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Guide
DOC-ALPKT-0005[A]
Based upon OS 3.24
Copyright
Copyright 2008 Bally Gaming, Inc. All Rights Reserved.
The following are trademarks of Bally Gaming, Inc.: Alpha Game Platform
All other product names and trademarks are the intellectual property of their
respective owners.
NOTE: Depending upon the state of the door, an error message displays until a denomination is set.
If the door is open, the message, Pending Status Denomination Not Set, may display.
If the door is closed, the message, Call Attendant, may display.
The errors are self-correcting after configuration parameters are set and saved.
RAM Clear
NOTE: All OS 3.20XXX and greater require an AVOCLEAR320-00 or greater clear kit (124275).
The term RAM Clear refers to erasing game information stored within the battery-backed
Non-Volatile Random Access Memory (NVRAM) and the Electronically Erasable Programmable Read
Only Memory (EEPROM).
A RAM Clear is required for the following conditions:
• Failure of the NVRAM or EEPROM
• Change in:
• The operating system or game CompactFlash
• The jurisdiction ID EEPROM
• A set once parameter
NVRAM
NVRAM stores all critical game information. It is primary to game recovery after a power failure. Located
on the MPU board, it consists of Static Random Access Memory (SRAM) and a battery. The battery has
sufficient capacity to retain the contents of the SRAM devices for a minimum of one year with no power
applied.
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EEPROM
The electronically erasable programmable read only memory (EEPROM) is located on the backplane.
The EEPROM retains its information indefinitely. It is used to store critical game configuration
parameters that change infrequently, usually only one time after a RAM Clear.
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Main Menu
The main menu presents six icons to access submenus for activating functions or viewing information.
It also presents status messages and exceptions (tilts).
Security-related options are available only from the Setup Menu.
Pending Status:
Accounting (Attendant or Operator) Menu Entered
History
Setup
Out Of
Service
Commands
Return
To Game OPEN DOOR M
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Setup Menu
There are options that must be set before the machine is operational. For security, most options are
available only from the Setup menu, which is accessed through the Test switch.
Table 1: Setup Menu
Touch Screen Presents the opportunity to validate the calibration of the screen and
Calibration presents calibration instructions.
If marks do not appear at the point of contact, the touch screen calibration
will restore proper operation. If necessary, center the image by using the
positioning adjustment controls located on the monitor. Turning the key
switch presents the software calibration screens.
STEP 1. Touch Screen Setup to display the Touchscreen Calibration
screen.
STEP 2. Center the screen on the display.
STEP 3. Turn the key switch to enter calibration mode.
STEP 4. Follow the on-screen instructions to calibrate the touch
screen.
STEP 5. Upon completion of calibration, turn key switch to exit.
Test Touch Screen The Test Touch Screen button icon enters a submenu to verify calibration
accuracy. The machine is enabled to mark each touched area. Each touch is
indicated at the point of contact.
STEP 1. Touch Screen Setup to display the Touchscreen Calibration
screen.
STEP 2. Touch Test Touch Screen to display the Touchscreen Test
screen.
STEP 3. Make a pattern by touching the screen.
NOTE: The number of marks that can display at one time is limited. When
the capacity is reached, the oldest marks are removed as new marks
are displayed.
STEP 4. Upon completion of test, turn key switch to exit.
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Table 1: Setup Menu
Sound Setup
Volume Setup Presents controls to adjust the volume and other qualities of audio. Current
settings display, which adjust by moving the slide controls.
STEP 1. Touch Sound Setup to display the Volume Setup screen.
STEP 2. Use the control bar to adjust the volume by sliding them up
to increase volume or down to decrease volume.
STEP 3. Touch Save to save the new settings.
Master Volume - Master volume control for all switches. Set only this control
unless directed otherwise.
Wave - Use for wave (.wav) sound files. Wave is used to change the Game or
OS volume.
Line - Use to adjust line input volume. It is sometimes used for customer
loyalty tracking displays.
Machine Setup
Provides the Machine Info Setup, Device Setup, Coin Acceptor Setup, and Hard Meter Setup
button icons to enter identification numbers into memory, and to provide protocol configuration
for installed equipment such as a coin acceptor, bill acceptor, printer, hopper, and player panel.
Provides the opportunity to enter identification numbers for the cabinet. The values entered for
Serial Number and Asset Number will remain in memory, and can be retrieved remotely if the cabinet
is connected to a network.
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Table 1: Setup Menu
Serial Number Embossed on the manufacturer’s identification plate affixed to the cabinet.
NOTE: Serial Number is a one-time set option. After selection and saving, it
cannot be changed without a RAM Clear.
NOTE: If the cabinet is using MAPS, use the cabinet ID as the serial number.
For more information, see Communication Setup on page21 of this
manual.
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Table 1: Setup Menu
Device Setup
Provides the opportunity to identify separate hardware components to work with the machine.
Device Config
Use to identify separate hardware components to work with the machine. Components include:
• the printing device
• the model of coin acceptor
• the presence of a coin hopper
• the manufacturer or model of the bill acceptor
• the number of button inputs provided on the player panel
Each field must have an entry.
STEP 1. Touch Device Setup to display the Device Config screen.
STEP 2. Touch the active field to scroll the available settings.
STEP 3. Touch the correct setting to select it.
STEP 4. Touch Save to record all of the selections to the machine’s memory.
NOTE: After the entry is saved, the selections cannot be changed without a RAM Clear.
Voucher Printer If the machine has the ability to dispense vouchers, the printer’s protocol
must be enabled.
NOTE: For other brands and models, contact Bally Technical Support for the
correct settings.
Translate If the feature is available, setting Translate ON ensures the vouchers will
have the correct currency symbol and date format for the jurisdiction where
the machine is operating.
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Table 1: Setup Menu
Coin Acceptor Choose from a list of coin acceptors or None. The coin acceptor must have a
100 ms pulse width for coin signals, and use a single pulse per coin. The
X-10 System configuration setting must be 8Ch (secured) or 0Ch
(unsecured). Credit is set to 64h, 100 ms; and Tilt to 06h, 2 ms.
Bill The bill acceptor protocols available are those used by JCM-American (JCM)
Validator and MEI (MARS).
Button Panel The available button inputs from the player panel must be set. If the
selections do not match the actual panel installed in the cabinet, use the
next higher software setting.
NOTE: The button panel may auto-configure if the button panel has
universal buttons.
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Table 1: Setup Menu
Provides the opportunity to configure a multiple-channel coin acceptor, which accepts coins of a
variety of denominations. The denominations attributed to each channel must match the settings
of the pre-programmed acceptor.
