the machine.

slant-top A type of machine with a slanted top from which the game is viewed while the player is typically seated.

server A network computer or device that manages the network’s resources. Servers are often dedicated (they perform only their server tasks.) However, on multiprocessing operating systems, a single computer can simultaneously execute several programs. In this case, the server would refer to the program that is managing the network’s resources rather than the entire computer.

slave monitor board A processor board that controls the video functions of the upper monitor in a dual-monitor machine or module.

service light (candle) A light assembly that mounts either on top of the machine or in a remote location and indicates various machine modes and game conditions. Most service lights have two or more stages, or sections, stacked vertically. seven-segment display An LED display device that is composed of seven separate straight bars of light that displays the digits 0 to 9 when the appropriate bars are illuminated. shelf wheel A round metal disc attached to the hopper pinwheel. The shelf wheel works with the pinwheel to position coins for ejection. side eject hopper The standard type hopper in most upright gaming machines that ejects coins in a sideward direction. Simple Network Management Protocol (SNMP) A set of protocols used to manage complex networks by sending messages, protocol data units (PDUs), to different parts of a network. SNMP-compliant devices, known as agents, store data about themselves in Management Information Bases (MIBs). When requested, agents send their MIBS, which report whether a device is functioning properly, to the SNMP requesters.

January 15, 2003

slot game A type of machine that utilizes spinning slot reels or a video simulation of reels. A win occurs when reel symbols line up in a specifi ed manner. slot handle An optional handle located on the right side of a slot machine. Pulling the handle after a wager causes the reels to spin. Slot Information System (SIS) A data collection package that enables the owner/operator of machines to keep information on players, as well as accounting information and statistical information related to machine events. slot reel The part of a slot machine that holds one reel strip and spins. Machines generally have three or more independent slot reels. SMART card reader A device, connected to a workstation computer, that reads player or employee cards and allows access to player or employee records for display or update. SMART System Slot Marketing And Revenue Tracking System Modular system that is capable of providing player tracking, automating the accounting of a slot department, strengthening casino slot security and defining marketing targets. SmartStart The XVU server configuration process is guided by Compaq’s SmartStart®, a graphical interface program. This program prepares the system for the loading of Microsoft’s Windows NT Server and its service pack. Next, SmartStart prompts for the loading of Microsoft’s SQL Server 7 and its service pack, and finally the EZ Pay Ticket System is installed.

Glossary - 17

SMIB Slot Machine Interface Board A device containing logic and interface boards inside the card box or gaming machine. These boards store machine data until polled  by the DCU. SNMP Simple Network Management Protocol A set of protocols used to manage complex networks by s ending messages, protocol data units (PDUs), to different parts of a network. SNMP-compliant devices, known as agents, store data about themselves in Management Information Bases (MIBs). When requested, agents send their MIBs, which report whether a device is functioning properly, to the SNMP requesters. soft count The counting of paper currency and financial instruments (e.g., markers) generated by gaming operations. soft drop The controlled process of removing bills from  bill acceptors located in gaming machines. soft meter An internal accounting system that can be displayed on the screen of a video machine, or in the coin window on a reel slot machine. The signals that increment or drive the hard meters a re derived from the soft meter data, and the soft meters can be reset to zero. solenoid An electromagnetic device used to convert electrical energy into mechanical energy. The solenoid consists of a coil which, when energized, becomes a magnet. The magnet then causes a metal component to move in order to activate a mechanical device. spectrum display A dot-matrix, multi-color display device used to display the amounts in a progressive system. split pay An option that makes it possible to divide the game’s cash-out amount between the hopper and the printer. SQL Structured Query Language A standardized query language that allows a user to request information from a database. SSR Solid State Relay A relay built primarily from integrated circuits and other electronic systems containing no moving parts as part of their prime functions. stand The wood or metal base, housing the drop box, to which a standard upright machine i s attached.

statistical data mode The software mode that displays statistics accumulated in the game play mode, such as the number of coins in or the number of credits won. stepper motor A motor used for precision motion control. Stepper motors rotate by applying a pulsed voltage to their windings. Each pulse causes the stepper motor shaft to rotate only a few degrees. straight flush A poker game hand consisting of five cards of the same suit with consecutive values. Structured Query Language (SQL) A standardized query language that allows a user to request information from a database. subdirectory A directory within a directory. super cap The large capacitors, C14 (.22F) on the SMIB logic board, and C26 (.47F) on the DCU board, which act as battery backup to RAM. They can maintain RAM up to seven days. synchronous Two or more procedures occurring at the same time controlled by a mutual timing signal or clock. synchronous transmission A data transmission in which the bits are transmitted at a fixed rate. The tra nsmitter and receiver both use the same clock signals for synchronization. tape backup A mechanism that reads and writes information on magnetic tape to provide a copy of user’s data in case of an accident. telecommunication Transmitting information in a telegraphic or telephonic manner by line or radio transmission. Telltale-Plus The circuitry which allows the machine to determine if any of the high security doors, including the main door, and processor board on the machine were opened while the power was turned off. terminal The main console (keyboard and screen) of a system. terminator A component used at the end of a daisy-chain cable run to complete the circuit. theoretical hold The percentage of each credit that the machine will keep as gross profit.

standalone progressive A progressive game played for a prize amount that can only be won on one machine.

tilt An error in machine operation that suspends game play. Tilts can be caused by hardware or software problems and must be corrected before game play can continue.