Channel STEP 1. Touch an active field to activate a keypad with which to enter
1-6 the coin denomination value.
STEP 2. Press Enter to place the entry into the field.
STEP 3. Touch the Set icon to save the entry. Can change without a
RAM Clear.
NOTE: Some jurisdictions do not use Multiple Channel Coin Acceptors. If
Coin Acceptor Channels are not enabled on your machine, you will
not see the Coin Acceptor Setup button icon.
As many as six electro-mechanical counters are available for recording accounting statistics.
The operation of the counters depends upon the Jurisdiction Chip.
Hard meters increment by units. For example, three quarters (.75), or 19 nickels (.95) will not
increment the meter until the value equals a dollar (1.00). Some jurisdictions may increment credits
instead of currency.
NOTE: Meter designations depend upon the Jurisdiction Chip. The actual number of meters and
their configuration may be different.
Hard Meter Setup displays the electro-mechanical meter assignments as configured in the
Jurisdiction Chip. For markets where the settings are configurable, it provides the opportunity to set
the parameters.
Hard Meter Increment is the value of each increment of meters of value. Those meter labels appear in
a green field. Meters that count integers display in a blue field.
Meter STEP 1. Touch an active field to activate a keypad with which to enter
1-5 the increment rate.
(Meter 6 is not used STEP 2. Press Enter to place the entry into the field.
at this time)
STEP 3. Touch the Set icon to save the entry. Cannot change without a
RAM Clear.
NOTE: This is a one time set parameter and cannot change without a RAM
Clear.
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Table 1: Setup Menu
Credit Setup
Provides the opportunity to establish the cash value of a credit and set limits for all credit
transactions. The Operator determines these important settings according to jurisdictional
requirements.
NOTE: Not all fields will be active. The configurable items depend upon the equipment installed,
the game CompactFlash, and the Jurisdiction Chip.
Provides access to the Credit Limits screen.
STEP 1. Touch Setup.
STEP 2. Touch Credit Setup.
STEP 3. Upon completion of the fields displayed on the screen, press the Set icon to save the
settings.
NOTE: After the selections are saved, they cannot be changed without a RAM Clear.
Credit Limits
Provides access to extensive submenus for game configuration. It shows the categories and current
values.
NOTE: The Credit Limits fields will vary according to the Jurisdiction chip.
Base Denom The value of a coin accepted by the coin acceptor or dispensed by the
hopper.
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Table 1: Setup Menu
Bill Limit The maximum amount of funds from any source including coins, bills,
vouchers, coupons, or fund transfers. The setting may depend upon the
jurisdiction.
STEP 1. Touch Bill Limit to activate a keypad with which to enter the
limit on the total amount of funds value.
STEP 2. Press Enter to place the entry into the field.
STEP 3. Touch the Set icon to save the entry.
NOTE: A bill acceptor is not required for the Bill Limit to be active.
Credit Limit The maximum value of credits that may accumulate in the credit meter at
any time. Additions that cause credits to exceed the value trigger an
automatic payment from the payment device (coin hopper, voucher, AFT, or
attendant).
Jackpot Limit The level for which a single win will cause the machine to display a jackpot
win. Any win that equals or exceeds the setting will cause the machine to
enter a jackpot condition, requiring attention from an attendant to release
the win lockup.
Multi-Denom The choices for Multi-Denom are Enable or Disable. If the feature is enabled,
a variety of wager denomination choices are available.
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Table 1: Setup Menu
Hopper Limit The maximum value that the hopper dispenses in a single transaction. An
amount greater than the setting will, instead, cause a credit collect lockup
condition requiring attention from an attendant.
Default Denom If the feature is available in the game, a wager denomination can be set to
which the machine will revert after two minutes of inactivity.
NOTE: Invalid entries are indicated by a red field and an error message.
Printer Limit The maximum value for a voucher dispensed by the machine. A voucher will
not print for values greater than the setting and, instead, will cause a credit
collect lockup condition requiring attention from an attendant.
Upper Jackpot The Upper Jackpot setting provides support for a feature provided by a Host
communication protocol that enables a Host system to release a jackpot
without intervention by an attendant. The Upper Jackpot setting is the
greatest value of credits that can accumulate in the credit meter after a Host
system releases a win lockup. The limit must be set equal to or less than the
Credit Limit, and equal to or greater than the Jackpot Limit.
NOTE: After saving selections, they cannot change without a RAM Clear.
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Table 1: Setup Menu
Game Configuration
After the base denomination is entered and multi-denomination is enabled or disabled, the Game
Configuration button icon indicates that it is active by highlighting in red.
STEP 1. Touch the Game Configuration button icon to open the Game Configuration screen.
Icons are provided to configure games from the installed library. Some games are
pre-configured. Other games may be constructed by the Operator by matching game
themes with paytables.
STEP 2. Touch the Create New Game icon to construct a new game.
or
Touch the Delete Game icon to delete the currently selected game.
STEP 3. After all games have been configured, touch the Save All button icon to enter the
game configuration into the machine’s memory.
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Table 1: Setup Menu
Create New Game Lists the available game themes. Each Game Theme has an associated Game
Paytable. Touching a game theme displays the available paytables.
CAUTION: Configure all games and all denominations before touching
Save All. When saved, re-configuration requires a RAM Clear.
STEP 1. Touch Create New Game to list the available game themes.
STEP 2. Touch a game theme to display the available paytables.
STEP 3. Touch the Show CRC button icon to view the cyclical
redundancy check (CRC) for each paytable.
STEP 4. Touch the Next button icon to open the Denomination
Selection screen for the selected game.
The screen displays both the available denominations and the
active denominations.
STEP 5. Touch the denomination to select it.
STEP 6. Touch the Use Keypad button icon to display a keypad as a
way of entering an available denomination.
STEP 7. Touch the Separate Games for Each Denomination button
icon to create multiple games by denomination in Game
Setup.
STEP 8. When the denomination has been selected, touch Done to
open the Game Configuration screen to view the created
game.
STEP 9. Touch the Enable or Disable icon to enable or disable
individual paytables. A blue icon indicates that the selection is
disabled. A green icon indicates that the selection is enabled.
The message Game Added Successfully. Remember to Save Your
Changes displays across the bottom of the screen.
NOTE: Some configuration functions may be disabled by the Jurisdiction
Chip. In these jurisdictions, the paytable Denoms button icon and
the Delete Game button icon will not be active.
CAUTION: Verify that all games and all denominations are complete before
touching Save All. After saving, configuration requires a RAM
Clear.
STEP 10. After completing all fields on all screens, touch the Save All
button icon to enter the selections into memory.
The message Save Complete displays at the bottom of the
screen.
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Table 1: Setup Menu
Presents a menu of items for entering values for dispensing payment to a Player.
NOTE: These options are set only once. When selected and saved, they cannot change without a
RAM Clear. Settings left Not Set may be set later.
Hand Pay Validation Enables an accounting host system feature for controlling payments made
by Attendants.
STEP 1. Touch Hand Pay Validation to activate a keypad with which
to enter the value.
STEP 2. Press Enter to place the entry into the field.
STEP 3. Touch the Set icon to save the entry.
Hand Pay Receipt Enables an accounting host system to generate an additional payment
record for amounts paid by an attendant. If the machine has a printer, the
machine can dispense a receipt.
STEP 1. Touch Hand Pay Receipt to activate a keypad with which to
enter the value.
STEP 2. Press Enter to place the entry into the field.
STEP 3. Touch the Set icon to save the entry.
Non Restricted Enables the machine’s accounting features to record the disposition of
Promotional Credits credits placed into the machine from an alternative source. The credits can
be wagered or cashed normally. This affects only the accounting meters.
STEP 1. Touch Non Restricted Promotional Credits to activate a
keypad with which to enter the value.
STEP 2. Press Enter to place the entry into the field.
STEP 3. Touch the Set icon to save the entry.
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Table 1: Setup Menu
Preferred Output The machine can print payment vouchers using an installed thermal printer;
Device it can dispense coins from a hopper; the machine can provide for payment
by an attendant; or payment can be electronically transferred to an account.
If the machine has multiple payment devices installed, the Preferred Output
Device setting selected by the Operator determines the machine’s payment
sequence.
STEP 1. Touch Preferred Output Device to activate a keypad with
which to enter the value.
STEP 2. Press Enter to place the entry into the field.
STEP 3. Touch the Set icon to save the entry.
Residual Credit The disposition of residual credits. The choices are Play, Handpay, Cancel; or
Collect a combination of the three options.
STEP 1. Touch Residual Credit Collect to scroll throughthe choices.
STEP 2. Select the correct choice from the list.
Play: Credits remaining in the machine that have a combined value less
than the value of a coin dispensed by the hopper can be resolved by
wagering them on a separate all-or-nothing game. A win equals one coin
from the hopper; a loss removes the credits from the machine.
Handpay: Residual credits can be removed from the machine by an
Attendant.
Cancel: The machine can be returned to a revenue state by the player,
where the residual credits can be wagered normally in an attempt to parlay
the remaining credits to a value exactly equal to a coin; or the credits can be
abandoned and remain in the machine, available for the next Player.
STEP 3. Upon completing all fields, touch Save to save the choices to
memory.
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Table 1: Setup Menu
Available when a configured machine has the value of a credit different from the value of a coin
dispensed by the hopper. If the value of remaining credits is less than the value of a coin, the
Residual Credit Gamble Feature provides the player an opportunity to wager the residual credits to
win one coin from the hopper.
Upon cashout, the player receives three choices:
• Touch Attendant Pay to receive the remaining coins
• Touch Cancel to return to the game and continue playing
• Spin to an outcome of either win or no win
If the player chooses SPIN, a game proceeds where the outcome is either a win or no win. Upon a
win, the hopper dispenses a coin.
NOTE: The chance for a player to receive a coin is proportional to the residual credits wagered. A
player wagering three credits has a greater chance of winning a coin than a player wagering
only one credit.
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Game Setup
Table 2: Game Setup
Provides access to each installed game for configuration of the number of paylines and the
maximum number of credits to wager per line. The number of paylines and the maximum bet will
depend upon the game. Not every game will offer configuration.
NOTE: Wait until MPU activity stops after the previous step before proceeding with Game Setup.
Attempting to complete Game Setup while the MPU is still processing can result in the
machine freezing.
Game denomination must be set before Game Setup is available. Game Setup provides
options that can be set only once. After selecting and saving, they cannot be changed
without a RAM Clear. Game Setup screen layout varies with the game installed on the
machine.
STEP 1. Touch Setup.
STEP 2. Touch Game Setup.
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Communication Setup
Table 3: Communications Protocol Setup
Offers Protocol Select, Progressive Setup, and External Signs Setup submenus for configuring
parameters to communicate with Host systems and progressive controllers.
STEP 1. Touch Setup.
STEP 2. Touch Comm Setup.
Protocol Select
Provides an opportunity to select and enable Host protocols through communication ports I, II, and
the Ethernet. The choices for Host Comm I and Host Comm II are None, SAS Primary, and SAS
Secondary. If using SAS Primary for Host Comm I, then the SAS Primary option will not be available
for Host Comm II.
STEP 1. Touch Protocol Select to open the Protocol Select submenu to have the opportunity
toselect and enable host protocols.
STEP 2. Touch the field next to Host Comm I to select None, SAS Primary or SAS Secondary.
STEP 3. Touch the CONFIG field to open the SAS Setup submenu.
STEP 4. Touch the field next to Host Comm II to select None, SAS Primary or SAS Secondary.
NOTE: Available choices depend upon selections made for Host Comm I.
STEP 5. Touch the CONFIG field to open the SAS Setup submenu.
Where available, the Dual Host Setup button icon displays.
SAS Setup
STEP 1. If SAS Primary or SAS Secondary is selected on the Protocol Select screen, touch the
CONFIG field to open the SAS Setup submenu.
STEP 2. Touch the active fields to enable them to enter settings.
STEP 2.1.Touch Address to activate a keypad to enter a numeric entry between 0
and 127.
STEP 2.2.Touch Validation to select from None, Standard, System, and Enhanced.
STEP 2.3.Touch Remote Handpay Reset to select enabled, disabled, or off.
STEP 2.4.Touch Jackpot Handpay Method to select enabled, disabled, or off.
STEP 2.5.Touch Resend Handpay Pending to select enabled, disabled, or off.
STEP 3. Touch Save to save information to memory.
NOTE: Except for the Address field, after an option is selected and saved, it cannot be changed
without a RAM clear.
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Table 3: Communications Protocol Setup
Address The SAS address identifies the game to the host. If using point-to-point
communication, this setting is usually 1. If using a multi-point
communication (daisy-chained), the setting is assigned by the system
administrator.
Validation SAS validation method for controlling vouchers. SAS provides three different
validation methods:
Standard Validation – Voucher capabilities supported, with the
validation number created by the machine. The voucher will not be accepted
by another machine, as the system will be unable to validate it.