Standard Euro credit A credit mode where once the maximum bet is reached, all inserted coins are accumulated as credits in the credits meter up to the credit limit. A win that would cause the credits meter to exceed the credit limit is hopper paid. If this hopper pay amount is greater than the hopper limit, the amount is hand paid. All other wins are paid to the credits meter. The credit limit is set in self test.

Token credit A credit mode only available when the appropriate set chip has been used to select the credits per coin (token) amount. By selecting a nonzero number for the credit amount, the token credit mode can be selected in self test, while selecting a zero disables the credit mode. If the game was in token credit mode before

Glossary - 18

January 15, 2003

using the set chip to change the credit amount to zero, the game defaults to Montana-style credit mode when powered up. (Refer to Montana-style credit.)

upright machine A type of machine that stands erect, usually attached to a stand. The machine door is hinged on the side and the game is viewed from the front.

top box An enclosed area at the top of the machine that typically contains a light box and display glass, a candle and/or various optional assemblies.

Vacuum Fluorescent Display (VFD) A small graphic display used to convey game play, diagnostic, status and other messages to the player, attendant or operator.

top glass A silkscreened piece of glass that fits into the top part of a game and usually shows the paytable.

VBatt Battery voltage.

top panel The main machine door on flat-top and slanttop machines. The top panel typically contains the player switches and/or other player input devices, coin entry, coin tray, video or slot glass and other components. touch panel A player input device on some video games, such as touch-panel keno. When the player touches a designated area on the panel, a corresponding area on the video screen is activated. touchscreen A video monitor that also acts as an input device by the action of touching specific locations of the screen to perform some activity or action. touchscreen button The graphical representation of a  button drawn on the screen simulating the function of a physical button when the screen is touched within the screen button boundary. Transaction Processor Engine (TPE) A set of programs that monitor and control the machines and a re responsible for coordinating prize amounts, accumulating group meters, gathering game meters data and ensuring the integrity of the system. translator Compatibility buffer between ABS and IGS. Transistor-Transistor Logic (TTL) 1) A family of integrated circuits having bipolar circuit logic. 2) A standard for interconnecting such circuits, which defines the voltages used to represent logical 0s and 1s. twisted-pair wire A type of wire that is made up of a pair of insulated copper wires twisted around each other to equalize, and therefore negate, outside electromagnetic interference. There are two varieties shielded twisted pair and unshielded twisted pair. UART/DUART Universal Asynchronous Receiver/Transmitter and Dual Universal Asynchronous Receiver/Transmitter These are integrated circuits that are used to communicate data from gaming machines to various accounting and security systems. The UART is a single device, i.e., one per package. The DUART is a dual device, i.e., two per package. unit of credit One unit of credit is equivalent to one unit of the base denomination associated with the game.

January 15, 2003

Version 1 CVT The term used to refer to CVTs that are connected to video/reel machines with hoppers. Version 2 CVT The term used to refer to CVTs that are connected to video/reel machines with ticket printers. VGD Video Gaming Device A gaming machine. This term is also synonymous with EGM, machine, gaming machine, VGM and VLT. VGM Video Gaming Machine A gaming machine. This term is also synonymous with EGM, machine, gaming machine, VGD and VLT. video monitor A display device similar to a television screen used in video games to receive and display game and service information. Vin Voltage in. virtual reel The term used for electronic slot machines in which the number of reel stops in the computer program is greater than the number of stops on the actual reels of the machine. VLT Video Lottery Terminal A type of game that is connected to a central computer system via a communications system. Video lottery customers often receive payment in the form of printed tickets that can be redeemed for cash. voucher A printed ticket from a video lottery terminal (VLT) which is redeemed for cash in lieu of direct payment as with a gaming machine. Vout Voltage out. WAN Wide Area Network  A network of geographically distant computers and terminals. wand See handheld terminal. WAP System Wide Area Progressive System A group of progressive games that are played for a prize amount funded by the controlling agency. Refers to games such as Megabucks® and Quartermania®. Wide Area Network (WAN) A network of geographically distant computers and terminals.