System Validation – Voucher capabilities supported, with the validation
number generated by the Host.
Enhanced (Secured) Validation – Voucher capabilities supported, with
the validation number generated by the machine and recorded by the host.
General Exception Controls the reporting of General Exceptions. Enabled and locked by default.
Includes messages on the general function of the game, door opened, and
closed, hopper full, and any hardware or software issues.
Status Exception Controls whether game reports status exceptions. Enabled and locked by
default. Includes messages on the current status of the game, such as
whether the game is in play mode, tilt condition, game idle, or disabled.
Security Exception Controls the reporting of security exceptions. Enabled and locked by default.
Includes messages that affect game security, such as entering administrative
mode, modifying setup configurations, or switching power on or off.
Tilt Controls the reporting of tilt exceptions. Enabled and locked by default.
Exception Includes tilts encountered by the game.
Remote Handpay Controls the host’s ability to release a win lockup or credit collect lockup.
Reset When enabled, the host can release the lockup without the assistance of an
attendant. The feature provides a cashier the ability to give cash to the player,
releases the lockup, and validates the jackpot without leaving the change
booth.
Jackpot Handpay Controls the disposition of win lockups. If enabled, the system host can signal
Method the machine to release a win lockup and transfer the jackpot credits to the
credit meter when the attendant turns the Audit key switch, instead of
canceling the credits and paying the player with cash. The system can
process the credits remotely if Remote Handpay Reset is also enabled.
Resend Handpay Controls the reporting of Handpay Pending exceptions. When enabled, the
Pending machine sends a win or collect lockup pending exception every fifteen
seconds until the host records the information.
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Table 3: Communications Protocol Setup
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Table 3: Communications Protocol Setup
When the prerequisite AFT items have been configured, the AFT CONIG field is active.
STEP 1. Touch the AFT CONFIG field.
The Advanced Funds Transfer Setup submenu displays.
STEP 2. AFT requires enabling the following three items:
• Allow Transfers To Game
• Allow Transfers From Game
• Allow Partial Transfer Amounts
Allow Bonus Enable: Accepts transfers to the machine from the Host for bonus credits
Transfers from a Host controlled bonusing system.
Allow Debit Enable: Accepts transfers to the machine from a financial institution.
Transfers
Allow Transfers to Enable: Accepts transfers to the machine from the Host (a minimum
Game requirement for AFT operation).
Allow Transfers Enable: Accepts transfers to the Host from the machine (a minimum
From Game requirement for AFT operation).
Allow Partial Enable: A transfer for an amount less than the specified amount can occur if
Transfer Amounts other settings prohibit a transfer at the amount specified.
Disable: The exact amount specified must be transferred or the transfer will
be rejected.
Set Max Transfer Enable: Allows the Operator to set the maximum value that can be
Limit transferred between the Host and the machine. If enabled, a value must be
entered into the Amount field.
Set Pay Win to Host Enable: Allows the Operator to set a value that, when exceeded by a win,
Minimum Amount causes the win to be automatically transferred to the Host instead of
accumulating in the machine’s credit meter. If enabled, a value must be
entered into the Amount field.
Host Cashout Host Controlled: The Host system controls the Host Cashout Mode, and
Mode “Host Controlled” is the default when the machine is registered with the
Host. The Host is the payment device upon any cashout.
Soft: Upon a cashout, the Player is offered a choice of payment methods that
includes transfer to the Host, a voucher from a printer, coins from the hopper,
or payment by an Attendant.
Hard: Upon a cashout, the Player is not offered a choice of payment
methods. All cashouts are transferred to the Host, if possible. If the transfer is
unable to complete, the Player may be offered a Machine Cashout menu to
choose payment by hopper, voucher, or an Attendant payment.
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Table 3: Communications Protocol Setup
NOTE: If the Host system uses a Registration Key for AFT transfers, then the gaming machine must
first be registered with the Host.
After the AFT options have been set and saved, the machine can now register with the Host to
enable transfers of funds.
STEP 1. Touch Register with Host to establish communication with the host using the current
settings.
STEP 2. Touch Cancel Registration to cancel the current registration when a setting must
change.
STEP 3. If a thermal printer is installed, touch the Sample Host To Game Receipt and Sample
Game To Host Receipt button icons to print sample receipts on ticket stock.
STEP 4. If a printer is installed and the machine is registered with an AFT host, touch the Print
Debit Registration Report and Sample Debit Withdrawal Receipt icons to print
sample debit receipts.
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Progressive Setup
NOTE: Progressive jackpot configuration may not be available in all jurisdictions.
STEP 1. Touch Setup.
STEP 2. Touch Comm Setup.
STEP 3. Touch Progressive Setup to add or remove progressive awards and configure the
progressive controllers.
On the bottom of the Progressive Setup screen, the following button icons display:
• New Progressive
• Delete Progressive
• Save All
• Controller Setup
Controller Setup
STEP 1. Touch the Controller Setup icon to open the Add Progressive Controllers screen.
STEP 2. If the available controllers do not automatically display for configuration, touch the Add
button icon to open Controller and COMM Port fields.
STEP 3. Touch the Controller field to open a window showing available controllers.
STEP 4. Highlight a controller by touching the name of the controller.
STEP 5. Touch the Set button icon.
STEP 6. When complete, touch Save to save the choices.
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Item Description
Mikohn Configures the machine for communicating with an external progressive controller
using the protocol developed by Progressive Gaming International Corp. (PGI,
formerly Mikohn).
MAPS Configures the machine for communicating with Bally Technologies multi-area
progressive system (MAPS).
SAS Progressive The SAS protocol specification provides support for a Host controlled progressive
system.
Internal The AGP can provide up to eight jackpot levels for an installed game that supports
progressive awards. All necessary requirements of the progressive controller are
internal. No additional external hardware is required.
NONE No progressive controller specified.
Mikohn Setup
Configures the machine for interfacing with gaming equipment manufactured by Progressive
Gaming International, and it can be used with progressive equipment from other manufacturers using
thesame protocol.
STEP 1. Select Mikohn and touch the Config field.
STEP 2. Touch the Slot ID field to change the slot ID to match the Mikohn SIB address.
STEP 3. Touch the Denomination field to set the game to the Mikohn progressive pay
denomination.
STEP 4. Touch the progressive Level 1 through Level 8 fields to set the associated Controller and
Jackpot or Mystery Pay levels. For Levels, choose None or values between JP0 through
JP7. Any Mystery Pay levels should be set to None.
NOTE: The jackpot controllers may begin numbering at zero instead of one. For example,
JP0, JP1, JP2,...
STEP 5. Refer to the Mikohn Progressive/Mystery DCU Controller manual for setting options.
Item Description
Slot ID A unique identification number to identify the machine within the progressive
system. The slot ID number must match the assignment in the progressive
system; a Mikohn slot interface board (SIB) address, for example.
Progressive The Denomination field is specifically for the progressive controller, and may not
Denomination necessarily match the base denomination of the machine. A machine configured
for multiple wager denominations may participate in a progressive system, but
only at this denomination configured for the progressive controller.
Progressive Levels The win levels one through eight of the game can be associated with the
numbered jackpots of the controller.
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MAPS Setup
Configures the machine for communicating with Bally Technologies Multi-Area Progressive System
(MAPS).
There are two versions of the MAPS protocol. The following table describes the versions.
Item Description
MAPS Multi Area Progressive System protocol supporting one paytable and one
progressive level. Protocol is game specific, and verified through the system.
Selecting MAPS disables all other progressives.
MAPS X Protocol supports multiple paytables and jackpot levels.
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SAS Progressive
The SAS Protocol specification provides support for a Host controlled progressive system.
STEP 1. Select SAS Progressive and touch the Config field.
STEP 2. Set the Group ID to the identification number assigned to the progressive system.
STEP 3. Use the Level 1 through Level 8 fields to set the associated Controller and Jackpot levels.
STEP 4. Touch Save.
Internal Progressive Controller
STEP 1. From the Add Progressive Controllers screen, select and save Internal from the list of
controllers.
STEP 2. Touch the Config field to open the Internal 1 configuration submenu.
STEP 3. Touch the Level field to set the associated jackpot level.
The progressive levels Lev1 through Lev8 fields set the associated Jackpot Levels,
Contributions, and Current internal progressive reset amount. Levels 1 through 8 may be
set from JP0 to JP7 or NONE.
STEP 4. Touch the Contribution field to set the contribution percentage.
The contribution field is entered as a percentage of each wager.
STEP 5. Touch the Current field to set the value.
Label Description
Levels The levels of the internal progressive controller are one through eight. The jackpot
levels of the game depend upon the Personality program, and can be associated
with any one of the eight levels of the controller.
Contribution The contribution is entered as a percentage of each wager.
Minimum The starting value or reset value of the progressive.
Current The current value of the progressive. A starting progressive will have a Current value
the same as the Minimum value.
Maximum The progressive’s ceiling (up to $9,999,999.99).
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Override Current
NOTE: When the settings are entered and saved, they cannot be changed without a RAM Clear.
STEP 1. Touch the Override Current button icon.
STEP 2. Touch the Current field to override the current progressive value.
The Override Current option allows the operator the ability to set Internal Progressive
amounts to other than the base amounts. This would typically be done when a machine
on a progressive bank has to be replaced, and the new machine must show the same
value as the replaced machine.
STEP 3. Touch the Maximum field to change the maximum progressive ceiling. The default
setting is $9,999,999.99. If you do not change this value, the Maximum field value will be
$9,999,999.99.
STEP 4. Touch Save.
Default Config
Games developed specifically for progressive operation can automatically fill all fields with suggested
values.
NOTE: The options are set only once. When selected and saved, they cannot change without a RAM
Clear.
STEP 1. Touch the Default Config icon to populate the fields and possibly provide the
opportunity for additional configuration such as a multi-denominational progressive.
STEP 2. Touch any highlighted field to change.
STEP 3. Touch Set to select.
STEP 4. Touch Save to save the settings.
Communication Port
The operating system provides a selection of communication ports that may be assigned to progressive
controllers.
STEP 1. Touch COMM Port on the Add Progressive Controllers screen to open a window showing
the available communication ports.
STEP 2. Select a Communication port from the list presented.
STEP 3. Touch the Set button icon.
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Label Description
Sign Name The sign manufacturer.
Port Name The machine communication port where the sign is connected.
JPL or CTL Jackpot Level: If the progressive is associated with the internal controller, the jackpot
level determines the value that will display on the external sign.
Controller: If the progressive is associated with an external controller configured in
the Add Progressive Controllers submenu, those controllers are available to associate
with an external sign.
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Table 5: External Sign Setup
CTL Name Controller selected from the controllers configured in the Add Progressive Controllers
submenu.
Level Jackpot level 1 though 8.
Voucher Setup
Presents an icon to enter the Voucher Data Setup submenu.
STEP 1. Touch the Voucher Setup icon.
STEP 2. Touch the Voucher Data Setup icon to present a keyboard to enter the required
information.
The keyboard enables entering the Location, Address 1, Address 2, and Days to voucher
Expiration, details to be included on a dispensed voucher.
NOTE: The host system may override any setting entered.
STEP 3. Touch the Caps Locks key icon to add lower case characters and additional symbols.
STEP 4. Touch Save to save the information.
NOTE: The accounting system Host may already provide the information and overwrite
any setting entered.
Clock Setup
The Date/Time submenu provides fields for setting the time and date. There are icons available for
synchronizing seconds and changing time zones.
NOTE: The Jurisdiction Chip controls the display format. The clock settings may be overwritten by a
Host system if the machine is part of a network.
STEP 1. Touch an active field to present a keypad for entering a value.
STEP 2. Touch the Change Time Zone button icon to present a listing of time zones, geographical
regions, and cities. The listing may depend upon the Jurisdiction Chip.
STEP 3. Follow the on screen directions to complete this setup.
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History
Provides logs of game and machine-related information, including the ability to recall previous games
played, bill and coin acceptor transactions, Advance Funds Transfer (AFT) transactions, and every
change of operational state.
Game Play History
Displays the 50 most recently played games to accurately reconstruct and verify the results of each
game, including special features such as free spins. The information depends upon the game installed,
but usually includes the game's name, denomination, date, and payment.
STEP 1. Touch Game Play History.
STEP 2. Use Prior Game and Next Game to view the sequence of games stored in memory.
STEP 3. Touch the Show Events button icon to open the Post Game Event History screen.
STEP 4. Touch the Previous Events and Next Events button icons to navigate through available
post game event history.
STEP 5. Touch the Exit button icon to exit the screen.
Event History
Provides a chronological listing of 500 events or exceptions.
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Transaction History
Provides submenus for viewing records for bills accepted, hopper payments, Attendant payments,
vouchers accepted and dispensed, bonus credits awarded, and fund transfers.
STEP 1. Touch History.
STEP 2. Touch Transaction History.
Bill In History
Each bill acceptor currency transaction is recorded. The information includes the date, time, and the
denomination of the bill. Each bill creates three transactions: accept, stack, and credit.