Glossary - 19

win Usually refers to the dollar value of a gaming machine’s hold percentage. It is calculated by multiplying the coin-in value in dollars times the hold percentage. window A portion of the video display area dedicated to some specified purpose. Special software allows the screen to be divided into multiple windows that can be moved around and made bigger or smaller. Windows allow the user to treat the computer display screen like a desktop where various files can remain open simultaneously. workstation 1) An individual work area that includes one or more devices on a network 2) A node through which a user can access a server or other nodes. XVU Cross Validation Unit A device that allows several clerk validation terminals (CVTs) to share ticket data so that patrons can redeem tickets at any other systemlinked CVT or machine.

Glossary - 20

January 15, 2003

Related IGT Documentation Machine Documentation IGT machine documentation consists of a series of manuals. Each manual addresses different aspects of field service as follows: •

Machine specifications – provide environmental, electrical, dimensional, stand, and lock specifications for IGT machines.



Machine installation – contains installation instructions for all IGT machines.



Troubleshooting – contains procedures to diagnose and rectify common problems with hardware components of gaming machines.



Game software – contains program information required to select options, test, diagnose and record cumulative data.



Maintenance procedures – provide complete field service instructions, including removal/ replacement, maintenance and adjustments, disassembly and assembly, and functional verification, for both optional and standard components.



Mechanical parts – contain exploded view illustrations and parts lists.



Electronic diagrams and parts – contain connector overviews, wiring diagrams, board assembly parts lists, and schematics.

Note:  IGT machines may be manufactured with components from a third-party vendor. For those components not documented in this manual, contact the component manufacturer directly.

Systems Documentation IGT systems documentation provides detailed information about systems operation: •

User’s guides – furnish information regarding system configuration, operations, and accounting procedures, and provide events lists and report samples.



System hardware guides – contain system-specific hardware information.



Quick reference cards – offer easy-to-use instructions about systems hardware and software.

Currently Available Documentation Refer to the following lists for information about currently available documentation. Visit the IGT Web site, www.IGT.com, for documentation prices and to view selected documentation online.

January 15, 2003

Documentation-1

All Machine-Related Products  Title

Part Number 821-287-XX 821-283-XX

Title

Part Number 821-333-XX 821-310-XX 821-318-XX 821-198-XX 821-321-XX 821-356-XX

• Machine Installation Procedures • Troubleshooting Game Machines

Game King Machines  All Game King Machines

• • • • • •

80960 Tester Operator's Manual Game King Release 3 Software Quick Reference Cards Game King Release 4 Software Quick Reference Cards Game King/Vision Series Peripheral Device Download Procedure Game Software: Game King Products – Release 4 Machine Specifications: 80960 Products

Upright Machines

• • • • • • • • • • • • •

Title Electronic Diagrams & Parts: Game King 17" Gaming Electronic Diagrams & Parts: Game King 19" Gaming Electronic Diagrams & Parts: Game King 19" Lottery (w/Printer) Electronic Diagrams & Parts: Game King 13" Gaming Electronic Diagrams & Parts: Game King 19" European Lottery (w/Printer) Machine Specifications: 80960 Products Maintenance Procedures: Game King 17" Upright Maintenance Procedures: Game King/Winner's Choice 19" Maintenance Procedures: Winner's Choice 13" Mechanical Parts: Game King 13" Gaming Mechanical Parts: Game King 17" Upright with Hopper Mechanical Parts: Game King 19" Upright with Hopper or Printer Winner's Choice 19" Field Service Supplement (ARMY)

Part Number 821-307-XX 821-242-XX 821-237-XX 821-246-XX 821-239-XX 821-356-XX 821-332-XX 821-236-XX 821-247-XX 821-244-XX 821-306-XX 821-301-XX 821-196-XX

Slant-Top Machines

• • • • • • • • • •

Title Electronic Diagrams & Parts: Game King 13" Slant-Top Gaming Electronic Diagrams & Parts: Game King 17" Slant-Top Gaming Electronic Diagrams & Parts: Game King 19" Slant-Top Machine Specifications: 80960 Products Maintenance Procedures: Game King 13" Slant-Top Maintenance Procedures: Game King 19" Slant-Top Maintenance Procedures: Vision Series/Game King 17" Slant-Top Mechanical Parts: Game King 13" Slant-Top Mechanical Parts: Game King 17" Slant-Top Mechanical Parts: Game King 19" Slant-Top

Part Number 821-250-XX 821-269-XX 821-302-XX 821-356-XX 821-266-XX 821-337-XX 821-293-XX 821-251-XX 821-270-XX 821-338-XX