STEP 1. Touch Bill In History.
STEP 2. If a printer is installed in the machine, touch the Print Page button icon to print displayed
items to ticket stock.
STEP 3. Touch the Exit button icon to return to the main menu.
Cash Out History
Provides the time, date, and the amount of credits redeemed as coins dispensed by the hopper.
STEP 1. Touch Cash Out History.
STEP 2. If a printer is installed in the machine, touch the Print Page button icon to print displayed
items to ticket stock.
STEP 3. Touch the Exit button icon to return to the main menu.
Hand Pay History
Provides the transaction number, time, date, and the amount of credits removed from the machine by
the Audit key switch. Each lockup generates two entries: one when the machine enters a lockup
condition, and another when the lockup is released.
An Attendant payment can result from a malfunction, or by operational policy that limits amounts
dispensed by the machine.
STEP 1. Touch Hand Pay History.
STEP 2. If a printer is installed in the machine, touch the Print Page button icon to print displayed
items to ticket stock.
STEP 3. Touch the Exit button icon to return to the main menu.
Voucher History
Voucher History provides the opportunity to view the vouchers accepted and dispensed. There is also a
listing of merchandise certificates awarded by the machine, if the feature is available.
STEP 1. Touch History.
STEP 2. Touch Transaction History.
STEP 3. Touch Voucher History.
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Voucher In History
Vouchers accepted by the bill acceptor are listed in the Voucher In History submenu. The information for
the last 35 vouchers accepted includes the date, time, validation number, and the amount. For security,
only the last four digits of the validation number display.
STEP 1. Touch Voucher In History.
STEP 2. If a printer is installed in the machine, touch the Print Page button icon to print displayed
items to ticket stock.
STEP 3. Touch the Exit button icon to return to the main menu.
Bonus History
If the gaming machine is participating in a network where a Host awards bonuses, each bonus is
recorded in Bonus History. The information recorded for the last 25 awards includes date, time, bonus
event, and the amount.
STEP 1. Touch Bonus History.
STEP 2. If a printer is installed in the machine, touch the Print Page button icon to print displayed
items to ticket stock.
STEP 3. Touch the Exit button icon to return to the main menu.
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Accounting
Provides icons for viewing machine and game statistics. The submenus are Machine Accounting, Game
Accounting, Protocol Accounting, Bill Accounting, Security Accounting, and Error Accounting. There is also a
Clear Period Accounting button icon to zero the temporary (periodic) meters.
NOTE: Not all icons or options display on all machines. The actual appearance depends upon the game,
the Jurisdiction chip installed, and the options selected. The Accounting submenus are divided
into master and period meters.
For detailed descriptions of the information displayed on the Accounting screens, see the Alpha
Game Setup and Operation Manual, MK2-ALPHA-006.
Machine Accounting
Displays two submenus of statistics and percentages for the cabinet. Machine Master records
permanent statistics, while the Operator or Attendant can zero the Machine Period statistics by touching
the Clear Period Accounting button icon.
Table 6: Accounting Meters
Machine Master
NOTE: The meter labels and contents depend upon the Jurisdiction and the features provided by a
Host system.
Displays a listing of non-resettable accounting meters over several screens.
From the Setup screen:
STEP 1. Touch Accounting.
STEP 2. Touch Machine Accounting.
STEP 3. Touch Machine Master to view Machine Master information.
STEP 4. Touch Next to view additional information.
STEP 5. If a printer is installed, touch Print Meters to print the information onto ticket stock.
STEP 6. Touch Exit to return to the Machine Accounting menu.
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Table 6: Accounting Meters
Machine Period
Machine Period accounting meters accumulate the same statistics as the Machine Master meters.
Unlike Machine Master meters, the Operator or Attendant can zero the Machine Period quantities by
touching the Clear Period Accounting button icon .
From the Setup screen:
STEP 1. Touch Accounting.
STEP 2. Touch Machine Accounting.
STEP 3. Touch Machine Period to view Machine Period information.
STEP 4. If a printer is installed, touch Print Meters to print the information onto ticket stock.
STEP 5. Touch Exit to return to the Machine Accounting menu.
Game Accounting
Displays two submenus of statistics and percentages for each installed game. Game Master displays
the permanent statistics, while Game Period displays statistics that the Operator or Attendant can
zero by touching the Clear Period Accounting button icon.
Game Master
Opens the Game Master Accounting screen, which displays Coin In, Coin Out, Jackpots, statistics,
payback percentages, and other data for each individual game installed in the cabinet.
From the Setup screen:
STEP 1. Touch Accounting.
STEP 2. Touch Game Accounting.
STEP 3. Touch Game Masters to view Game Masters information.
Depending on the game, double-or-nothing or other information may be available. If
more than one game is installed, Previous Game ID and Next Game ID button icons
display to present information for each game.
Game Stats
Presents a Game Statistics submenu to view any game specific statistics such as games played and
games won that are not part of the regular meters.
From the Setup screen:
STEP 1. Touch Accounting.
STEP 2. Touch Game Accounting.
STEP 3. Touch Game Stats to view Game Statistics information.
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Table 6: Accounting Meters
Wager Category
Presents a submenu that displays game specific accounting such as credits wagered per game and
theoretical payback.
From the Setup screen:
STEP 1. Touch Accounting.
STEP 2. Touch Game Accounting.
STEP 3. Touch Wager Category to view Wager Category information.
Game Period
Accumulates the same statistics as the Game Master Accounting meters. Unlike game master meters,
the Operator or Attendant can zero them by touching the Clear Period Accounting button icon
From the Setup screen:
STEP 1. Touch Accounting.
STEP 2. Touch Game Accounting.
STEP 3. Touch Wager Category to view Wager Category information.
Protocol Accounting
Provides access to accounting information about progressive awards, voucher transactions, and fund
transfers. By touching Protocol Accounting, Progressive, Protocol Meters, and AFT Meters are
presented.
STEP 1. Touch Accounting.
STEP 2. Touch Protocol Accounting.
Progressive
Presents button icons for Progressive Master and Progressive Period.
STEP 1. Touch Accounting.
STEP 2. Touch Protocol Accounting
STEP 3. Touch Progressive.
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Table 6: Accounting Meters
Progressive Master
Opens the Progressive Master screen, which displays permanent statistics for eight progressive levels
over two screens.
From the Setup screen:
STEP 1. Touch Accounting.
STEP 2. Touch Protocol Accounting.
STEP 3. Touch Progressive Master to view information.
STEP 4. Touch Next or Previous to navigate between the screens.
Progressive Period
Accumulates the same statistics as Progressive Master. Unlike the Progressive Master meters, the
Operator or Attendant can zero by touching the Clear Period Accounting button icon
From the Setup screen:
STEP 1. Touch Accounting.
STEP 2. Touch Protocol Accounting.
STEP 3. Touch Progressive Period to view information.
STEP 4. Touch Next or Previous to navigate between the screens.
Protocol Meters
Presents two screens for viewing the dollar value and quantity of Attendant payments and vouchers
accepted and dispensed.
From the Setup screen:
STEP 1. Touch Accounting.
STEP 2. Touch Protocol Accounting.
STEP 3. Touch Protocol Meters to view information.
STEP 4. Touch Next or Previous to navigate between the screens.
AFT Meters
Displays two screens of statistics for fund transfers between the machine and a system Host
controlling a wagering account or a link to a financial institution. AFT Meters show the dollar value and
count of AFT transfers.
From the Setup screen:
STEP 1. Touch Accounting.
STEP 2. Touch Protocol Accounting.
STEP 3. Touch AFT Meters to view information.
STEP 4. Touch Next or Previous to navigate between the screens.
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Table 6: Accounting Meters
Bill Accounting
Displays master and period quantities of currency by denomination accepted by the bill acceptor. The
Attendant or Operator can zero Period Bills quantities by touching the Clear Period Accounting icon
on the Accounting submenu.
From the Setup screen:
STEP 1. Touch Accounting.
STEP 2. Touch Bill Accounting.
Security Accounting
Displays counters for opened doors, power failures, and the number of games played between
events. The information includes the date and time of the occurrence.
NOTE: Door statistics depend upon cabinet configurations. Not all of the doors shown in the Security
Accounting submenu will be available on every cabinet.
From the Setup screen:
STEP 1. Touch Accounting.
STEP 2. Touch Security Accounting.
STEP 3. Touch Next or Previous to navigate between the screens.
STEP 4. If a printer is installed in the machine, touch the Print button icon to print displayed
items to ticket stock.
Error Accounting
Displays the number of exceptions (tilts) for the machine’s operational categories.
From the Setup screen:
STEP 1. Touch Accounting.
STEP 2. Touch Error Accounting.
STEP 3. If a printer is installed, touch the Print button icon to print the information onto ticket
stock.
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Diagnostics
Diagnostics are available for testing the machine and components for maintenance or troubleshooting.
Within Diagnostics are submenus to access additional information about the machine.
NOTE: The available submenus depend upon the games and the hardware installed within the cabinet.
Version Information
Displays the part numbers of programmed media installed in the machine. Media verification
signatures are shown for the CompactFlash of the operating system and game.
STEP 1. Touch Diagnostics.
STEP 2. Touch Version Information.
STEP 3. If a printer is installed, touch the Print button icon to print the information onto ticket
stock.
Software Manifests
Provides a list of software currently running on the gaming machine.
STEP 1. Touch Diagnostics.
STEP 2. Touch Version Information.
STEP 3. Touch the Software Manifests button icon to display a list of software currently running
on the gaming machine.
STEP 4. If a printer is installed, touch the Print button icon to print the information onto ticket
stock.
Jurisdiction Information
Provides Jurisdiction Limits and Jurisdiction Bit Codes.
STEP 1. Touch Diagnostics.
STEP 2. Touch Jurisdiction Information.
Jurisdiction Limits
Displays the values of parameters programmed into the machine from the Jurisdictional Chip.
STEP 1. Touch Diagnostics.
STEP 2. Touch Jurisdiction Information.
STEP 3. Touch Jurisdiction Limits.
NOTE: For details about the information displayed on the screen, see the Alpha Game Setup and
Operation Manual, MK2-ALPHA-006.
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Input/Output Diagnostics
Presents icons for door, cabinet, and processor diagnostics. The Setup Menu has three diagnostics that
are not available in the Attendant Menu: the bill validator, coin acceptor, and hopper.
STEP 1. Touch Diagnostics.
STEP 2. Touch Input/Output Diagnostics.
NOTE: For details about the information displayed on the screen, see the Alpha Game Setup and
Operation Manual, MK2-ALPHA-006.
NOTE: The current state of the tower lamp will not be overridden by the Cabinet Output diagnostic. If
the lamp is already on, it remains on regardless of state change attempts through the diagnostic.
Cabinet Inputs
Displays the state of the cabinet switches. The state of various mechanisms displays as either on (1) or
off (0).
STEP 1. Touch Diagnostics.
STEP 2. Touch Cabinet Diagnostics.
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Cabinet Outputs
Presents icons to switch on the tower lamps.
STEP 3. From the Cabinet Inputs screen, touch Next Page to display the Cabinet Outputs screen.
STEP 4. Touch each icon to activate individually.
Or
Touch Auto Cycle to automatically light each lamp.
NOTE: The current state of the tower lamp will not be overridden by the Cabinet Output diagnostic. If
the lamp is already on, it remains on regardless of state change attempts through the diagnostic.
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Hopper Test
Provides verification that the hopper circuitry is functional and that the hopper coin switch properly
senses dispensed coins.
STEP 1. Touch Diagnostics.
STEP 2. Touch Input/Output Diagnostics.
STEP 3. Touch Hopper Test.
STEP 4. Touch the Start Test button icon to dispense 10 coins.
The accumulated quantity of dispensed coins displays.
Memory Diagnostics
Displays the size of memory installed in the system and the amount of the memory available.
STEP 1. Touch Diagnostics.
STEP 2. Touch Memory Diagnostics.
Video Diagnostics
Provides additional icons for evaluation and adjustment of the display. The submenus display single
color screens for white, red, green, and blue for purity adjustments using the monitor’s adjustment
controls. There are also submenus that display dot and graph patterns for proper screen alignment.
NOTE: The touch screen diagnostic is located in the Setup Menu. Touch screen communications is in
Comm Port Diagnostics.
STEP 1. Touch Diagnostics.
STEP 2. Touch Video Diagnostics.
STEP 3. Touch the icon for each of the other diagnostics.
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The Com Port Diagnostics screen shows statistics for the number of packets transmitted and received for
each communication port, as well as the active control lines.
STEP 1. Touch Diagnostics.
STEP 2. Touch Comm Port Diagnostics.
Label Description
Analyzer
Accesses more detailed information for each port.
STEP 1. Touch Diagnostics.
STEP 2. Touch Comm Port Diagnostics.
STEP 3. Touch the Analyzer button icon at the bottom of the screen.