Flat-Top and Drop-in-bar Machines

• • • •

Title Electronic Diagrams & Parts: Game King 13" Flat-Top Gaming Machine Specifications: 80960 Products Maintenance Procedures: Game King 13" Flat-Top Mechanical Parts: Game King 13” Flat-Top

Documentation-2

Part Number 821-273-XX 821-356-XX 821-282-XX 821-274-XX

January 15, 2003

Game King Plus Machines  • • • •

Title Electronic Diagrams & Parts: Game King Plus 19" Upright (Preliminary) Machine Specifications: 80960 Products Maintenance Procedures: Game King Plus 19” Upright (Preliminary) Mechanical Parts: Game King Plus 19" Upright (Preliminary)

Part Number 821-352-XX 821-356-XX 821-353-XX 821-351-XX

Player’s Edge-Plus Machines  All Player’s Edge-Plus Machines

• • • • • •

Title Game Software: Player's Edge-Plus Products Machine Specifications: 8032 Products Player's Edge-Plus International Software Guide Player's Edge-Plus Video Tester – Euro Supplement Player's Edge-Plus Video Tester Operator's Manual S-Plus/Player's Edge-Plus Electronics Repair Manual

Part Number 821-227-XX 821-357-XX 821-038-XX 821-289-XX 821-052-XX 821-126-XX

Upright Machines

• • • • • • • • • • • • • • • • •

Title Electronic Diagrams & Parts: Player’s Edge-Plus 13” IBA Electronic Diagrams & Parts: Player's Edge-Plus 13" Non-IBA Euro Supplement – Player's Edge-Plus 13" Euro Supplement – Player's Edge-Plus 13" with Touchscreen /Hopper Euro Supplement – Player's Edge-Plus 13" with Touchscreen /Printer Euro Supplement – Player's Edge-Plus 19" Euro Supplement – Player's Edge-Plus IBA Euro Supplement – Player's Edge-Plus19" with Touchscreen /Hopper Large Screen Player's Edge-Plus Manual Machine Specifications: 8032 Products Maintenance Procedures: Player's Edge-Plus 13" Upright IBA Mechanical Parts: Player's Edge-Plus 13" IBA Mechanical Parts: Player's Edge-Plus 13" Non-IBA Player's Edge-Plus Brazil Field Service Supplement (Upright) Player's Edge-Plus Dual Monitor Keno (Upright) Player's Edge-Plus Touchscreen Keno Supplement (Upright) Player's Edge-Plus Montana Field Service Supplement (Upright)

Part Number 821-231-XX 821-232-XX 821-193-XX 821-264-XX 821-268-XX 821-208-XX 821-191-XX 821-261-XX 821-095-XX 821-357-XX 821-229-XX 821-230-XX 821-233-XX 821-221-XX 821-069-XX 821-092-XX 821-072-XX

Slant-Top Machines

• • • • • •

Title Electronic Diagrams & Parts: Players Edge-Plus Slant-Top Euro Supplement – Player's Edge-Plus Slant-Top Machine Specifications: 8032 Products Maintenance Procedures: Player's Edge-Plus Slant-Top Mechanical Parts: Player's Edge-Plus Slant-Top Player's Edge-Plus Dual-Monitor Slant-Top Supplement

Part Number 821-276-XX 821-195-XX 821-357-XX 821-275-XX 821-277-XX 821-064-XX

Flat-Top and Drop-in-bar Machines Title • Electronic Diagrams & Parts: Player's Edge-Plus Flat-Top IBA • Euro Supplement – Player's Edge Plus Drop-In-Bar

January 15, 2003

Part Number 821-199-XX 821-263-XX

Documentation-3

• • • • •

Machine Specifications: 8032 Products Maintenance Procedures: Player's Edge-Plus Flat-Top Mechanical Parts: Player's Edge-Plus Flat-Top IBA Player's Edge-Plus Drop-In-Bar Field Service Manual (Flat-Top) Player's Edge-Plus Montana Flat-Top Supplement

821-357-XX 821-331-XX 821-320-XX 821-158-XX 821-068-XX

Player’s Choice Machines  • • • • •

Title Player's Choice Arcade Bingo – Game Software Guide Player's Choice Arcade Field Service Manual (use with 821-077-01) Player's Choice Arcade Field Service Manual Addendum (use with 821-077-00) Player's Choice Classic Field Service Manual Player's Choice Software Guide (all games)

Part Number 821-094-XX 821-077-00

821-077-01 821-070-XX 821-127-XX

S-Plus Machines  All S-Plus Machines Title

• • • • • • • •

Game Software: S-Plus Products Machine Specifications: 8032 Products S-Plus Diagnostic Card Set S-Plus International Software Guide S-Plus Stepper Tester – Euro Supplement S-Plus Tester Operator's Manual S-Plus Tournament Game Set-up Quick Reference Card S-Plus/Player's Edge-Plus Electronics Repair Manual