STEP 4. Touch the UART Port field to advance to the next communication port.
STEP 5. Touch the Counts icon to return to the previous statistics page.
STEP 6. Touch the Pause icon to stop the interactive display of messages and freeze the
diagnostics data for review.
When frozen, the Pause icon changes to Continue.
STEP 7. Touch the Continue icon to restart the display of messages to and from the
communication port.
Table 7: Com Port Diagnostics Labels
Label Description
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Game Diagnostics
NOTE: The availability of game diagnostics depends upon the game and the hardware installed within
the cabinet.
Provides the ability to evaluate peripheral devices associated with a game. The game may include
stepper motor reels, a wheel feature, an animated bezel, or illuminated stepper reel paylines.
STEP 1. Touch Diagnostics.
STEP 2. Touch Game Diagnostics.
Top Box
Provides diagnostics to evaluate the operation of a feature wheel if one is installed on the game.
STEP 1. Touch Diagnostics.
STEP 2. Touch Game Diagnostics.
STEP 3. Touch the Topbox button to display the Calibrate, Test, and Validate button icons.
Calibrate
Initiates an automated procedure where the wheel’s center stop position is determined, then stored in
memory.
Test
Presents icons that will initiate verification procedures for the wheel motor and the wheel lights.
STEP 1. Touch the Test button icon to display icons used in verification procedures for the wheel
motor and the wheel lights.
STEP 1.1. Touch the Test Wheel icon to begin a routine where the wheel moves to the
zero position and rotates one step at a time.
STEP 1.2. Touch the Test Lights icon to illuminate the wheel light at position zero and
then sequence one position at a time.
STEP 2. Touch Exit to return to the Top Box screen.
Validate
Presents a graphical representation of the feature wheel symbol, the corresponding software stop
position, and control icons to rotate the wheel to another position. Correct wheel operation is
confirmed when every wheel position is matched with the screen display.
STEP 1. Touch Next to move the wheel to the right and change the display.
STEP 2. Touch Previous to move the wheel to the left and change the display.
The wheel moves to the appropriate position, and the screen displays that wheel symbol
and its numeric position.
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Reels
Provides an opportunity to calibrate stepper motor reels and to verify that the reel symbols align at the
zero position.
STEP 1. Touch Diagnostics.
STEP 2. Touch Game Diagnostics.
STEP 3. Touch Reels.
STEP 4. Touch Calibrate to move the reels to the zero position.
The reel position displays above each reel image. The image must match the stepper reels.
Bezel
If the feature is installed, the Bezel diagnostic displays the version of the Bezel Gadget firmware and
cycles the Active Bezel through all color outputs.
STEP 1. Touch Diagnostics.
STEP 2. Touch Game Diagnostics.
STEP 3. Touch Bezel.
STEP 4. Touch Bezel in the upper left side of the screen.
GAT Port
Provides verification of the game authentication terminal (GAT) operation. Displays the installed
versions of the operating system, game, Jurisdiction Chip, and the BIOS. Icons labeled Yes or No are
available to enable or disable the communication of each software component. Also displays the status
of a GAT program as Connected or Not Connected at the communication port labeled COM8 on the
backplane board.
STEP 1. Touch Diagnostics.
STEP 2. Touch GAT Port.
STEP 3. Touch the icon to the right of the software component to enable or disable.
STEP 4. Use the scroll bar on the right side of the screen to scroll through the available GAT
ports.
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Out of Service
Removes the machine from revenue operation without modifying the hardware, disabling components,
or switching the power off. When activated, a message displays until the machine is returned to service.
STEP 1. Touch Out of Service.
The Out of Service Selection screen displays.
STEP 2. Touch Set to display the Out of Service screen.
STEP 3. To place the machine back into revenue operation, turn the Attendant Key.
Commands
Presents icons for additional configuration or presentation of additional information.
Super Config
Displays all machine configuration settings.
STEP 1. Touch Commands.
STEP 2. Touch Super Config.
STEP 3. Touch Get Config to retrieve operating system and game configuration information.
STEP 4. On a line with a plus sign (+), touch the line to expand it.
STEP 5. Use the Up and Down button icons or the scroll bar to view the entire listing.
STEP 6. Touch Show All to show settings hidden from a system Host.
or
Touch Visible Only to show only the settings not hidden from the Host.
STEP 7. When changes are complete, touch the Save Config button icon to save the changes.
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Troubleshooting.
Table 8: Error Table
RAM Error Machine is suspended. Turn Audit key, record fault information; turn
key again to initiate a restart.
Program Error Machine is suspended. Turn Audit key, record fault information; turn
key again to initiate a restart.
NVRAM Corruption Machine is suspended. Turn Audit key, record fault information; turn
key again to initiate a restart.
NOTE: A NVRAM fault will display “Call Attendant.” Turning the Audit key will display the specific
NVRAM fault. Turning the key again will attempt recovery. If recovery is successful, the
machine restarts in a normal fashion. If the NVRAM error is not recoverable, another NVRAM
fault occurs. The second NVRAM error after restarting is not recoverable and requires a
NVRAM Clear.
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Table 9: Bill Acceptor Events
BillVal Acceptor Jam Machine is playable. Check the bill acceptor for
jammed bills.
BillVal Device Error Machine is playable. Replace the bill acceptor head.
BillVal Reject Limit Machine is suspended. Replace the bill acceptor head.
BillVal Stacker Jam Machine is suspended. Check the bill stacker for
jammed bills.
BillVal Stacker Open Machine is suspended. Verify that the stacker is fully
inserted.
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Table 11: Door Events
Hood Door Open Machine is suspended. Check hood door (slant top).
TopBox Main Door Open Machine is suspended. Check TopBox main door.
TopBox Logic Door Open Machine is suspended. Check TopBox logic door.
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Table 13: Hopper Events
Mech Reels Disconnected Machine is suspended. Open main door, check USB
cable connections, close door.
7-Seg LEDs Disconnected Machine is suspended. Open main door, check USB
cable connections, close door.
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Table 15: Protocol/Comm Events
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Table 16: Printer Events
Touch Screen Calib Error Machine is suspended. Calibrate the touch screen.
Touch Screen Data Error Machine is suspended. Check the I/O board.
Touch Screen System Error Machine is suspended. Replace the touch screen
controller.
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Change On Door *
Some markets have three-tier tower lamps. The light operation is as follows:
Table 19: Three-Tier Tower Light Conditions
Position Tilt Jackpot Service/ Door Open
Call Attendant
Top Flashing
Middle Continuously Lit Flashing
Bottom Flashing
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