Part Number 821-206-XX 821-357-XX 821-154-XX 821-047-XX 821-290-XX 821-051-XX 821-292-XX 821-126-XX

Upright Machines

• • • • • • • •

Title Electronic Diagrams & Parts: S-Plus Upright IBA Electronic Diagrams & Parts: S-Plus Upright Non-IBA Euro Supplement – S-Plus IBA Machine Specifications: 8032 Products Maintenance Procedures: S-Plus Upright Machines Mechanical Parts: S-Plus Upright IBA Mechanical Parts: S-Plus Upright Non-IBA Supplement – Bonus Wheel Machine

Part Number 821-204-XX 821-225-XX 821-189-XX 821-357-XX 821-203-XX 821-205-XX 821-226-XX 821-265-XX

Slant-Top Machines

• • • • • •

Title Electronic Diagrams & Parts: S-Plus Slant-Top Euro Supplement – S-Plus Slant Machine Specifications: 8032 Products Maintenance Procedures: S-Plus Slant-Top Mechanical Parts: S-Plus Slant-Top Totem Pole Supplement

Documentation-4

Part Number 821-259-XX 821-194-XX 821-357-XX 821-267-XX 821-258-XX 821-272-XX

January 15, 2003

S-Plus Limited Machines  • • • • • •

Title S-Plus Limited Supplement – Hit the Top S-Plus Limited Supplement – Jewel in the Crown S-Plus Limited Supplement – Little Devil S-Plus Limited Supplement – Pinball S-Plus Limited Supplement – Run For Your Money S-Plus Limited Supplement – Top Dollar

Part Number 821-312-XX 821-325-XX 821-324-XX 821-305-XX 821-323-XX 821-311-XX

S2000 Machines  All S2000 Machines Title • Game Software: Vision Series/S2000 Products – Release 8 • Machine Specifications: 80960 Products • Quick Reference Cards: Vision/S2000 Software Release 8

Part Number 821-339-XX 821-356-XX 821-345-XX

S2000 Upright Machines

• • • •

Title Electronic Diagrams & Parts: Vision/S2000 Slot Upright S2000-I Field Service Supplement (Upright) Maintenance Procedures: Vision/S2000 Slot Upright Mechanical Parts: Vision/S2000 Slot Upright

Part Number 821-340-XX 821-354-XX 821-294-XX 821-303-XX

S2000 Slant-Top Machines Title • Electronic Diagrams & Parts: Vision/S2000 Slot Slant-Top • Maintenance Procedures: Vision Series/S2000/Game King 17" Slant-Top • Mechanical Parts: Vision/S2000 Slot Slant-Top

Part Number 821-341-XX 821-293-XX 821-304-XX

Vision Series Machines  All Vision Series Machines Title

• • • • •

80960 Tester Operator's Manual Game King/Vision Series Peripheral Device Download Procedure Game Software: Vision Series/S2000 Products – Release 8 Machine Specifications: 80960 Products Quick Reference Cards: Vision/S2000 Software Release 8

Part Number 821-333-XX 821-198-XX 821-339-XX 821-356-XX 821-345-XX

Upright Machines

• • • •

Title Electronic Diagrams & Parts: Vision/S2000 Slot Upright Machine Specifications: 80960 Products Maintenance Procedures: Vision/S2000 Slot Upright Mechanical Parts: Vision/S2000 Slot Upright

Part Number 821-340-XX 821-356-XX 821-294-XX 821-303-XX

Slant-Top Machines Title • Electronic Diagrams & Parts: Vision/S2000 Slot Slant-Top • Machine Specifications: 80960 Products

January 15, 2003

Part Number 821-341-XX 821-356-XX

Documentation-5

• Maintenance Procedures: Vision Series/S2000/Game King 17" Slant-Top • Mechanical Parts: Vision/S2000 Slant-Top

821-293-XX 821-304-XX

EZ Pay Products  Title

• EZ Pay Hardware Supplement • EZ Pay Thermal Printer Quick Reference Cards

Part Number 821-220-XX 821-358-XX

Additional Component Products  Bill Acceptor Products Title

• • • • •

JCM Tester Training Guide Quick Reference Card, Mars BA-ZT1200 World Bill Acceptor Calibration Procedures World Bill Acceptor Field Service Manual World Bill Acceptor Quick Reference Card

Part Number 821-450-XX 821-342-XX 821-271-XX 821-256-XX 821-257-XX

CVT and CCOM Products

• • • • • • • • • •

Title CVT Operations Guide (Clerk Validation Terminal) CVT/LCT Field Service Manual (use with supplement 821-108-10 or 821-108-20) CVT/LCT Gaming Field Service Supplement (use with 821-108-01) CVT/LCT Lottery Field Service Supplement (use with 821-108-01) CVT-Plus Field Service Manual CVT-Plus Operator's Guide Euro Supplement – CCOM Euro Supplement – CVT EZ Route CVT Operator's Guide EZ Route CVT-Plus Operator's Guide

Part Number 821-093-XX 821-108-01 821-108-20 821-108-10 821-255-XX 821-254-XX 821-245-XX 821-260-XX 821-249-XX 821-348-XX

All SMART Related Products  • • • • • • • • • • • • • • •

Title SMART Keyboard Template – Club Workstation SMART Keyboard Template – Hard Count SMART Keyboard Template – Jackpot/Hopper Fill SMART Keyboard Template – Security Display SMART Keyboard Template – Soft Count SMART System Training – Accounting & Auditing Manual SMART System Training – Advanced Marketing Workstation Manual SMART System Training – Casino Floor Manager SMART System Training – Club Functions Manual SMART System Training – Club Management Manual SMART System Training – End of Period Manual SMART System Training – Floor Management Manual SMART System Training – Jackpot/Fill Functions Manual SMART System Training – Marketing Manual SMART System Training – MIS Manual

Documentation-6

Part Number 821-183-XX 821-181-XX 821-180-XX 821-179-XX 821-182-XX 821-162-XX 821-167-XX 821-174-XX 821-163-XX 821-164-XX 821-166-XX 821-169-XX 821-168-XX 821-173-XX 821-172-XX

January 15, 2003

• SMART System Training – Security Manual • SMART System Training – System Configuration Manual

821-165-XX 821-159-XX

SMART 2 System Products  • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •

Title SMART 2 Quick Reference Card – Jackpot/Fills SMART 2 Quick Reference Card – Maintenance SMART 2.0.5 Club Manager Flow Guide SMART 2.0.5 Club Operator Flow Guide SMART 2.0.5 End of Period Flow Guide SMART 2.0.5 Gateway Manual SMART 2.0.5 Jackpot/Fill Flow Guide SMART 2.0.5 SE Guide SMART 2.0.5 System Configuration Flow Guide SMART 2.0.5 User's Guide SMART 2.1.1 Casino Floor Manager User's Guide SMART 2.1.1 Club Manager Flow Guide SMART 2.1.1 Club Operator Flow Guide SMART 2.1.1 End of Period Flow Guide SMART 2.1.1 Gateway Manual SMART 2.1.1 Jackpot/Fill Flow Guide SMART 2.1.1 SE Guide SMART 2.1.1 System Configuration Flow Guide SMART 2.1.1 User's Guide SMART 2.1.3 Update Package, SE Guide SMART 2.1.3 Update Package, User/Flow Guide SMART 2.5.2 Update Package on CD-ROM SMART 2X Club Manager Flow Guide SMART 2X Club Operator Flow Guide SMART 2X End of Period Flow Guide SMART 2X Floor Guide SMART 2X Jackpot/Fill Flow Guide SMART 2X System Configuration Flow Guide SMART 2X System Hardware (replaces 821-513-XX, 821-160-XX, 821-161-XX, 821-170-XX) SMART 2X User's Guide

Part Number 821-575-XX 821-576-XX 821-515-XX 821-516-XX 821-517-XX 821-520-XX 821-518-XX 821-519-XX 821-514-XX 821-512-XX 821-532-XX 821-526-XX 821-527-XX 821-528-XX 821-531-XX 821-529-XX 821-530-XX 821-525-XX 821-523-XX 821-533-XX 821-534-XX 821-578-XX 821-503-XX 821-504-XX 821-505-XX 821-501-XX 821-506-XX 821-502-XX

821-278-XX 821-500-XX

SMART 3 System Products  • • • • •

Title SMART 3 Quick Reference Cards – Jackpot and Fill SMART 3 Quick Reference Cards – System Maintenance SMART 3 Stored Value Card (SVC) Reader SMART 3 System Hardware Guide (replaces 821-553-XX) SMART 3.3 Cashless Supplement to SMART 3 Documentation

Part Number 821-542-XX 821-543-XX 821-248-XX 821-574-XX 821-571-XX

IGS Manuals and Products  Title • IGS Gaming Systems V3.4.X CD-ROM (documentation)

January 15, 2003

Part Number 821-661-XX

Documentation-7

• • • • • • • • • • • • • • •

IGS 3S Gateway User Guide IGS Collection on CD-ROM (documentation) IGS Demo CD-ROM (system demonstration) IGS Keyboard Template IGS LED Sticker – Bank Controller IGS Quick Reference Card – ABS/IGS Bonusing Overview IGS Quick Reference Card – GUI Jackpot/Fill by Attendant IGS Quick Reference Card – Jackpot/Fill by Attendant IGS Quick Reference Card – Jackpot/Fill by Coin Bank IGS Quick Reference Card – System Reference Guide IGS Quick Reference Card – Wireless Handheld Device IGS/Acres System Hardware Manual IGT Gaming Systems: Slot Information Gateway (SIG) User's Guide IGS Table Touch User Guide IGS Data Management Module (DMM)

821-662-XX 821-660-XX 821-675-XX 821-650-XX 821-314-XX 821-317-XX 821-656-XX 821-655-XX 821-316-XX 821-313-XX 821-665-XX 821-279-XX 821-670-XX 821-676-XX 821-669-XX

Additional Systems Products  Title • CMS Collection on CD-ROM (Version 3.1-5 documentation) • System Maintenance 8s Card • System Maintenance 9s Card

Part Number 821-690-XX 821-657-XX 821-658-XX

EZ Pay Ticket System Products  • • • • • • • • • •

Title EZ Pay Hardware Quick Reference Cards EZ Pay Hardware Quick Reference Cards – Spanish EZ Pay Overview CD (system demonstration) EZ Pay Software Quick Reference EZ Pay Software Quick Reference Cards – Spanish EZ Route CVT Plus Guide EZ Route Quick Reference Cards EZ Pay Ticket System User’s Guide Version 1.3 EZ Pay Ticket System User’s Guide Version 1.5 EZ Pay Ticket System: User’s Guide Version 1.4.2

Documentation-8

Part Number 821-745-XX 821-820-XX 821-680-XX 821-747-XX 821-821-XX 821-348-XX 821-347-XX 821-681-XX 821-684-XX 821-683-XX

January 15, 2003

Index

A

C

F

Accounting Menu Bonus Specific Meters 2-17 Clear Period Meters 2-16 Error Accounting 2-20 Game Meters 2-16 General Progressive Accounting 2-23 Master Progressive Accounting 2-22 PSAMS Accounting 2-26 Security Accounting 2-19 Terminal Accounting 2-4 Version Accounting 2-21 WAMM Accounting 2-25 WAP Accounting 2-24 Auto Spin 2-62 Autoconfigure NETPLEX Devices 2-74

Cabinet Inputs Test 2-70 Cabinet Outputs Test 2-73 Candle Location 1-8 Stage Setup 3-13 Clear Period Meters 2-16 Communications Setup Bally Miser Setup 2-57 PSAMS Setup 2-59 SAS Setup 2-54 WAMM/LAP Setup 2-58 Customer Services iii

Flash Memory Cards Installation 4-12 LCD Setup 4-12 Programming 4-12 Removal 4-10 Vision Builder Software 4-12

B Bally Miser Setup Channel 2-57 Protocol 2-57 Bill Acceptor Setup Bill Pay Mode 2-52 Bill Rejection Limit 2-53 Enable/Disable 2-52 Tilts 2-53 Bill Acceptor Tests Bill Test 2-76 CRC Check 2-77 Bill Validator CRC Check 4-Digit CRC 2-77 8-Digit CRC 2-77 Bonus Game Menu Bonus Game Configuration 3-4 Bonus Game Selection 3-5 Bonus Game Settings 3-5 Global Setup 3-6 Link On/Off  3-7 Link Setup 3-7 System On/Off  3-6 Bonus Specific Meters Bonus Game Specific Accounting 2-18 Generic Bonus Game Accounting 2-17 Match Reel Game Specific 2-18

January 15, 2003

D Display of Meter Data 1-5 Documentation Related Manuals A-1 Door Closure Candle 2-38 Door Input Test 10-button 2-69 5-button 2-68 6-button 2-68 7-button 2-68 Top Box Switches 2-69 Door Output Test 10-button 2-72 5-button 2-72 6-button 2-72 7-button 2-72 Paylines 2-73 Top Box Switches 2-73 Dot Matrix (VFD) Test 2-75 Download Options Bonus Graphic Theme Setup 2-61 LCD 2-61 NEXPLEX Devices 2-61 Drop Door Candle 2-38

E Electronic Funds Transfer Setup 3-11 Entering the Operator and Attendant Menus 1-3

G Game Accounting 2-16 Game Operating Modes Game Play Mode 1-6 Idle Mode 1-6 Menu Mode 1-6 Out of Service/Reserved Mode 1-6 Tilt Mode 1-6 Game Program Change 4-13 Game Selection 3-2 3-4 Game Tests Bonus Device 2-82 Paytable 2-81 Reel Strip 2-81 Global Setup 3-6 ,

H Handpay Receipts 3-18 History Displays Bill-in History 2-33 Bonus MetersHistory 2-31 Bonus Setup History 2-31 EFT History 2-33 Game History 2-29 Game State History 2-29 Generic Security History 2-30 Main Event History 2-30 Money-In History 2-33 Money-Out History 2-34 Non-Ticket Transactions History 2-34 Progressive History 2-35 System Bonus History 2-35 Ticket History 2-34 Tilt History 2-32 Voucher-In History 2-33 Hopper Test 2-76

Index - 1

Index

I I/O Tests Autoconfigure NETPLEX Devices 2-74 Bill Acceptor 2-76 Bonus Device Test Auxiliary Bonus Device 2-78 Barcrest Lamps 2-80 Barcrest LEDs 2-80 Bonus Lamps 2-78 Bonus Reel Light Ring 2-80 Regis Device 2-78 Top Lamps 2-78 Dot Matrix (VFD) 2-75 Hopper 2-76 Inputs 2-67 Outputs 2-71 Printer 2-76 Reel Lamps Test 2-80 Seven-Segment Display 2-75 Sound 2-75 Top Box Device Test Dice LED 2-79 LED 2-79 Reel Backlighting 2-79 Reel Payline Indicators 2-79 Reel Tivoli Lighting 2-79 Seven Segment Display 2-79 IC Chip Procedures Game Program Change 4-13 Installation 4-4 Key Chip Procedure 4-7 Removal 4-3 Replacement 4-2 SS PROM Installation 4-4

J  Jackpot Receipts 3-18

K Key Chip Config II Menu Coinless Setup 3-19 Printer Setup 3-17 Remote Handpay Reset 3-18 SAS Validation Setup 3-17 Voucher Redemption Setup 3-18 Key Chip Config Menu Accounting Coin-In 3-15 Hard Meters 3-15 Partial Token Payout 3-13 Bonus Game Configuration 3-4 Bonus Game Menu 3-4

Index - 2

Bonus Game Selection 3-5 Bonus Game Settings 3-5 Candle Stage Setup 3-13 Confirm WAP Paytable 3-8 Denomination 3-2 Accounting 3-3 EFT Setup 3-11 Electronic Funds Transfer Setup 3-11 Game Selection 3-4 Global Setup 3-6 Link Setup 3-7 Machine Type 3-12 Money Format 3-14 Options 3-15 Progressive Controller Select 3-8 Progressive Display Setup 3-10 Progressive/WAP System Setup 3-8 SAS Progressive Group 3-11 Standalone Progressive Setup 3-10 Token Setup 3-12 WAP Metering Units 3-10 Key Chip Procedure 4-7

L Language Options 2-62 Link On/Off 3-7 Link Setup 3-7 Liquid Crystal Display (LCD) 1-8

M Machine Options Candles 2-38 Credit Mode 2-37 Handpay Display 2-41 Limits Setup 2-39 Odd Pay 2-40 Partial Pay Amount 2-40 Player Cashout 2-41 Disable 2-41 Enable 2-41 Player Coin Limit 2-42 Quick Coin 2-42 Printer Setup 2-44 Serial Number Setup 2-44 Split Pay Setup 2-46 Time Setup 2-39 W2-G Setup 2-42 Machine Type 3-12 Master Accounting Master Bill Accounting 2-8 Master EFT Accounting 2-10 Master Money Accounting 2-4 Master Terminal Statistics 2-6 Mechanical Meter Accounting 2-11

Menu Navigation 1-3 Money Format 3-14 Multimedia Lite Board Sound File Test 2-75 Multimedia Setup Attract Time 2-50 Attract Volume 2-50 Audio Mode 2-49 Handpay Option 2-51 Haywire Option 2-52 Reel Spin Option 2-50 Rollup Option 2-51

O Operator and Attendant Menus Accounting Menu 2-3 Game Tests Pay Table 2-81 Reel Strip 2-81 History Displays 2-28 I/O Tests 2-67 Options 2-2 Options Menu 2-36 Out of Service Mode 2-83 Options Menu Auto Spin 2-62 Bill Acceptor Setup 2-52 Communications Setup 2-54 Download 2-61 Language Options Attendant LCD 2-63 Attendant VFD 2-63 Player 2-62 Machine Options 2-37 Sound Setup 2-47 Spin Repeat 2-61 Tournament Options 2-63 Out of Service Mode 2-83

P Parts Ordering (Customer Services) iii Pay Table Change 3-2 3-4 Pay Table Test 2-81 Period Accounting Period Bill Accounting 2-13 Period EFT Accounting 2-15 Period Money Accounting 2-11 Period Terminal Statistics 2-13 Player Information Displays Candle 1-8 Liquid Crystal Display (LCD) 1-8 Seven-Segment Displays 1-8 Vacuum Fluorescent Display (VFD) 1-8 ,

January 15, 2003

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